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path: root/npc/guild2/arug_cas02.txt
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//===== eAthena Script =======================================
//= War of Emperium Second Edition
//===== By: ==================================================
//= L0ne_W0lf
//===== Current Version: =====================================
//= 1.8
//===== Compatible With: =====================================
//= eAthena SVN
//===== Description: =========================================
//= WoE SE Arunafeltz Castle 2
//===== Additional Comments: =================================
//= 1.0 First Version [L0ne_W0lf]
//= 1.1 Swaped an end for a close in eco investing. [L0ne_W0lf]
//= 1.2 Fixed double message in defense investing. [L0ne_W0lf]
//=     Corrected a minor typo in the guild steward.
//= 1.3 Fixed a guardian spawning NPCs. [L0ne_W0lf]
//= 1.4 Fixed investment period not resetting. [L0ne_W0lf]
//=     Made it so treasure won't spawn if castle is empty.
//=     Treasure will now be killed before spawning.
//= 1.5 Fixed error with control devices. [L0ne_W0lf]
//= 1.6 Two small fixes. (aegis carry-overs) [L0ne_W0lf]
//= 1.7 Another two fixes [Yommy]
//= 1.8 Corrected copy/paste error. [L0ne_W0lf]
//============================================================

arug_cas02,1,1,0	script	Manager#aru02_02	111,{
	end;

OnInterIfInitOnce:
	GetCastleData "arug_cas02",0,"::OnRecvCastleAr02";
	end;

OnRecvCastleAr02:
	RequestGuildInfo GetCastleData("arug_cas02",1);
	if (GetCastleData("arug_cas02",1) == 0) {
		donpcevent "Manager#aru02_02::Onstart";
	}
	end;

OnAgitStart2:
	if (agitcheck2()) {
		MapRespawnGuildID "arug_cas02",GetCastleData("arug_cas02",1),2;
		GvgOn "arug_cas02";
		donpcevent "Manager#aru02_02::Onstart";
	}
	else {
		donpcevent "#aru02_RL00::OnDisable";
		donpcevent "#aru02_RL01::OnDisable";
		donpcevent "#aru02_RL02::OnDisable";
		donpcevent "#aru02_RL03::OnDisable";
	}
	end;

OnAgitEnd2:
	GvgOff "arug_cas02";
	if (GetCastleData("arug_cas02",1)) {
		KillMonster "arug_cas02","Steward#aru02::OnStartArena";
		donpcevent "Manager#aru02_02::Onreset";
		donpcevent "Steward#aru02::Onstop";
	}
	end;

Onstart:
	// 1st Guardian stone, 2nd Guardian stone, Barrier 1, Barrier 2, Barrier 3, Summon Guardians
	// Settings for all but Summon Guardians
	// 0 = Okay; 1 = Destroyed; 2 = Repairing
	// Summon Guardians
	// 0 = Do not Summon; 1 = Summon
	if (GetCastleData("arug_cas02",1)) {
		setarray $agit_ar02[0],0,0,0,0,0,0;
		donpcevent "#aru02_df01::OnEnable";
		donpcevent "#aru02_df02::OnEnable";
		donpcevent "#aru02_RL00::OnEnable";
		donpcevent "#aru02_RL01::OnEnable";
		donpcevent "#aru02_RL02::OnEnable";
		donpcevent "#aru02_RL03::OnEnable";
	}
	monster "arug_cas02",89,256,"Emperium",1288,1,"Steward#aru02::OnStartArena";
	end;

Onreset:
	donpcevent "#aru02_df01::OnDisable";
	donpcevent "#aru02_df02::OnDisable";
	donpcevent "#aru02_gard01::Onreset";
	donpcevent "#aru02_gard02::Onreset";
	donpcevent "#aru02_RL00::OnDisable";
	donpcevent "#aru02_RL01::OnDisable";
	donpcevent "#aru02_RL02::OnDisable";
	donpcevent "#aru02_RL03::OnDisable";
	donpcevent "1st Guardian Stone#aru02::OnDisable";
	donpcevent "2nd Guardian Stone#aru02::OnDisable";
	donpcevent "Control Device01#aru02::OnDisable";
	donpcevent "Control Device02#aru02::OnDisable";
	donpcevent "Control Device03#aru02::OnDisable";
	if (agitcheck2()) {
		setarray $agit_ar02[0],0,0,1,1,1,0;
	}
	end;

Onchange:
	setarray $agit_ar02[0],2,2,1,1,2,0;
	monster "arug_cas02",89,256,"Emperium",1288,1,"Steward#aru02::OnStartArena";
	donpcevent "Control Device03#aru02::OnEnable";
	donpcevent "1st Guardian Stone#aru02::OnEnable";
	donpcevent "2nd Guardian Stone#aru02::OnEnable";
	end;

OnClock0001:
	if (!GetCastleData("arug_cas02",1)) end;
	killmonster "arug_cas02","Manager#aru02_02::OnTreasureDied";

	setcastledata "arug_cas02",4,0;
	setcastledata "arug_cas02",5,0;

	set .@Treasure,GetCastleData("arug_cas02",2)/5+4;
	if (.@Treasure) {
		monster "arug_cas02",382,231,"Treasure Chest",1944,1,"Manager#aru02_02::OnTreasureDied";
		monster "arug_cas02",383,231,"Treasure Chest",1324,1,"Manager#aru02_02::OnTreasureDied";
		monster "arug_cas02",384,231,"Treasure Chest",1944,1,"Manager#aru02_02::OnTreasureDied";
		monster "arug_cas02",385,231,"Treasure Chest",1324,1,"Manager#aru02_02::OnTreasureDied";
		if (.@Treasure < 5) end;
		monster "arug_cas02",386,231,"Treasure Chest",1944,1,"Manager#aru02_02::OnTreasureDied";
		if (.@Treasure < 6) end;
		monster "arug_cas02",387,231,"Treasure Chest",1324,1,"Manager#aru02_02::OnTreasureDied";
		if (.@Treasure < 7) end;
		monster "arug_cas02",384,230,"Treasure Chest",1944,1,"Manager#aru02_02::OnTreasureDied";
		if (.@Treasure < 8) end;
		monster "arug_cas02",385,230,"Treasure Chest",1324,1,"Manager#aru02_02::OnTreasureDied";
		if (.@Treasure < 9) end;
		monster "arug_cas02",386,230,"Treasure Chest",1944,1,"Manager#aru02_02::OnTreasureDied";
		if (.@Treasure < 10) end;
		monster "arug_cas02",387,230,"Treasure Chest",1324,1,"Manager#aru02_02::OnTreasureDied";
		if (.@Treasure < 11) end;
		monster "arug_cas02",388,230,"Treasure Chest",1944,1,"Manager#aru02_02::OnTreasureDied";
		if (.@Treasure < 12) end;
		monster "arug_cas02",389,230,"Treasure Chest",1324,1,"Manager#aru02_02::OnTreasureDied";
		if (.@Treasure < 13) end;
		monster "arug_cas02",382,225,"Treasure Chest",1944,1,"Manager#aru02_02::OnTreasureDied";
		if (.@Treasure < 14) end;
		monster "arug_cas02",383,225,"Treasure Chest",1324,1,"Manager#aru02_02::OnTreasureDied";
		if (.@Treasure < 15) end;
		monster "arug_cas02",384,225,"Treasure Chest",1944,1,"Manager#aru02_02::OnTreasureDied";
		if (.@Treasure < 16) end;
		monster "arug_cas02",385,225,"Treasure Chest",1324,1,"Manager#aru02_02::OnTreasureDied";
		if (.@Treasure < 17) end;
		monster "arug_cas02",386,225,"Treasure Chest",1944,1,"Manager#aru02_02::OnTreasureDied";
		if (.@Treasure < 18) end;
		monster "arug_cas02",387,225,"Treasure Chest",1324,1,"Manager#aru02_02::OnTreasureDied";
		if (.@Treasure < 19) end;
		monster "arug_cas02",384,224,"Treasure Chest",1944,1,"Manager#aru02_02::OnTreasureDied";
		if (.@Treasure < 20) end;
		monster "arug_cas02",385,224,"Treasure Chest",1324,1,"Manager#aru02_02::OnTreasureDied";
		if (.@Treasure < 21) end;
		monster "arug_cas02",386,224,"Treasure Chest",1944,1,"Manager#aru02_02::OnTreasureDied";
		if (.@Treasure < 22) end;
		monster "arug_cas02",387,224,"Treasure Chest",1324,1,"Manager#aru02_02::OnTreasureDied";
		if (.@Treasure < 23) end;
		monster "arug_cas02",388,224,"Treasure Chest",1944,1,"Manager#aru02_02::OnTreasureDied";
		if (.@Treasure < 24) end;
		monster "arug_cas02",389,224,"Treasure Chest",1324,1,"Manager#aru02_02::OnTreasureDied";
	}
	end;

OnTreasureDied:
	end;
}

arug_cas02,38,259,5	script	Yumenes#aru02_01	868,{
	set .@GID, GetCastleData("arug_cas02",1);
	if (.@GID == 0) {
		mes "[Yumenes]";
		mes "Great job. Now, all you";
		mes "need to do is destroy this";
		mes "Emperium to gain ownership";
		mes "over this stronghold.";
		close;
	}
	if (getcharid(2) == .@GID) {
		if (strcharinfo(0) != getguildmaster(.@GID)) {
			mes "[Yumenes]";
			mes "As guardian of this";
			mes "stronghold, I answer only";
			mes "to the master of the guild";
			mes "that controls this place.";
			close;
		}
		else {
			if (agitcheck2() == 0) {
				mes "[Yumenes]";
				mes "I am Yumenes, guardian of";
				mes "this stronghold. For now,";
				mes "all is quiet in this place.";
				next;
				switch(select("Converse:Cancel")) {
				case 1:
					mes "[Yumenes]";
					mes "Do you have any questions";
					mes "about this stronghold?";
					next;
					switch(select("Guardian Stones:Fortress Gates:Link Flags:Battle Strategy:Cancel")) {
					case 1:
						mes "[Yumenes]";
						mes "There is one Emperium";
						mes "and two Guardian Stones in";
						mes "each fortress. These stones";
						mes "are the first line of defense,";
						mes "and must be destroyed before";
						mes "enemies can even enter.";
						next;
						mes "[Yumenes]";
						mes "The stones are located in";
						mes "^4D4DFFGate Houses^000000 which must be";
						mes "protected to prevent enemies";
						mes "from reaching the Emperium.";
						mes "Guardian Stones can ^4D4DFFrecall";
						mes "your Guardians^000000 for protection.";
						next;
						mes "[Yumenes]";
						mes "Fortresses with higher levels";
						mes "of defense can summon more";
						mes "Guardians: this is why it is";
						mes "so important for guilds to";
						mes "invest in Defense Growth.";
						next;
						mes "[Yumenes]";
						mes "Guardian Stones that have";
						mes "been destroyed can be revived";
						mes "after a certain time, but one of^FFFFFF ^000000 the guild members must give";
						mes "me the order. I can also report^FFFFFF ^000000 the status of the Guardian Stones.";
						close;
					case 2:
						mes "[Yumenes]";
						mes "^4D4DFFFortress Gates^000000 are the second ^FFFFFF ^000000 line of guild stronghold defense,";
						mes "and are protected by extra barricades activated by the Guardian Stones.";
						mes "These gates are located in three different parts of the fortress.";
						next;
						mes "[Yumenes]";
						mes "Barricades are protected by";
						mes "Guardian Stones, and are";
						mes "restored when the Guardian";
						mes "Stones are retrieved. However,";
						mes "it is not as easy to restore";
						mes "destroyed Fortress Gates.";
						next;
						mes "[Yumenes]";
						mes "Fortress Gates can only be";
						mes "restored when the ^4D4DFFguild";
						mes "master of a stronghold";
						mes "changes^000000, or if ^4D4DFFrestoration";
						mes "is requested by the guild";
						mes "master of the stronghold^000000.";
						close;
					case 3:
						mes "[Yumenes]";
						mes "Strongholds have many";
						mes "Link Flags that allow you";
						mes "to access vital areas within";
						mes "restrictions placed by the";
						mes "Barricades. Usually, ^4D4DFFFlag 1";
						mes "links to the Gate House^000000.";
						next;
						mes "[Yumenes]";
						mes "Many flags link directly to";
						mes "the flag near the Emperium.";
						mes "The final numbered flag is";
						mes "linked to the Convenience";
						mes "Facility of the stronghold's";
						mes "owner. Keep this in mind.";
						close;
					case 4:
						mes "[Yumenes]";
						mes "Strategy? It would be better";
						mes "to develop your battle plan to";
						mes "exploit your guild's advantages";
						mes "and your enemies' weaknesses.";
						mes "Use the Gate Houses and Barricades, and rebuild as quickly as you can!";
						close;
					case 5:
						mes "[Yumenes]";
						mes "You have no questions";
						mes "to ask of me? Well, I'm";
						mes "here to serve your needs.";
						close;
					}
				case 2:
					mes "[Yumenes]";
					mes "I'm always here, so";
					mes "feel free to request my";
					mes "assistance whenever";
					mes "the need arises.";
					close;
				}
			}
			else {
				mes "[Yumenes]";
				mes "Greetings, "+strcharinfo(0)+".";
				mes "What are your orders?";
				next;
				switch(select("Increase Stronghold Defense:Situational Briefing:Cancel")) {
				case 1:
					if ($agit_ar02[5] == 0) {
						if (getgdskilllv(.@GID,10002) == 0) {
							mes "[Yumenes]";
							mes "I'm sorry, but the Guardian";
							mes "Stones aren't powerful enough";
							mes "to summon Guardians yet. We";
							mes "need to accumulate more";
							mes "knowledge before they can";
							mes "summon any Guardians.";
							close;
						}
						else {
							mes "[Yumenes]";
							mes "I shall endeavor to summon";
							mes "a Guardian through a Guardian";
							mes "Stone. However, keep in mind";
							mes "that this will not work if the";
							mes "Guardian Stone is destroyed.";
							setarray $agit_ar02[5],1;
							if ($agit_ar02[0] == 0) {
								donpcevent "#aru02_gard01::OnEnable";
							}
							if ($agit_ar02[1] == 0) {
								donpcevent "#aru02_gard02::OnEnable";
							}
							close;
						}
					}
					else {
						mes "[Yumenes]";
						mes "You've already commanded";
						mes "me to summon a Guardian";
						mes "to defend the stronghold.";
						close;
					}
				case 2:
					mes "[Yumenes]";
					mes "Our defense status is...";
					if ($agit_ar02[0] == 1) {
						mes "1st Guardian Stone: ^FF0000Destroyed^000000";
					}
					else if ($agit_ar02[0] == 2) {
						mes "1st Guardian Stone: ^008000Repairing^000000";
					}
					else {
						mes "1st Guardian Stone: ^4D4DFFOperational^000000";
					}
					if ($agit_ar02[1] == 1) {
						mes "2nd Guardian Stone: ^FF0000Destroyed^000000";
					}
					else if ($agit_ar02[1] == 2) {
						mes "2nd Guardian Stone: ^008000Repairing^000000";
					}
					else {
						mes "2nd Guardian Stone: ^4D4DFFOperational^000000";
					}
					if ($agit_ar02[2] == 1) {
						mes "1st Fortress Gate: ^FF0000Destroyed^000000";
					}
					else if ($agit_ar02[2] == 2) {
						mes "1st Fortress Gate: ^008000Repairing^000000";
					}
					else {
						mes "1st Fortress Gate: ^4D4DFFOperational^000000";
					}
					if ($agit_ar02[3] == 1) {
						mes "2nd Fortress Gate: ^FF0000Destroyed^000000";
					}
					else if ($agit_ar02[3] == 2) {
						mes "2nd Fortress Gate: ^008000Repairing^000000";
					}
					else {
						mes "2nd Fortress Gate: ^4D4DFFOperational^000000";
					}
					if ($agit_ar02[4] == 1) {
						mes "3rd Fortress Gate: ^FF0000Destroyed^000000";
					}
					else if ($agit_ar02[4] == 2) {
						mes "3rd Fortress Gate: ^008000Repairing^000000";
					}
					else {
						mes "3rd Fortress Gate: ^4D4DFFOperational^000000";
					}
					close;
				case 3:
					mes "[Yumenes]";
					mes "I'll be standing by,";
					mes "awaiting your orders.";
					close;
				}
			}
		}
	}
	else {
		mes "[Yumenes]";
		mes "Who are you? Scoundrel!";
		mes "Leave this stronghold now!";
		close;
	}

OnInit:
	setarray $agit_ar02[0],0,0,0,0,0,0;
	end;
}

arug_cas02,1,1,0	script	#aru02_gard01	-1,{
OnEnable:
	set .@defence,GetCastleData("arug_cas02",3);
	guardian "arug_cas02",104,32,"Guardian",1899,"#aru02_gard01::OnGuardianDied"; //0;
	if ((.@defence > 10) && (.@defence < 31)) {
		set .MyMobCount,2;
		guardian "arug_cas02",67,36,"Guardian",1899,"#aru02_gard01::OnGuardianDied"; //1;
	}
	else if ((.@defence > 30) && (.@defence < 51)) {
		set .MyMobCount,3;
		guardian "arug_cas02",67,36,"Guardian",1899,"#aru02_gard01::OnGuardianDied"; //1;
		guardian "arug_cas02",67,85,"Guardian",1899,"#aru02_gard01::OnGuardianDied"; //2;
	}
	else if ((.@defence > 50) && (.@defence < 71)) {
		set .MyMobCount,4;
		guardian "arug_cas02",67,36,"Guardian",1899,"#aru02_gard01::OnGuardianDied"; //1;
		guardian "arug_cas02",67,85,"Guardian",1899,"#aru02_gard01::OnGuardianDied"; //2;
		guardian "arug_cas02",113,87,"Guardian",1899,"#aru02_gard01::OnGuardianDied"; //3;
	}
	else if (.@defence > 70) {
		set .MyMobCount,5;
		guardian "arug_cas02",67,36,"Guardian",1899,"#aru02_gard01::OnGuardianDied"; //1;
		guardian "arug_cas02",67,85,"Guardian",1899,"#aru02_gard01::OnGuardianDied"; //2;
		guardian "arug_cas02",113,87,"Guardian",1899,"#aru02_gard01::OnGuardianDied"; //3;
		guardian "arug_cas02",122,112,"Guardian",1899,"#aru02_gard01::OnGuardianDied"; //4;
	}
	else {
		set .MyMobCount,2;
		guardian "arug_cas02",20,169,"Guardian",1899,"#aru02_gard01::OnGuardianDied"; //1;
	}
	initnpctimer;
	end;

OnTimer300000:
	set .MyMobCount,.MyMobCount+1;
	guardian "arug_cas02",67,60,"Guardian",1899,"#aru02_gard01::OnGuardianDied"; //5;
	mapannounce "arug_cas02","The 1st Guardian has been summoned from the Gate House.",bc_map,"0xff4500";
	end;

OnTimer900000:
	set .MyMobCount,.MyMobCount+1;
	guardian "arug_cas02",90,167,"Guardian",1899,"#aru02_gard01::OnGuardianDied"; //6;
	mapannounce "arug_cas02","The 2nd Guardian has been summoned from the Gate House.",bc_map,"0xff4500";
	end;

OnTimer1800000:
	set .MyMobCount,.MyMobCount+1;
	guardian "arug_cas02",91,119,"Guardian",1899,"#aru02_gard01::OnGuardianDied"; //7;
	mapannounce "arug_cas02","The 3rd Guardian has been summoned from the Gate House.",bc_map,"0xff4500";
	end;

OnTimer2700000:
	set .MyMobCount,.MyMobCount+1;
	guardian "arug_cas02",122,112,"Guardian",1899,"#aru02_gard01::OnGuardianDied"; //8;
	mapannounce "arug_cas02","The 4th Guardian has been summoned from the Gate House.",bc_map,"0xff4500";
	end;

OnTimer3600000:
	set .MyMobCount,.MyMobCount+1;
	guardian "arug_cas02",20,169,"Guardian",1899,"#aru02_gard01::OnGuardianDied"; //9;
	mapannounce "arug_cas02","The 5th Guardian has been summoned from the Gate House.",bc_map,"0xff4500";
	stopnpctimer;
	end;

OnGuardianDied:
	set .MyMobCount,.MyMobCount-1;
	if (.MyMobCount < 2) {
		set .MyMobCount,.MyMobCount+1;
		guardian "arug_cas02",67,85,"Guardian",1899,"#aru02_gard01::OnGuardianDied"; //10;
	}
	end;

Onreset:
	stopnpctimer;
	killmonster "arug_cas02","#aru02_gard01::OnGuardianDied";
	end;
}

arug_cas02,1,2,0	script	#aru02_gard02	-1,{
OnEnable:
	set .@defence,GetCastleData("arug_cas02",3);
	guardian "arug_cas02",175,31,"Guardian",1899,"#aru02_gard02::OnGuardianDied"; //11;
	if ((.@defence > 10) && (.@defence < 31)) {
		set .MyMobCount,2;
		guardian "arug_cas02",204,32,"Guardian",1899,"#aru02_gard02::OnGuardianDied"; //12;
	}
	else if ((.@defence > 30) && (.@defence < 51)) {
		set .MyMobCount,3;
		guardian "arug_cas02",204,32,"Guardian",1899,"#aru02_gard02::OnGuardianDied"; //12;
		guardian "arug_cas02",211,63,"Guardian",1899,"#aru02_gard02::OnGuardianDied"; //13;
	}
	else if ((.@defence > 50) && (.@defence < 71)) {
		set .MyMobCount,4;
		guardian "arug_cas02",204,32,"Guardian",1899,"#aru02_gard02::OnGuardianDied"; //12;
		guardian "arug_cas02",211,63,"Guardian",1899,"#aru02_gard02::OnGuardianDied"; //13;
		guardian "arug_cas02",209,88,"Guardian",1899,"#aru02_gard02::OnGuardianDied"; //14;
	}
	else if (.@defence > 70) {
		set .MyMobCount,5;
		guardian "arug_cas02",204,32,"Guardian",1899,"#aru02_gard02::OnGuardianDied"; //12;
		guardian "arug_cas02",211,63,"Guardian",1899,"#aru02_gard02::OnGuardianDied"; //13;
		guardian "arug_cas02",209,88,"Guardian",1899,"#aru02_gard02::OnGuardianDied"; //14;
		guardian "arug_cas02",161,91,"Guardian",1899,"#aru02_gard02::OnGuardianDied"; //15;
	}
	else {
		set .MyMobCount,2;
		guardian "arug_cas02",268,169,"Guardian",1899,"#aru02_gard02::OnGuardianDied"; //12;
	}
	initnpctimer;
	end;

OnTimer600000:
	set .MyMobCount,.MyMobCount+1;
	guardian "arug_cas02",186,170,"Guardian",1899,"#aru02_gard02::OnGuardianDied"; //16;
	end;

OnTimer1200000:
	set .MyMobCount,.MyMobCount+1;
	guardian "arug_cas02",183,121,"Guardian",1899,"#aru02_gard02::OnGuardianDied"; //17;
	end;

OnTimer2100000:
	set .MyMobCount,.MyMobCount+1;
	guardian "arug_cas02",150,110,"Guardian",1899,"#aru02_gard02::OnGuardianDied"; //18;
	end;

OnTimer3000000:
	set .MyMobCount,.MyMobCount+1;
	guardian "arug_cas02",161,91,"Guardian",1899,"#aru02_gard02::OnGuardianDied"; //19;
	end;

OnTimer3900000:
	set .MyMobCount,.MyMobCount+1;
	guardian "arug_cas02",209,88,"Guardian",1899,"#aru02_gard02::OnGuardianDied"; //20;
	stopnpctimer;
	end;

OnGuardianDied:
	set .MyMobCount,.MyMobCount-1;
	if (.MyMobCount < 2) {
		set .MyMobCount,.MyMobCount+1;
		guardian "arug_cas02",211,63,"Guardian",1899,"#aru02_gard02::OnGuardianDied"; //21;
	}
	end;

Onreset:
	stopnpctimer;
	killmonster "arug_cas02","#aru02_gard02::OnGuardianDied";
	end;
}

arug_cas02,1,3,0	script	#aru02_df01	-1,{
OnEnable:
	guardian "arug_cas02",33,168,"1st Guardian Stone",1907,"#aru02_df01::OnGuardianStoneDied"; //22;
	end;

OnDisable:
	killmonster "arug_cas02","#aru02_df01::OnGuardianStoneDied";
	setarray $agit_ar02[0],1; //Global Variable
	stopnpctimer;
	end;

OnGuardianStoneDied:
	// 1st Guardian Stone is Destroyed
	setarray $agit_ar02[0],1;
	if (($agit_ar02[0] == 1) || ($agit_ar02[0] == 2)) {
		set .@destroyed,.@destroyed + 1;
	}
	if (($agit_ar02[1] == 1) || ($agit_ar02[1] == 2)) {
		set .@destroyed,.@destroyed + 1;
	}
	if (.@destroyed == 2) {
		mapannounce "arug_cas02","All of the Guardian Stones have been destroyed!",bc_map,"0x00ff00";
		donpcevent "#aru02_RL00::OnDisable";
		donpcevent "#aru02_gard01::Onreset";
	}
	else {
		mapannounce "arug_cas02","The 1st Guardian Stone has been destroyed!",bc_map,"0x00ff00";
		donpcevent "#aru02_gard01::Onreset";
	}
	initnpctimer;
	end;

OnTimer300000:
	donpcevent "1st Guardian Stone#aru02::OnGuardian";
	setarray $agit_ar02[0],2; //Global Variable
	stopnpctimer;
	end;
}

arug_cas02,33,168,0	script	1st Guardian Stone#aru02	844,{
	set .@GID, GetCastleData("arug_cas02",1);
	if (getcharid(2) == .@GID) {
		mes "^3355FFYou will need the";
		mes "following materials to";
		mes "rebuild a destroyed";
		mes "Guardian Stone.^000000";
		next;
		mes "1 Oridecon";
		mes "1 Elunium";
		mes "30 Stones";
		mes "5 Blue Gemstones";
		mes "5 Yellow Gemstones";
		mes "5 Red Gemstones";
		next;
		mes "^3355FFDo you want to continue?^000000";
		switch(select("No:Continue")) {
		case 1:
			mes "^3355FFWork canceled.^000000";
			close;
		case 2:
			if ((countitem(984) > 0) && (countitem(985) > 0) && (countitem(7049) > 29) && (countitem(717) > 4) && (countitem(715) > 4) && (countitem(716) > 4)) {
				mes "^3355FFArrange Stones, Elunium, and";
				mes "Oridecon, in that order, in the";
				mes "center. Then you must arrange";
				mes "the enchanted Gemstones to";
				mes "rebuild the Guardian Stone.^000000";
				next;
				switch(select("Elunium:Oridecon:Stone")) {
				case 1:
					mes "^3355FFElunium has been";
					mes "placed in the center.^000000";
					next;
					break;
				case 2:
					mes "^3355FFOridecon has been";
					mes "placed in the center.^000000";
					next;
					break;
				case 3:
					mes "^3355FFStones have been";
					mes "placed in the center.^000000";
					set .@nice,.@nice+10;
					next;
					break;
				}
				switch(select("Elunium:Oridecon:Stone")) {
				case 1:
					mes "^3355FFYou have lined the";
					mes "outside of the center";
					mes "with some Elunium.^000000";
					set .@nice,.@nice+10;
					next;
					break;
				case 2:
					mes "^3355FFYou have lined the";
					mes "outside of the center";
					mes "with some Oridecon.^000000";
					next;
					break;
				case 3:
					mes "^3355FFYou have lined the";
					mes "outside of the center";
					mes "with some Stones.^000000";
					next;
					break;
				}
				switch(select("Elunium:Oridecon:Stone")) {
				case 1:
					mes "^3355FFYou covered the";
					mes "rest of the materials";
					mes "with some Elunium.^000000";
					next;
					break;
				case 2:
					mes "^3355FFYou covered the";
					mes "rest of the materials";
					mes "with some Oridecon.^000000";
					set .@nice,.@nice+10;
					next;
					break;
				case 3:
					mes "^3355FFYou covered the";
					mes "rest of the materials";
					mes "with some Stones.^000000";
					next;
					break;
				}
				mes "^3355FFNow you need to arrange";
				mes "the enchanted Gemstones";
				mes "accordingly. You can identify";
				mes "their Magic properties by";
				mes "their casting effect.^000000";
				next;
				while(1) {
					if (.@roof0 > 7) {
						break;
					}
					else {
						switch(rand(1,3)) {
						case 1:
							specialeffect 54; //"1st Guardian Stone#aru02" EF_BEGINSPELL2
							mes "^3355FFThe Gemstones must";
							mes "be arranged in the correct";
							mes "order according to their";
							mes "magic properties and power.^000000";
							next;
							switch(select("Red Gemstone:Yellow Gemstone:Blue Gemstone")) {
							case 1:
								mes "^3355FFYou placed the Red Gemstone.";
								mes "However, the Guardian Stone";
								mes "Repair System failed because";
								mes "of a magic power conflict.^000000";
								close;
							case 2:
								mes "^3355FFYou placed the Yellow Gemstone.";
								mes "However, the Guardian Stone";
								mes "Repair System failed because";
								mes "of a magic power conflict.^000000";
								close;
							case 3:
								mes "^3355FFYou placed the Blue Gemstone.^000000";
								set .@nice,.@nice+10;
								set .@roof0,.@roof0 + 1;
								specialeffect 18; //"1st Guardian Stone#aru02" EF_STEAL
								next;
								break;
							}
							break;
						case 2:
							specialeffect 225; //"1st Guardian Stone#aru02" EF_VOLCANO
							mes "^3355FFThe Gemstones must";
							mes "be arranged in the correct";
							mes "order according to their";
							mes "magic properties and power.^000000";
							next;
							switch(select("Red Gemstone:Yellow Gemstone:Blue Gemstone")) {
							case 1:
								mes "^3355FFYou placed the Red Gemstone.^000000";
								set .@nice,.@nice+10;
								set .@roof0,.@roof0 + 1;
								specialeffect 18; //"1st Guardian Stone#aru02" EF_STEAL
								next;
								break;
							case 2:
								mes "^3355FFYou placed the Yellow Gemstone.";
								mes "However, the Guardian Stone";
								mes "Repair System failed because";
								mes "of a magic power conflict.^000000";
								close;
							case 3:
								mes "^3355FFYou placed the Blue Gemstone.";
								mes "However, the Guardian Stone";
								mes "Repair System failed because";
								mes "of a magic power conflict.^000000";
								close;
							}
							break;
						case 3:
							specialeffect 56; //"1st Guardian Stone#aru02" EF_BEGINSPELL4
							mes "^3355FFThe Gemstones must";
							mes "be arranged in the correct";
							mes "order according to their";
							mes "magic properties and power.^000000";
							next;
							switch(select("Red Gemstone:Yellow Gemstone:Blue Gemstone")) {
							case 1:
								mes "^3355FFYou placed the Red Gemstone.";
								mes "However, the Guardian Stone";
								mes "Repair System failed because";
								mes "of a magic power conflict.^000000";
								close;
							case 2:
								mes "^3355FFYou placed the Yellow Gemstone.^000000";
								set .@nice,.@nice+10;
								set .@roof0,.@roof0 + 1;
								specialeffect 18; //"1st Guardian Stone#aru02" EF_STEAL
								next;
								break;
							case 3:
								mes "^3355FFYou placed the Blue Gemstone.";
								mes "However, the Guardian Stone";
								mes "Repair System failed because";
								mes "of a magic power conflict.^000000";
								close;
							}
						}
					}
				}
				if (.@nice > 90) {
					if ($agit_ar02[0] == 0) {
						mes "^3355FFThe Guardian Stone";
						mes "Repair System has";
						mes "already completed.^000000";
						close;
					}
					else {
						if (agitcheck2() == 0) {
							mes "^3355FFIt is impossible to";
							mes "rebuild the Guardian";
							mes "Stone because the";
							mes "Emperium is not present.^000000";
							close;
						}
						else {
							mes "^3355FFThe Gemstones have been";
							mes "arranged, and the Guardian";
							mes "Stone is successfully repaired.^000000";
							delitem 984,1; //Oridecon
							delitem 985,1; //Elunium
							delitem 7049,30; //Stone
							delitem 717,5; //Blue_Gemstone
							delitem 715,5; //Yellow_Gemstone
							delitem 716,5; //Red_Gemstone
							close2;
							donpcevent "#aru02_df01::OnEnable";
							specialeffect 135; //"1st Guardian Stone#aru02" EF_ICECRASH
							disablenpc "1st Guardian Stone#aru02";
							setarray $agit_ar02[0],0;
							set .@df_all,$agit_ar02[0]+$agit_ar02[1];
							if (.@df_all == 0) {
								mapannounce "arug_cas02","Both Guardian Stones have been erected, bolstering this stronghold's defenses!",bc_map,"0x00ff00";
								donpcevent "#aru02_RL00::OnEnable";
							}
							else {
								mapannounce "arug_cas02","The 1st Guardian Stone has been repaired successfully.",bc_map,"0x00ff00";
							}
							if ($agit_ar02[5] == 1) {
								donpcevent "#aru02_gard01::OnEnable";
							}
							end;
						}
					}
				}
				else {
					mes "^3355FFAfter all of that work...";
					mes "It looks like you failed";
					mes "to fix the Guardian Stone,";
					mes "and lost some materials.^000000";
					delitem 7049,10; //Stone
					delitem 717,2; //Blue_Gemstone
					delitem 715,2; //Yellow_Gemstone
					delitem 716,2; //Red_Gemstone
					close;
				}
			}
			else {
				mes "^3355FFYou don't have enough";
				mes "materials to repair";
				mes "the Guardian Stone.^000000";
				close;
			}
		}
	}
	end;

OnInit:
	disablenpc "1st Guardian Stone#aru02";
	end;

OnEnable:
	enablenpc "1st Guardian Stone#aru02";
	specialeffect 247; //"1st Guardian Stone#aru02" EF_MAPPILLAR2
	end;

OnDisable:
	disablenpc "1st Guardian Stone#aru02";
	end;
}

arug_cas02,1,4,0	script	#aru02_df02	-1,{
OnEnable:
	guardian "arug_cas02",245,168,"2nd Guardian Stone",1908,"#aru02_df02::OnGuardianStoneDied"; //23;
	end;

OnDisable:
	killmonster "arug_cas02","#aru02_df02::OnGuardianStoneDied";
	setarray $agit_ar02[1],1; //Global Variable
	stopnpctimer;
	end;

OnGuardianStoneDied:
	// 2nd Guardian Stone is Destroyed
	setarray $agit_ar02[1],1;
	if (($agit_ar02[0] == 1) || ($agit_ar02[0] == 2)) {
		set .@destroyed,.@destroyed + 1;
	}
	if (($agit_ar02[1] == 1) || ($agit_ar02[1] == 2)) {
		set .@destroyed,.@destroyed + 1;
	}
	if (.@destroyed == 2) {
		mapannounce "arug_cas02","All of the Guardian Stones have been destroyed!",bc_map,"0x00ff00";
		donpcevent "#aru02_RL00::OnDisable";
		donpcevent "#aru02_gard02::Onreset";
	}
	else {
		mapannounce "arug_cas02","The 2nd Guardian Stone has been destroyed!",bc_map,"0x00ff00";
		donpcevent "#aru02_gard02::Onreset";
	}
	initnpctimer;
	end;

OnTimer300000:
	donpcevent "2nd Guardian Stone#aru02::OnGuardian";
	setarray $agit_ar02[1],2; //Global Variable
	stopnpctimer;
	end;
}

arug_cas02,245,168,0	script	2nd Guardian Stone#aru02	844,{
	set .@GID, GetCastleData("arug_cas02",1);
	if (getcharid(2) == .@GID) {
		mes "^3355FFYou will need the";
		mes "following materials to";
		mes "rebuild a destroyed";
		mes "Guardian Stone.^000000";
		next;
		mes "1 Oridecon";
		mes "1 Elunium";
		mes "30 Stones";
		mes "5 Blue Gemstones";
		mes "5 Yellow Gemstones";
		mes "5 Red Gemstones";
		next;
		mes "^3355FFDo you want to continue?^000000";
		switch(select("No:Continue")) {
		case 1:
			mes "^3355FFWork canceled.^000000";
			close;
		case 2:
			if ((countitem(984) > 0) && (countitem(985) > 0) && (countitem(7049) > 29) && (countitem(717) > 4) && (countitem(715) > 4) && (countitem(716) > 4)) {
				mes "^3355FFArrange Stones, Elunium, and";
				mes "Oridecon, in that order, in the";
				mes "center. Then you must arrange";
				mes "the enchanted Gemstones to";
				mes "rebuild the Guardian Stone.^000000";
				next;
				switch(select("Elunium:Oridecon:Stone")) {
				case 1:
					mes "^3355FFElunium has been";
					mes "placed in the center.^000000";
					next;
					break;
				case 2:
					mes "^3355FFOridecon has been";
					mes "placed in the center.^000000";
					next;
					break;
				case 3:
					mes "^3355FFStones have been";
					mes "placed in the center.^000000";
					set .@nice,.@nice+10;
					next;
					break;
				}
				switch(select("Elunium:Oridecon:Stone")) {
				case 1:
					mes "^3355FFYou have lined the";
					mes "outside of the center";
					mes "with some Elunium.^000000";
					set .@nice,.@nice+10;
					next;
					break;
				case 2:
					mes "^3355FFYou have lined the";
					mes "outside of the center";
					mes "with some Oridecon.^000000";
					next;
					break;
				case 3:
					mes "^3355FFYou have lined the";
					mes "outside of the center";
					mes "with some Stones.^000000";
					next;
					break;
				}
				switch(select("Elunium:Oridecon:Stone")) {
				case 1:
					mes "^3355FFYou covered the";
					mes "rest of the materials";
					mes "with some Elunium.^000000";
					next;
					break;
				case 2:
					mes "^3355FFYou covered the";
					mes "rest of the materials";
					mes "with some Oridecon.^000000";
					set .@nice,.@nice+10;
					next;
					break;
				case 3:
					mes "^3355FFYou covered the";
					mes "rest of the materials";
					mes "with some Stones.^000000";
					next;
					break;
				}
				mes "^3355FFNow you need to arrange";
				mes "the enchanted Gemstones";
				mes "accordingly. You can identify";
				mes "their Magic properties by";
				mes "their casting effect.^000000";
				next;
				while(1) {
					if (.@roof0 > 7) {
						break;
					}
					else {
						switch(rand(1,3)) {
						case 1:
							specialeffect 54; //"2nd Guardian Stone#aru02" EF_BEGINSPELL2
							mes "^3355FFThe Gemstones must";
							mes "be arranged in the correct";
							mes "order according to their";
							mes "magic properties and power.^000000";
							next;
							switch(select("Red Gemstone:Yellow Gemstone:Blue Gemstone")) {
							case 1:
								mes "^3355FFYou placed the Red Gemstone.";
								mes "However, the Guardian Stone";
								mes "Repair System failed because";
								mes "of a magic power conflict.^000000";
								close;
							case 2:
								mes "^3355FFYou placed the Yellow Gemstone.";
								mes "However, the Guardian Stone";
								mes "Repair System failed because";
								mes "of a magic power conflict.^000000";
								close;
							case 3:
								mes "^3355FFYou placed the Blue Gemstone.^000000";
								set .@nice,.@nice+10;
								set .@roof0,.@roof0 + 1;
								specialeffect 18; //"2nd Guardian Stone#aru02" EF_STEAL
								next;
								break;
							}
							break;
						case 2:
							specialeffect 225; //"2nd Guardian Stone#aru02" EF_VOLCANO
							mes "^3355FFThe Gemstones must";
							mes "be arranged in the correct";
							mes "order according to their";
							mes "magic properties and power.^000000";
							next;
							switch(select("Red Gemstone:Yellow Gemstone:Blue Gemstone")) {
							case 1:
								mes "^3355FFYou placed the Red Gemstone.^000000";
								set .@nice,.@nice+10;
								set .@roof0,.@roof0 + 1;
								specialeffect 18; //"2nd Guardian Stone#aru02" EF_STEAL
								next;
								break;
							case 2:
								mes "^3355FFYou placed the Yellow Gemstone.";
								mes "However, the Guardian Stone";
								mes "Repair System failed because";
								mes "of a magic power conflict.^000000";
								close;
							case 3:
								mes "^3355FFYou placed the Blue Gemstone.";
								mes "However, the Guardian Stone";
								mes "Repair System failed because";
								mes "of a magic power conflict.^000000";
								close;
							}
							break;
						case 3:
							specialeffect 56; //"2nd Guardian Stone#aru02" EF_BEGINSPELL4
							mes "^3355FFThe Gemstones must";
							mes "be arranged in the correct";
							mes "order according to their";
							mes "magic properties and power.^000000";
							next;
							switch(select("Red Gemstone:Yellow Gemstone:Blue Gemstone")) {
							case 1:
								mes "^3355FFYou placed the Red Gemstone.";
								mes "However, the Guardian Stone";
								mes "Repair System failed because";
								mes "of a magic power conflict.^000000";
								close;
							case 2:
								mes "^3355FFYou placed the Yellow Gemstone.^000000";
								set .@nice,.@nice+10;
								set .@roof0,.@roof0 + 1;
								specialeffect 18; //"2nd Guardian Stone#aru02" EF_STEAL
								next;
								break;
							case 3:
								mes "^3355FFYou placed the Blue Gemstone.";
								mes "However, the Guardian Stone";
								mes "Repair System failed because";
								mes "of a magic power conflict.^000000";
								close;
							}
						}
					}
				}
				if (.@nice > 90) {
					if ($agit_ar02[1] == 0) {
						mes "^3355FFThe Guardian Stone";
						mes "Repair System has";
						mes "successfully completed.^000000";
						close;
					}
					else {
						if (agitcheck2() == 0) {
							mes "^3355FFIt is impossible to";
							mes "rebuild the Guardian";
							mes "Stone because the";
							mes "Emperium is not present.^000000";
							close;
						}
						else {
							mes "^3355FFThe Gemstones have been";
							mes "arranged, and the Guardian";
							mes "Stone is successfully repaired.^000000";
							delitem 984,1; //Oridecon
							delitem 985,1; //Elunium
							delitem 7049,30; //Stone
							delitem 717,5; //Blue_Gemstone
							delitem 715,5; //Yellow_Gemstone
							delitem 716,5; //Red_Gemstone
							close2;
							donpcevent "#aru02_df02::OnEnable";
							specialeffect 135; //"2nd Guardian Stone#aru02" EF_ICECRASH
							disablenpc "2nd Guardian Stone#aru02";
							setarray $agit_ar02[1],0;
							set .@df_all,$agit_ar02[0]+$agit_ar02[1];
							if (.@df_all == 0) {
								mapannounce "arug_cas02","Both Guardian Stones have been erected, bolstering this stronghold's defenses!",bc_map,"0x00ff00";
								donpcevent "#aru02_RL00::OnEnable";
							}
							else {
								mapannounce "arug_cas02","The 2nd Guardian Stone has been repaired successfully.",bc_map,"0x00ff00";
							}
							if ($agit_ar02[5] == 1) {
								donpcevent "#aru02_gard02::OnEnable";
							}
							end;
						}
					}
				}
				else {
					mes "^3355FFAfter all of that work...";
					mes "It looks like you failed";
					mes "to fix the Guardian Stone,";
					mes "and lost some materials.^000000";
					delitem 7049,10; //Stone
					delitem 717,2; //Blue_Gemstone
					delitem 715,2; //Yellow_Gemstone
					delitem 716,2; //Red_Gemstone
					close;
				}
			}
			else {
				mes "^3355FFYou don't have enough";
				mes "materials to repair";
				mes "the Guardian Stone.^000000";
				close;
			}
		}
	}
	end;

OnInit:
	disablenpc "2nd Guardian Stone#aru02";
	end;

OnEnable:
	enablenpc "2nd Guardian Stone#aru02";
	specialeffect 247; //"2nd Guardian Stone#aru02" EF_MAPPILLAR2
	end;

OnDisable:
	disablenpc "2nd Guardian Stone#aru02";
	end;
}

// Barrier Summoners
arug_cas02,2,1,0	script	#aru02_RL00	-1,{
OnEnable:
	setcell "arug_cas02",136,136,143,136,cell_walkable,0;
	setcell "arug_cas02",136,136,143,136,cell_shootable,0;
	guardian "arug_cas02",137,137," ",1905,"#aru02_RL00::OnBarrierDestroyed"; //24;
	guardian "arug_cas02",139,137," ",1905,"#aru02_RL00::OnBarrierDestroyed"; //25;
	guardian "arug_cas02",141,137," ",1905,"#aru02_RL00::OnBarrierDestroyed"; //26;
	guardian "arug_cas02",143,137," ",1905,"#aru02_RL00::OnBarrierDestroyed"; //27;
	end;

OnDisable:
	setcell "arug_cas02",136,136,143,136,cell_walkable,1;
	setcell "arug_cas02",136,136,143,136,cell_shootable,1;
	killmonster "arug_cas02","#aru02_RL00::OnBarrierDestroyed";
	end;

OnBarrierDestroyed:
	end;
}

arug_cas02,2,2,0	script	#aru02_RL01	-1,{
OnEnable:
	set .MyMobCount,6;
	setcell "arug_cas02",150,223,161,223,cell_walkable,0;
	guardian "arug_cas02",151,222," ",1905,"#aru02_RL01::OnBarrierDestroyed"; //28;
	guardian "arug_cas02",153,222," ",1905,"#aru02_RL01::OnBarrierDestroyed"; //29;
	guardian "arug_cas02",155,222," ",1905,"#aru02_RL01::OnBarrierDestroyed"; //30;
	guardian "arug_cas02",157,222," ",1905,"#aru02_RL01::OnBarrierDestroyed"; //31;
	guardian "arug_cas02",159,222," ",1905,"#aru02_RL01::OnBarrierDestroyed"; //32;
	guardian "arug_cas02",161,222," ",1905,"#aru02_RL01::OnBarrierDestroyed"; //33;
	end;

OnBarrierDestroyed:
	set .MyMobCount,.MyMobCount-1;
	if (.MyMobCount == 0) {
		setarray $agit_ar02[2],1;
		mapannounce "arug_cas02","The 1st Fortress Gate is destroyed.",bc_map,"0x00ff00";
		setcell "arug_cas02",150,223,161,223,cell_walkable,1;
	}
	end;

OnDisable:
	setcell "arug_cas02",150,223,161,223,cell_walkable,1;
	killmonster "arug_cas02","#aru02_RL01::OnBarrierDestroyed";
	end;
}

arug_cas02,2,3,0	script	#aru02_RL02	-1,{
OnEnable:
	set .MyMobCount,6;
	setcell "arug_cas02",125,342,125,349,cell_walkable,0;
	guardian "arug_cas02",126,343," ",1905,"#aru02_RL02::OnBarrierDestroyed"; //34;
	guardian "arug_cas02",126,345," ",1905,"#aru02_RL02::OnBarrierDestroyed"; //35;
	guardian "arug_cas02",126,347," ",1905,"#aru02_RL02::OnBarrierDestroyed"; //36;
	guardian "arug_cas02",127,344," ",1905,"#aru02_RL02::OnBarrierDestroyed"; //37;
	guardian "arug_cas02",127,346," ",1905,"#aru02_RL02::OnBarrierDestroyed"; //38;
	guardian "arug_cas02",127,348," ",1905,"#aru02_RL02::OnBarrierDestroyed"; //39;
	end;

OnBarrierDestroyed:
	set .MyMobCount,.MyMobCount-1;
	if (.MyMobCount == 0) {
		setarray $agit_ar02[3],1;
		mapannounce "arug_cas02","The 2nd Fortress Gate is destroyed.",bc_map,"0x00ff00";
		setcell "arug_cas02",125,342,125,349,cell_walkable,1;
	}
	end;

OnDisable:
	setcell "arug_cas02",125,342,125,349,cell_walkable,1;
	killmonster "arug_cas02","#aru02_RL02::OnBarrierDestroyed";
	end;
}

arug_cas02,2,4,0	script	#aru02_RL03	-1,{
OnEnable:
	set .MyMobCount,4;
	setcell "arug_cas02",38,314,49,314,cell_walkable,0;
	guardian "arug_cas02",40,315," ",1905,"#aru02_RL03::OnBarrierDestroyed"; //40;
	guardian "arug_cas02",42,315," ",1905,"#aru02_RL03::OnBarrierDestroyed"; //41;
	guardian "arug_cas02",44,315," ",1905,"#aru02_RL03::OnBarrierDestroyed"; //42;
	guardian "arug_cas02",46,315," ",1905,"#aru02_RL03::OnBarrierDestroyed"; //43;
	end;

OnBarrierDestroyed:
	set .MyMobCount,.MyMobCount-1;
	if (.MyMobCount == 0) {
		setarray $agit_ar02[4],1;
		mapannounce "arug_cas02","The 3rd Fortress Gate is destroyed!",bc_map,"0x00ff00";
		setcell "arug_cas02",38,314,49,314,cell_walkable,1;
	}
	end;

OnDisable:
	setcell "arug_cas02",38,314,49,314,cell_walkable,1;
	killmonster "arug_cas02","#aru02_RL03::OnBarrierDestroyed";
	end;
}

arug_cas02,143,228,0	script	Control Device01#aru02	111,{
	set .@GID, GetCastleData("arug_cas02",1);
	if (getcharid(2) == .@GID) {
		if (strcharinfo(0) == getguildmaster(.@GID)) {
			if ($agit_ar02[2] == 2) {
				mes "^3355FFDemolished Fortress";
				mes "Gates can be repaired,";
				mes "but you will need to gather";
				mes "the following materials.^000000";
				next;
				mes "^4D4DFF10 Steel^000000,";
				mes "^4D4DFF30 Trunks^000000,";
				mes "^4D4DFF5 Oridecon^000000, and";
				mes "^4D4DFF10 Emveretarcon^000000.";
				next;
				select("Continue");
				if ((countitem(1019) > 29) && (countitem(999) > 9) && (countitem(1011) > 9) && (countitem(984) > 4)) {
					mes "^3355FFYou will need Trunks to";
					mes "repair the support frame,";
					mes "Oridecon to enhance the";
					mes "gate's endurance, and";
					mes "Emveretarcon to basically";
					mes "hold everything together.^000000";
					next;
					set .@ro_of01,rand(10,15);
					while(1) {
						if (.@ro_of02 == .@ro_of01) {
							break;
						}
						else {
							switch(rand(1,4)) {
							case 1:
								mes "^3355FFThe support frame";
								mes "is badly damaged:";
								mes "fixing this part";
								mes "is a top priority.^000000";
								next;
								switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
								case 1:
									mes "^3355FFThe frame has been";
									mes "reinforced with wood.^000000";
									set .@rp_temp,.@rp_temp + 1;
									set .@ro_of02,.@ro_of02 + 1;
									specialeffect2 101; // EF_REPAIRWEAPON
									next;
									break;
								case 2:
									mes "^3355FFYou tried using steel,";
									mes "but it's not working very";
									mes "well. You'll have to try";
									mes "something else.^000000";
									close;
								case 3:
									mes "^3355FFYou tried using emveretarcon";
									mes "to reinforce the gate, but it's";
									mes "not working well at all.";
									mes "You'll have to start over.^000000";
									close;
								case 4:
									mes "^3355FFYou tried using oridecon,";
									mes "but it's not working very";
									mes "well. You'll have to try";
									mes "something else.^000000";
									close;
								}
								break;
							case 2:
								mes "^3355FFIt looks like the gate's";
								mes "overall endurance needs to";
								mes "be reinforced with something.^000000";
								next;
								switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
								case 1:
									mes "^3355FFYou tried using wood";
									mes "to reinforce the gate.^000000";
									set .@ro_of02,.@ro_of02 + 1;
									next;
									break;
								case 2:
									mes "^3355FFYou tried using steel";
									mes "to reinforce the gate, but";
									mes "it's not working well at all.";
									mes "You'll have to start over.^000000";
									close;
								case 3:
									mes "^3355FFYou tried using emveretarcon";
									mes "to reinforce the gate, but it's";
									mes "not working well at all.";
									mes "You'll have to start over.^000000";
									close;
								case 4:
									mes "^3355FFYou hammered the";
									mes "oridecon: it looks";
									mes "like this will work.^000000";
									set .@rp_temp,.@rp_temp + 1;
									set .@ro_of02,.@ro_of02 + 1;
									specialeffect2 101; // EF_REPAIRWEAPON
									next;
									break;
								}
								break;
							case 3:
								mes "^3355FFThe damage to the gate";
								mes "has caused all these";
								mes "cracks. You'll have to";
								mes "weld them solid somehow.^000000";
								next;
								switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
								case 1:
									mes "^3355FFYou tried using wood to fix";
									mes "this problem, but it seems";
									mes "to have made it worse.";
									mes "You'll have to start all over.^000000";
									close;
								case 2:
									mes "^3355FFYou used steel to weld";
									mes "all the cracks: the gate is";
									mes "is starting to look more solid.^000000";
									set .@rp_temp,.@rp_temp + 1;
									set .@ro_of02,.@ro_of02 + 1;
									specialeffect2 101; // EF_REPAIRWEAPON
									next;
									break;
								case 3:
									mes "^3355FFYou tried using emveretarcon";
									mes "to reinforce the gate, but it's";
									mes "not working well at all.";
									mes "You'll have to start over.^000000";
									close;
								case 4:
									mes "^3355FFYou tried using oridecon,";
									mes "but it's not working very";
									mes "well. You'll have to try";
									mes "something else.^000000";
									close;
								}
								break;
							case 4:
								mes "^3355FFNow you need to make";
								mes "sure that the gate is held";
								mes "together pretty solidly.^000000";
								next;
								switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
								case 1:
									mes "^3355FFYou tried using wood to fix";
									mes "this problem, but it seems";
									mes "to have made it worse.";
									mes "You'll have to start all over.^000000";
									close;
								case 2:
									mes "^3355FFYou tried using steel,";
									mes "but it's not working very";
									mes "well. You'll have to try";
									mes "something else.^000000";
									close;
								case 3:
									mes "^3355FFYou successfully used";
									mes "the emveretarcon to repair";
									mes "much of the gate's damage.^000000";
									set .@rp_temp,.@rp_temp + 1;
									set .@ro_of02,.@ro_of02 + 1;
									specialeffect2 101; // EF_REPAIRWEAPON
									next;
									break;
								case 4:
									mes "^3355FFYou tried using oridecon,";
									mes "but it's not working very";
									mes "well. You'll have to try";
									mes "something else.^000000";
									close;
								}
							}
						}
					}
					mes "^3355FFWell, it looks like";
					mes "you're just about done";
					mes "with repairing the gate.^000000";
					next;
					if (agitcheck2() == 0) {
						mes "^3355FFUnfortunately, the Fortress";
						mes "Gate can't be reconstructed:";
						mes "the Emperium is no longer here.^000000";
						close;
					}
					else {
						if (.@rp_temp == .@ro_of01) {
							mes "^3355FFThe Fortress Gate has";
							mes "been successfully repaired!^000000";
							delitem 1019,30; //Wooden_Block
							delitem 999,10; //Steel
							delitem 1011,10; //Emveretarcon
							delitem 984,5; //Oridecon
							close2;
							donpcevent "#aru02_RL01::OnEnable";
							disablenpc "Control Device01#aru02";
							mapannounce "arug_cas02","The 1st Fortress Gate has been reconstructed!",bc_map,"0x00ff00";
							setarray $agit_ar02[2],0;
							end;
						}
						else {
							mes "^3355FFThe wall has been breached,";
							mes "and the attempt to repair the";
							mes "Fortress Gate has failed.";
							mes "You lost some of your";
							mes "repair resources...^000000";
							delitem 984,2; //Oridecon
							delitem 999,4; //Steel
							delitem 1019,14; //Wooden_Block
							delitem 1011,3; //Emveretarcon
							close;
						}
					}
				}
				else {
					mes "^3355FFYou can't attempt to repair";
					mes "the Fortress Gate if you don't";
					mes "have all the needed materials.^000000";
					close;
				}
			}
		}
	}
	end;

OnInit:
	disablenpc "Control Device01#aru02";
	end;

OnEnable:
	enablenpc "Control Device01#aru02";
	end;

OnDisable:
	disablenpc "Control Device01#aru02";
	end;
}

arug_cas02,118,356,0	script	Control Device02#aru02	111,{
	set .@GID, GetCastleData("arug_cas02",1);
	if (getcharid(2) == .@GID) {
		if (strcharinfo(0) == getguildmaster(.@GID)) {
			if ($agit_ar02[3] == 2) {
				mes "^3355FFDemolished Fortress";
				mes "Gates can be repaired,";
				mes "but you will need to gather";
				mes "the following materials.^000000";
				next;
				mes "^4D4DFF10 Steel^000000,";
				mes "^4D4DFF30 Trunks^000000,";
				mes "^4D4DFF5 Oridecon^000000, and";
				mes "^4D4DFF10 Emveretarcon^000000.";
				next;
				select("Continue");
				if ((countitem(1019) > 29) && (countitem(999) > 9) && (countitem(1011) > 9) && (countitem(984) > 4)) {
					mes "^3355FFYou will need Trunks to";
					mes "repair the support frame,";
					mes "Oridecon to enhance the";
					mes "gate's endurance, and";
					mes "Emveretarcon to basically";
					mes "hold everything together.^000000";
					next;
					set .@ro_of01,rand(10,15);
					while(1) {
						if (.@ro_of02 == .@ro_of01) {
							break;
						}
						else {
							switch(rand(1,4)) {
							case 1:
								mes "^3355FFThe support frame";
								mes "is badly damaged:";
								mes "fixing this part";
								mes "is a top priority.^000000";
								next;
								switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
								case 1:
									mes "^3355FFThe frame has been";
									mes "reinforced with wood.^000000";
									set .@rp_temp,.@rp_temp + 1;
									set .@ro_of02,.@ro_of02 + 1;
									specialeffect2 101; // EF_REPAIRWEAPON
									next;
									break;
								case 2:
									mes "^3355FFYou tried using steel,";
									mes "but it's not working very";
									mes "well. You'll have to try";
									mes "something else.^000000";
									close;
								case 3:
									mes "^3355FFYou tried using emveretarcon";
									mes "to reinforce the gate, but it's";
									mes "not working well at all.";
									mes "You'll have to start over.^000000";
									close;
								case 4:
									mes "^3355FFYou tried using oridecon,";
									mes "but it's not working very";
									mes "well. You'll have to try";
									mes "something else.^000000";
									close;
								}
								break;
							case 2:
								mes "^3355FFIt looks like the gate's";
								mes "overall endurance needs to";
								mes "be reinforced with something.^000000";
								next;
								switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
								case 1:
									mes "^3355FFYou tried using wood";
									mes "to reinforce the gate.^000000";
									set .@ro_of02,.@ro_of02 + 1;
									next;
									break;
								case 2:
									mes "^3355FFYou tried using steel";
									mes "to reinforce the gate, but";
									mes "it's not working well at all.";
									mes "You'll have to start over.^000000";
									close;
								case 3:
									mes "^3355FFYou tried using emveretarcon";
									mes "to reinforce the gate, but it's";
									mes "not working well at all.";
									mes "You'll have to start over.^000000";
									close;
								case 4:
									mes "^3355FFYou hammered the";
									mes "oridecon: it looks";
									mes "like this will work.^000000";
									set .@rp_temp,.@rp_temp + 1;
									set .@ro_of02,.@ro_of02 + 1;
									specialeffect2 101; // EF_REPAIRWEAPON
									next;
									break;
								}
								break;
							case 3:
								mes "^3355FFThe damage to the gate";
								mes "has caused all these";
								mes "cracks. You'll have to";
								mes "weld them solid somehow.^000000";
								next;
								switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
								case 1:
									mes "^3355FFYou tried using wood to fix";
									mes "this problem, but it seems";
									mes "to have made it worse.";
									mes "You'll have to start all over.^000000";
									close;
								case 2:
									mes "^3355FFYou used steel to weld";
									mes "all the cracks: the gate is";
									mes "is starting to look more solid.^000000";
									set .@rp_temp,.@rp_temp + 1;
									set .@ro_of02,.@ro_of02 + 1;
									specialeffect2 101; // EF_REPAIRWEAPON
									next;
									break;
								case 3:
									mes "^3355FFYou tried using emveretarcon";
									mes "to reinforce the gate, but it's";
									mes "not working well at all.";
									mes "You'll have to start over.^000000";
									close;
								case 4:
									mes "^3355FFYou tried using oridecon,";
									mes "but it's not working very";
									mes "well. You'll have to try";
									mes "something else.^000000";
									close;
								}
								break;
							case 4:
								mes "^3355FFNow you need to make";
								mes "sure that the gate is held";
								mes "together pretty solidly.^000000";
								next;
								switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
								case 1:
									mes "^3355FFYou tried using wood to fix";
									mes "this problem, but it seems";
									mes "to have made it worse.";
									mes "You'll have to start all over.^000000";
									close;
								case 2:
									mes "^3355FFYou tried using steel,";
									mes "but it's not working very";
									mes "well. You'll have to try";
									mes "something else.^000000";
									close;
								case 3:
									mes "^3355FFYou successfully used";
									mes "the emveretarcon to repair";
									mes "much of the gate's damage.^000000";
									set .@rp_temp,.@rp_temp + 1;
									set .@ro_of02,.@ro_of02 + 1;
									specialeffect2 101; // EF_REPAIRWEAPON
									next;
									break;
								case 4:
									mes "^3355FFYou tried using oridecon,";
									mes "but it's not working very";
									mes "well. You'll have to try";
									mes "something else.^000000";
									close;
								}
							}
						}
					}
					mes "^3355FFWell, it looks like";
					mes "you're just about done";
					mes "with repairing the gate.^000000";
					next;
					if (agitcheck2() == 0) {
						mes "^3355FFUnfortunately, the Fortress";
						mes "Gate can't be reconstructed:";
						mes "the Emperium is no longer here.^000000";
						close;
					}
					else {
						if (.@rp_temp == .@ro_of01) {
							mes "^3355FFThe Fortress Gate has";
							mes "been successfully repaired!^000000";
							delitem 1019,30; //Wooden_Block
							delitem 999,10; //Steel
							delitem 1011,10; //Emveretarcon
							delitem 984,5; //Oridecon
							close2;
							donpcevent "#aru02_RL02::OnEnable";
							disablenpc "Control Device02#aru02";
							mapannounce "arug_cas02","The 2nd Fortress Gate has been reconstructed!",bc_map,"0x00ff00";
							setarray $agit_ar02[3],0; //Global Variable
							setarray $agit_ar02[2],2; //Global Variable
							donpcevent "Control Device01#aru02::OnEnable";
							end;
						}
						else {
							mes "^3355FFThe wall has been breached,";
							mes "and the attempt to repair the";
							mes "Fortress Gate has failed.";
							mes "You lost some of your";
							mes "repair resources...^000000";
							delitem 984,2; //Oridecon
							delitem 999,4; //Steel
							delitem 1019,14; //Wooden_Block
							delitem 1011,3; //Emveretarcon
							close;
						}
					}
				}
				else {
					mes "^3355FFYou can't attempt to repair";
					mes "the Fortress Gate if you don't";
					mes "have all the needed materials.^000000";
					close;
				}
			}
		}
	}
	end;

OnInit:
	disablenpc "Control Device02#aru02";
	end;

OnEnable:
	enablenpc "Control Device02#aru02";
	end;

OnDisable:
	disablenpc "Control Device02#aru02";
	end;
}

arug_cas02,56,308,0	script	Control Device03#aru02	111,{
	set .@GID, GetCastleData("arug_cas02",1);
	if (getcharid(2) == .@GID) {
		if (strcharinfo(0) == getguildmaster(.@GID)) {
			if ($agit_ar02[4] == 2) {
				mes "^3355FFDemolished Fortress";
				mes "Gates can be repaired,";
				mes "but you will need to gather";
				mes "the following materials.^000000";
				next;
				mes "^4D4DFF10 Steel^000000,";
				mes "^4D4DFF30 Trunks^000000,";
				mes "^4D4DFF5 Oridecon^000000, and";
				mes "^4D4DFF10 Emveretarcon^000000.";
				next;
				select("Continue");
				if ((countitem(1019) > 29) && (countitem(999) > 9) && (countitem(1011) > 9) && (countitem(984) > 4)) {
					mes "^3355FFYou will need Trunks to";
					mes "repair the support frame,";
					mes "Oridecon to enhance the";
					mes "gate's endurance, and";
					mes "Emveretarcon to basically";
					mes "hold everything together.^000000";
					next;
					set .@ro_of01,rand(10,15);
					while(1) {
						if (.@ro_of02 == .@ro_of01) {
							break;
						}
						else {
							switch(rand(1,4)) {
							case 1:
								mes "^3355FFThe support frame";
								mes "is badly damaged:";
								mes "fixing this part";
								mes "is a top priority.^000000";
								next;
								switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
								case 1:
									mes "^3355FFThe frame has been";
									mes "reinforced with wood.^000000";
									set .@rp_temp,.@rp_temp + 1;
									set .@ro_of02,.@ro_of02 + 1;
									specialeffect2 101; // EF_REPAIRWEAPON
									next;
									break;
								case 2:
									mes "^3355FFYou tried using steel,";
									mes "but it's not working very";
									mes "well. You'll have to try";
									mes "something else.^000000";
									close;
								case 3:
									mes "^3355FFYou tried using emveretarcon";
									mes "to reinforce the gate, but it's";
									mes "not working well at all.";
									mes "You'll have to start over.^000000";
									close;
								case 4:
									mes "^3355FFYou tried using oridecon,";
									mes "but it's not working very";
									mes "well. You'll have to try";
									mes "something else.^000000";
									close;
								}
								break;
							case 2:
								mes "^3355FFIt looks like the gate's";
								mes "overall endurance needs to";
								mes "be reinforced with something.^000000";
								next;
								switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
								case 1:
									mes "^3355FFYou tried using wood";
									mes "to reinforce the gate.^000000";
									set .@ro_of02,.@ro_of02 + 1;
									next;
									break;
								case 2:
									mes "^3355FFYou tried using steel";
									mes "to reinforce the gate, but";
									mes "it's not working well at all.";
									mes "You'll have to start over.^000000";
									close;
								case 3:
									mes "^3355FFYou tried using emveretarcon";
									mes "to reinforce the gate, but it's";
									mes "not working well at all.";
									mes "You'll have to start over.^000000";
									close;
								case 4:
									mes "^3355FFYou hammered the";
									mes "oridecon: it looks";
									mes "like this will work.^000000";
									set .@rp_temp,.@rp_temp + 1;
									set .@ro_of02,.@ro_of02 + 1;
									specialeffect2 101; // EF_REPAIRWEAPON
									next;
									break;
								}
								break;
							case 3:
								mes "^3355FFThe damage to the gate";
								mes "has caused all these";
								mes "cracks. You'll have to";
								mes "weld them solid somehow.^000000";
								next;
								switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
								case 1:
									mes "^3355FFYou tried using wood to fix";
									mes "this problem, but it seems";
									mes "to have made it worse.";
									mes "You'll have to start all over.^000000";
									close;
								case 2:
									mes "^3355FFYou used steel to weld";
									mes "all the cracks: the gate is";
									mes "is starting to look more solid.^000000";
									set .@rp_temp,.@rp_temp + 1;
									set .@ro_of02,.@ro_of02 + 1;
									specialeffect2 101; // EF_REPAIRWEAPON
									next;
									break;
								case 3:
									mes "^3355FFYou tried using emveretarcon";
									mes "to reinforce the gate, but it's";
									mes "not working well at all.";
									mes "You'll have to start over.^000000";
									close;
								case 4:
									mes "^3355FFYou tried using oridecon,";
									mes "but it's not working very";
									mes "well. You'll have to try";
									mes "something else.^000000";
									close;
								}
								break;
							case 4:
								mes "^3355FFNow you need to make";
								mes "sure that the gate is held";
								mes "together pretty solidly.^000000";
								next;
								switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
								case 1:
									mes "^3355FFYou tried using wood to fix";
									mes "this problem, but it seems";
									mes "to have made it worse.";
									mes "You'll have to start all over.^000000";
									close;
								case 2:
									mes "^3355FFYou tried using steel,";
									mes "but it's not working very";
									mes "well. You'll have to try";
									mes "something else.^000000";
									close;
								case 3:
									mes "^3355FFYou successfully used";
									mes "the emveretarcon to repair";
									mes "much of the gate's damage.^000000";
									set .@rp_temp,.@rp_temp + 1;
									set .@ro_of02,.@ro_of02 + 1;
									specialeffect2 101; // EF_REPAIRWEAPON
									next;
									break;
								case 4:
									mes "^3355FFYou tried using oridecon,";
									mes "but it's not working very";
									mes "well. You'll have to try";
									mes "something else.^000000";
									close;
								}
							}
						}
					}
					mes "^3355FFWell, it looks like";
					mes "you're just about done";
					mes "with repairing the gate.^000000";
					next;
					if (agitcheck2() == 0) {
						mes "^3355FFUnfortunately, the Fortress";
						mes "Gate can't be reconstructed:";
						mes "the Emperium is no longer here.^000000";
						close;
					}
					else {
						if (.@rp_temp == .@ro_of01) {
							mes "^3355FFThe Fortress Gate has";
							mes "been successfully repaired!^000000";
							delitem 1019,30; //Wooden_Block
							delitem 999,10; //Steel
							delitem 1011,10; //Emveretarcon
							delitem 984,5; //Oridecon
							close2;
							donpcevent "#aru02_RL03::OnEnable";
							disablenpc "Control Device03#aru02";
							mapannounce "arug_cas02","The 3rd Fortress Gate has been reconstructed!",bc_map,"0x00ff00";
							setarray $agit_ar02[4],0;
							setarray $agit_ar02[3],2;
							donpcevent "Control Device02#aru02::OnEnable";
							end;
						}
						else {
							mes "^3355FFThe wall has been breached,";
							mes "and the attempt to repair the";
							mes "Fortress Gate has failed.";
							mes "You lost some of your";
							mes "repair resources...^000000";
							delitem 984,2; //Oridecon
							delitem 999,4; //Steel
							delitem 1019,14; //Wooden_Block
							delitem 1011,3; //Emveretarcon
							close;
						}
					}
				}
				else {
					mes "^3355FFYou can't attempt to repair";
					mes "the Fortress Gate if you don't";
					mes "have all the needed materials.^000000";
					close;
				}
			}
		}
	}
	end;

OnInit:
	disablenpc "Control Device03#aru02";
	end;

OnEnable:
	enablenpc "Control Device03#aru02";
	end;

OnDisable:
	disablenpc "Control Device03#aru02";
	end;
}

// Link Flags
arug_cas02,98,270,0	script	LF-01#arug_cas02	111,{
	set .@GID, GetCastleData("arug_cas02",1);
	if (getcharid(2) == .@GID) {
		mes "^3355FFThis is the Stronghold";
		mes "Teleport Service. Please";
		mes "choose a destination";
		mes "within the stronghold.^000000";
		switch(select("First Gate House:Second Gate House:Cancel")) {
		case 1:
			warp "arug_cas02",10,187;
			end;
		case 2:
			warp "arug_cas02",268,187;
			end;
		case 3:
			close;
		}
	}
	end;
}

arug_cas02,98,266,0	script	LF-02#arug_cas02	111,{
	set .@GID, GetCastleData("arug_cas02",1);
	if (getcharid(2) == .@GID) {
		mes "^3355FFThis is the Stronghold";
		mes "Teleport Service. Please";
		mes "choose a destination";
		mes "within the stronghold.^000000";
		switch(select("Defense Area 1-1:Defense Area 1-2:Cancel")) {
		case 1:
			warp "arug_cas02",66,31;
			end;
		case 2:
			warp "arug_cas02",212,31;
			end;
		case 3:
			close;
		}
	}
	end;
}

arug_cas02,98,262,0	script	LF-03#arug_cas02	111,{
	set .@GID, GetCastleData("arug_cas02",1);
	if (getcharid(2) == .@GID) {
		mes "^3355FFThis is the Stronghold";
		mes "Teleport Service. Please";
		mes "choose a destination";
		mes "within the stronghold.^000000";
		switch(select("Defense Area 1-3:Defense Area 1-4:Cancel")) {
		case 1:
			warp "arug_cas02",90,120;
			end;
		case 2:
			warp "arug_cas02",188,119;
			end;
		case 3:
			close;
		}
	}
	end;
}

arug_cas02,98,258,0	script	LF-04#arug_cas02	111,{
	set .@GID, GetCastleData("arug_cas02",1);
	if (getcharid(2) == .@GID) {
		mes "^3355FFThis is the Stronghold";
		mes "Teleport Service. Please";
		mes "choose a destination";
		mes "within the stronghold.^000000";
		switch(select("Defense Area 2-1:Defense Area 2-2:Cancel")) {
		case 1:
			warp "arug_cas02",119,183;
			end;
		case 2:
			warp "arug_cas02",159,183;
			end;
		case 3:
			close;
		}
	}
	end;
}

arug_cas02,98,253,0	script	LF-05#arug_cas02	111,{
	set .@GID, GetCastleData("arug_cas02",1);
	if (getcharid(2) == .@GID) {
		mes "^3355FFThis is the Stronghold";
		mes "Teleport Service. Please";
		mes "choose a destination";
		mes "within the stronghold.^000000";
		switch(select("Defense Area 2-3:Defense Area 2-4:Cancel")) {
		case 1:
			warp "arug_cas02",156,324;
			end;
		case 2:
			warp "arug_cas02",174,372;
			end;
		case 3:
			close;
		}
	}
	end;
}

arug_cas02,98,249,0	script	LF-06#arug_cas02	111,{
	set .@GID, GetCastleData("arug_cas02",1);
	if (getcharid(2) == .@GID) {
		mes "^3355FFThis is the Stronghold";
		mes "Teleport Service. Please";
		mes "choose a destination";
		mes "within the stronghold.^000000";
		switch(select("Defense Area 3-1:Defense Area 3-2:Cancel")) {
		case 1:
			warp "arug_cas02",28,325;
			end;
		case 2:
			warp "arug_cas02",57,325;
			end;
		case 3:
			close;
		}
	}
	end;
}

arug_cas02,98,245,0	script	LF-07#arug_cas02	111,{
	set .@GID, GetCastleData("arug_cas02",1);
	if (getcharid(2) == .@GID) {
		mes "^3355FFThis is the Stronghold";
		mes "Teleport Service. Please";
		mes "choose a destination";
		mes "within the stronghold.^000000";
		switch(select("Center 2nd Area:Center 3rd Area:Cancel")) {
		case 1:
			warp "arug_cas02",156,263;
			end;
		case 2:
			warp "arug_cas02",43,354;
			end;
		case 3:
			close;
		}
	}
	end;
}

arug_cas02,98,241,0	script	LF-08#arug_cas02	111,{
	set .@GID, GetCastleData("arug_cas02",1);
	if (getcharid(2) == .@GID) {
		mes "^3355FFThis is the Stronghold";
		mes "Teleport Service. Would";
		mes "you like to teleport to the";
		mes "Convenience Facility for";
		mes "guild members?^000000";
		switch(select("Go to Convenience Facility:Cancel")) {
		case 1:
			warp "arug_cas02",387,323;
			end;
		case 2:
			close;
		}
	}
	end;
}

arug_cas02,216,92,0	script	Cyr#LF_ar02_1::LF_ar02_1	111,{
	set .@GID, GetCastleData("arug_cas02",1);
	if (getcharid(2) == .@GID) {
		mes "^3355FFThis is the Stronghold";
		mes "Teleport Service. Would";
		mes "you like to teleport to";
		mes "the Emperium Center?^000000";
		switch(select("Teleport:Cancel")) {
		case 1:
			warp "arug_cas02",43,256;
			end;
		case 2:
			close;
		}
	}
	end;
}

arug_cas02,63,92,0	duplicate(LF_ar02_1)	Cyr#LF_ar02_2	111
arug_cas02,127,133,4	duplicate(LF_ar02_1)	Cyr#LF_ar02_3	111
arug_cas02,152,133,4	duplicate(LF_ar02_1)	Cyr#LF_ar02_4	111
arug_cas02,149,218,0	duplicate(LF_ar02_1)	Cyr#LF_ar02_5	111
arug_cas02,162,218,0	duplicate(LF_ar02_1)	Cyr#LF_ar02_6	111
arug_cas02,128,350,0	duplicate(LF_ar02_1)	Cyr#LF_ar02_7	111
arug_cas02,128,341,0	duplicate(LF_ar02_1)	Cyr#LF_ar02_8	111
arug_cas02,49,317,0	duplicate(LF_ar02_1)	Cyr#LF_ar02_9	111
arug_cas02,30,317,0	duplicate(LF_ar02_1)	Cyr#LF_ar02_10	111
arug_cas02,9,190,0	duplicate(LF_ar02_1)	Cyr#LF_ar02_11	111
arug_cas02,271,190,0	duplicate(LF_ar02_1)	Cyr#LF_ar02_12	111

arug_cas02,129,178,4	script	Cyr#LF_ar02_13::LF_ar02_2	722,{
	set .@GID, GetCastleData("arug_cas02",1);
	if (getcharid(2) == .@GID) {
		mes "^3355FFThis is the Stronghold";
		mes "Teleport Service. Would";
		mes "you like to teleport to";
		mes "the Emperium Center?^000000";
		switch(select("Teleport:Cancel")) {
		case 1:
			warp "arug_cas02",43,256;
			end;
		case 2:
			close;
		}
	}
	end;

OnRecvCastleAr02:
	FlagEmblem GetCastleData("arug_cas02",1);
	end;
}

arug_cas02,149,178,4	duplicate(LF_ar02_2)	Cyr#LF_ar02_14	722
arug_cas02,132,38,4	duplicate(LF_ar02_2)	Cyr#LF_ar02_15	722
arug_cas02,147,38,4	duplicate(LF_ar02_2)	Cyr#LF_ar02_16	722

// Guild Manager
arug_cas02,303,341,3	script	Steward#aru02	55,{
	set .@GID, GetCastleData("arug_cas02",1);
	if (.@GID == 0) {
		mes "[ Steward ]";
		mes "I await for the master";
		mes "whom destiny will choose";
		mes "for me. Do you think you";
		mes "have to courage and strength";
		mes "to conquer this stronghold?";
		close;
	}
	if (getcharid(2) != .@GID || strcharinfo(0) != getguildmaster(.@GID)) {
		mes "[ Steward ]";
		mes "Hmpf. Your threats don't";
		mes "scare me! Guardians, drive";
		mes "this infidel away from here!";
		mes "I will always be loyal to the";
		mes "master of this stronghold,";
		mes "the one and only ^FF0000" + getguildmaster(.@GID) + "^000000.";
		close;
	}
	mes "[ Steward ]";
	mes "Ah, Master ^FF0000" + getguildmaster(.@GID) + "^000000...";
	mes "How shall I serve you today?";
	mes "Was there an aspect of this";
	mes "stronghold's maintenance";
	mes "you wanted to discuss?";
	next;
	switch(select("Stronghold Briefing:Invest in Commercial Growth:Invest in Defense growth:Hire/Fire Storage Staff:Go to Master's room")) {
	case 1:
		mes "[ Steward ]";
		mes "The Commercial Growth";
		mes "Level of the stronghold is ^0000ff" + GetCastleData("arug_cas02",2) + ".";
		if (GetCastleData("arug_cas02",4) > 0) {
			mes "Last time, you invested in";
			mes "Commercial Growth " + GetCastleData("arug_cas02",4) + ".";
		}
		next;
		mes "[ Steward ]";
		mes "Our stronghold's";
		mes "safeguard level is " + GetCastleData("arug_cas02",3) + ".";
		if (GetCastleData("arug_cas02",5) > 0) {
			mes "Last time, you invested";
			mes "in defense " + GetCastleData("arug_cas02",5) + " times.";
		}
		mes " ";
		mes "That is all, master.";
		close;
	case 2:
		set .@Economy,GetCastleData("arug_cas02",2);
		if(.@Economy < 8) set .@eco_invest,10000;
		if(.@Economy >= 8) set .@eco_invest,20000;
		if(.@Economy >= 16) set .@eco_invest,40000;
		if(.@Economy >= 25) set .@eco_invest,80000;
		if(.@Economy >= 34) set .@eco_invest,160000;
		if(.@Economy >= 44) set .@eco_invest,320000;
		if(.@Economy >= 54) set .@eco_invest,640000;
		if(.@Economy >= 65) set .@eco_invest,1280000;
		if(.@Economy >= 76) set .@eco_invest,2560000;
		if(.@Economy >= 88) set .@eco_invest,5120000;
		mes "[ Steward ]";
		mes "Raising the stronghold's";
		mes "commercial growth will";
		mes "increase the quantity of";
		mes "goods produced for the guild.";
		mes "Investing in commercial growth";
		mes "will help the guild's future.";
		next;
		mes "[ Steward ]";
		mes "You can make one investment";
		mes "each day, but if you can make";
		mes "two investments if you pay";
		mes "more zeny: this will speed";
		mes "up commercial development,";
		mes "but can be quite expensive.";
		next;
		if (.@Economy == 100) {
			mes "[ Steward ]";
			mes "However, our stronghold's";
			mes "commerical growth level is";
			mes "at 100%. It's not possible to";
			mes "develop commercial growth";
			mes "any further than that.";
			close;
		}
		if (GetCastleData("arug_cas02",4) == 2) {
			mes "[ Steward ]";
			mes "You've already made two";
			mes "investments today, so you'll";
			mes "have to wait until tomorrow";
			mes "to make another investment.";
			close;
		}
		if (GetCastleData("arug_cas02",4) == 0) {
			mes "[ Steward ]";
			mes "You must pay ^FF0000" + .@eco_invest + "^000000 zeny";
			mes "to make an investment";
			mes "Will you invest in this";
			mes "stronghold's commerical";
			mes "development now?";
		}
		else {
			mes "[ Steward ]";
			mes "You must pay ^FF0000" + .@eco_invest + "^000000";
			mes "more zeny to make a second";
			mes "investment today. Will you";
			mes "invest one more time?";
		}
		next;
		switch(select("Invest in Commercial Growth:Cancel")) {
		case 1:
			if (Zeny < .@eco_invest) {
				mes "[ Steward ]";
				mes "I'm sorry, Master, but";
				mes "you do not have enough";
				mes "zeny to make an investment";
				mes "for the guild today.";
				close;
			}
			set zeny,zeny-.@eco_invest;
			SetCastleData "arug_cas02",4,GetCastleData("arug_cas02",4)+1;
			SetCastleData "arug_cas02",2,.@Economy + 1 + (.@Economy<99 && rand(2) && getgdskilllv(.@GID,10014));
			mes "[ Steward ]";
			mes "A wise use of the guild's";
			mes "funds, Master. We can expect";
			mes "to see the results of this";
			mes "investment by tomorrow.";
			close;
		case 2:
			mes "[ Steward ]";
			mes "As you command, Master.";
			close;
		}
	case 3:
		set .@Defence,GetCastleData("arug_cas02",3);
		if(.@Defence < 8) set .@def_invest,20000;
		if(.@Defence >= 8) set .@def_invest,40000;
		if(.@Defence >= 16) set .@def_invest,80000;
		if(.@Defence >= 25) set .@def_invest,160000;
		if(.@Defence >= 34) set .@def_invest,320000;
		if(.@Defence >= 44) set .@def_invest,640000;
		if(.@Defence >= 54) set .@def_invest,1280000;
		if(.@Defence >= 65) set .@def_invest,2560000;
		if(.@Defence >= 76) set .@def_invest,5120000;
		if(.@Defence >= 88) set .@def_invest,10240000;
		mes "[ Steward ]";
		mes "Investing in our stronghold's";
		mes "defense will enhance the";
		mes "durability of our Guardians";
		mes "and the Emperium. We'll need";
		mes "every advantage to protect";
		mes "ourselves from our enemies.";
		next;
		mes "[ Steward ]";
		mes "You can invest in defense";
		mes "once per day, but if you pay";
		mes "more zeny, you can invest";
		mes "a maximum of two times daily.";
		next;
		mes "[ Steward ]";
		if (GetCastleData("arug_cas02",3) == 100) {
			mes "The Defense Level of this";
			mes "stronghold is 100%, and";
			mes "cannot be increased further.";
			close;
		}
		if (GetCastleData("arug_cas02",5) == 2) {
			mes "Master, you've already";
			mes "invested in Defense twice";
			mes "today. You'll need to wait";
			mes "until tomorrow if you really";
			mes "want to increase our defenses.";
			close;
		}
		if (GetCastleData("arug_cas02",5) == 0) {
			mes "We need ^FF0000" + .@def_invest + "^000000";
			mes "zeny to invest in our";
			mes "stronghold's defenses.";
			mes "Will you invest now?";
		}
		else {
			mes "We need ^FF0000" + .@def_invest + "^000000";
			mes "zeny to invest in our";
			mes "stronghold's defenses";
			mes "a second time today.";
			mes "Will you invest now?";
		}
		next;
		switch(select("Invest in Defense:Cancel")) {
		case 1:
			if (Zeny < .@def_invest) {
				mes "[ Steward ]";
				mes "I'm sorry, Master, but";
				mes "you do not have enough";
				mes "zeny to make an investment";
				mes "for the guild today.";
				close;
			}
			set zeny,zeny-.@def_invest;
			SetCastleData "arug_cas02",5,GetCastleData("arug_cas02",5)+1;
			SetCastleData "arug_cas02",3,.@Defence+1;
			mes "[ Steward ]";
			mes "A wise use of the guild's";
			mes "funds, Master. Increasing";
			mes "the frequency of treasure";
			mes "procured by the guild will";
			mes "definitely help us all.";
			close;
		case 2:
			mes "[ Steward ]";
			mes "As you command, Master.";
			close;
		}
	case 4:
		if (GetCastleData("arug_cas02",9) == 1) {
			mes "[ Steward ]";
			mes "Do you wish to dismiss";
			mes "the Kafra Employee that";
			mes "we've hired for the guild?";
			next;
			switch(select("Dismiss:Cancel")) {
			case 1:
				cutin "kafra_01",2;
				mes "[ Hired Kafra Employee ]";
				mes "Master, please reconsider!";
				mes "I've been working very hard";
				mes "for the success of the guild!";
				mes "I'll try harder to serve the";
				mes "guild members of this";
				mes "stronghold, I promise!";
				next;
				switch(select("Dismiss:Cancel")) {
				case 1:
					mes "[ Hired Kafra Employee ]";
					mes "Why?! What have I done";
					mes "to deserve this? Waaah~!";
					next;
					cutin "kafra_01",255;
					break;
				case 2:
					mes "[ Hired Kafra Employee ]";
					mes "Thank you, Master!";
					mes "I'll obey your every";
					mes "command as best I can!";
					mes "You won't regret this!";
					close;
				}
				break;
			case 2:
				mes "[ Steward ]";
				mes "She works very hard,";
				mes "in my opinion. It was in";
				mes "all of our best interests to";
				mes "allow her to stay with us.";
				close;
			}
			disablenpc "Kafra Employee#arug_cas02";
			SetCastleData "arug_cas02",9,0;
			mes "[ Steward ]";
			mes "That Kafra Employee";
			mes "has been dismissed.";
			mes "Were really dissatisfied";
			mes "by the quality of her service?";
			close;
		}
		else {
			mes "[ Steward ]";
			mes "Will you hire a";
			mes "Kafra Employee to serve";
			mes "our stronghold? You must";
			mes "pay ^FF000010,000 zeny^000000 to hire one.";
			next;
			switch(select("Hire:Cancel")) {
			case 1:
				if (getgdskilllv(.@GID,10001) == 0) {
					mes "[ Steward ]";
					mes "Master, we cannot hire a";
					mes "Kafra Employee because";
					mes "you have not yet attained";
					mes "the ^FF0000Contract with Kafra^000000";
					mes "guild skill.";
					close;
				}
				if (Zeny < 10000) {
					mes "[ Steward ]";
					mes "Master, we cannot hire a";
					mes "Kafra Employee because";
					mes "we do not have enough";
					mes "funds to pay the contract fee.";
					close;
				}
				set zeny,zeny-10000;
				enablenpc "Kafra Employee#aru02";
				SetCastleData "arug_cas02",9,1;
				mes "[ Steward ]";
				mes "Very well. We have formed";
				mes "a contract with the Kafra";
				mes "Head Office, and hired a";
				mes "Kafra Employee for our";
				mes "stronghold. Here she is~";
				next;
				cutin "kafra_01",2;
				mes "[ Hired Kafra Employee ]";
				mes "How do you do? I've";
				mes "been dispatched by the";
				mes "Kafra Head Office to";
				mes "serve your guild's needs.";
				mes "I'll do my best to follow";
				mes "your every command, Master.";
				next;
				cutin "kafra_01",255;
				mes "[ Steward ]";
				mes "Our contract will expire";
				mes "after one month, so we must";
				mes "pay additional fees to keep";
				mes "this Kafra Employee in";
				mes "the service of our guild.";
				close;
			case 2:
				mes "[ Steward ]";
				mes "As you command, Master.";
				mes "However, I suggest hiring";
				mes "a Kafra Employee as soon";
				mes "as possible since our guild";
				mes "would greatly benefit from";
				mes "the convenient Kafra services.";
				close;
			}
		}
	case 5:
		mes "[ Steward ]";
		mes "Do you wish to enter the";
		mes "Guild Treasure Room?";
		mes "Only you, the Guild Master,";
		mes "are permitted to enter.";
		next;
		mes "[ Steward ]";
		mes "Please remember to open";
		mes "the Treasure Boxes at the";
		mes "proper time. Otherwise, the";
		mes "treasure may disappear if";
		mes "something unexpected happens.";
		next;
		switch(select("Go to Treasure Room:Cancel")) {
		case 1:
			mes "[ Steward ]";
			mes "Allow me to guide you";
			mes "on the secret path to";
			mes "the Treasure Room.";
			mes "Press the secret switch";
			mes "when you wish to return here.";
			close2;
			warp "arug_cas02",382,227;
			end;
		case 2:
			mes "[ Steward ]";
			mes "Items in the Treasure Room";
			mes "are produced once each day.";
			mes "Therefore, you must obtain";
			mes "the treasure items everyday.";
			mes "For the sake of the guild,";
			mes "prioritize treasure harvesting!";
			close;
		}
	}

Onstop:
	stopnpctimer;
	end;

OnStartArena:
	set .@GID,getcharid(2);
	// Lower castle Economy
	set .@Economy,GetCastleData("arug_cas02",2) - 5;
	if (.@Economy < 0) set .@Economy, 0;
	SetCastleData "arug_cas02", 2, .@Economy;
	// Lower Castle Defence
	set .@Defence,GetCastleData("arug_cas02",3) - 5;
	if (.@Defence < 0) set .@Defence, 0;
	SetCastleData "arug_cas02", 3, .@Defence;
	// Set new owner
	SetCastleData "arug_cas02",1, .@GID;
	// Clear castle's data.
	for( set .@i, 4; .@i <= 9; set .@i, .@i+1 )
		SetCastleData "arug_cas02", .@i, 0;
	// Disable Kafra
	disablenpc "Kafra Employee#aru02";

	set .msg,2;
	if (.msg == 1) {
		announce "Fortress [" + GetCastleName("arug_cas02") + "]'s 'Valfreyja' was captured by [" + getguildname(.@gid) + "] Guild.",bc_all;
		donpcevent "Manager#aru02_02::Onstart";
	}
	else if (.msg == 2) {
		announce "The [" + getguildname(.@gid) + "] conquered the [Valfreyja 2] stronghold of "+GetCastleName("arug_cas02"),bc_all;
		mapannounce "arug_cas02","The emperium has been shattered!",bc_map,"0x00FF00";
		if (agitcheck2()) {
			donpcevent "Manager#aru02_02::Onreset";
			initnpctimer;
		}
		else {
			donpcevent "Manager#aru02_02::Onreset";
			stopnpctimer;
		}
	}
	else if (.msg == 0) {
		announce "Fortress [" + GetCastleName("arug_cas02") + "]'s 'Valfreyja' was captured by [" + getguildname(.@gid) + "] Guild.",bc_all;
		donpcevent "Manager#aru02_02::Onreset";
		stopnpctimer;
		end;
	}
	MapRespawnGuildID "arug_cas02",GetCastleData("arug_cas02",1),2;
	GetCastleData "arug_cas02",0,"::OnRecvCastleAr02";
	end;

OnTimer10000:
	donpcevent "Manager#aru02_02::Onchange";
	mapannounce "arug_cas02","Rebuild this stonghold's Guardian Stones and Fortress Gates to secure your guild's new aquisition!",bc_map,"0x00FF00";
	end;
}

// Guild Kafra
arug_cas02,354,326,3	script	Kafra Employee#aru02	117,{
	set .@GID, GetCastleData("arug_cas02",1);
	if (getcharid(2) == .@GID && getgdskilllv(.@GID,10001)) {
		mes "[Kafra Employee]";
		mes "Welcome, proud member";
		mes "of the ^FF0000" + GetGuildName(.@GID) + "^000000 Guild!";
		mes "The Kafra Corporation is ready";
		mes "to assist you wherever you go!";
		next;
		switch(select("Use Storage:Use Warp Service:Rent Pushcart:Cancel")) {
		case 1:
			if (basicskillcheck() && getskilllv("NV_BASIC") < 6) {
				mes "[Kafra Employee]";
				mes "I'm so sorry, but you must";
				mes "have at least Novice Skill";
				mes "Lv.6 to use the Storage.";
			}
			else {
				openstorage;
			}
			break;
		case 2:
			mes "[Kafra Employee]";
			mes "Please tell me your";
			mes "Warp destination.";
			next;
			switch(select("Rachel -> 200 z:Cancel")) {
			case 1:
				if (Zeny < 200) {
					mes "[Kafra Employee]";
					mes "I'm sorry, but you don't";
					mes "have enough zeny to pay";
					mes "the warp fee. Would you";
					mes "please check your funds again?";
					close2;
					cutin "kafra_01",255;
					end;
				}
				set zeny,zeny-200;
				warp "rachel",115,125;
				end;
			case 2:
				cutin "kafra_01",255;
			}
			break;
		case 3:
			if (BaseClass != Job_Merchant) {
				mes "[Kafra Employee]";
				mes "I'm sorry, but the Pushcart";
				mes "rental service can only be";
				mes "used by Merchant, Blacksmith,";
				mes "and Alchemist class characters.";
			}
			else if (checkcart() == 1) {
				mes "[Kafra Employee]";
				mes "Hm? You've already";
				mes "rented a Pushcart.";
			}
			else {
				mes "[Kafra Employee]";
				mes "The Pushcart rental fee";
				mes "is 800 zeny. Would you";
				mes "like to rent a Pushcart?";
				next;
				switch(select("Rent Pushcart:Cancel")) {
				case 1:
					if (Zeny < 800) {
						mes "[Kafra Employee]";
						mes "I'm sorry, but you don't";
						mes "have enough zeny to rent";
						mes "one of our Pushcarts.";
						close2;
						cutin "kafra_01",255;
						end;
					}
					set zeny,zeny-800;
					setcart;
					break;
				case 2:
					break;
				}
			}
			break;
		case 4:
			mes "[Kafra Employee]";
			mes "Thank you for using the";
			mes "Kafra Service. Wherever";
			mes "you go, Kafra will be";
			mes "there to support you!";
			close2;
			cutin "kafra_01",255;
			end;
		}
		close2;
		cutin "kafra_01",255;
		end;
	}
	else {
		mes "[Kafra Employee]";
		mes "I'm sorry, but I've been";
		mes "exclusively contracted";
		mes "to the members of the";
		mes "^FF0000" + GetGuildName(.@GID) + "^000000 Guild.";
		mes "You'll have to ask another";
		mes "Kafra Employee to help you...";
		close2;
		cutin "kafra_01",255;
		end;
	}

OnRecvCastleAr02:
	if (GetCastleData("arug_cas02",1) == 0) {
		monster "arug_cas02",0,0,"Evil Druid",1117,10;
		monster "arug_cas02",0,0,"Khalitzburg",1132,4;
		monster "arug_cas02",0,0,"Abysmal Knight",1219,3;
		monster "arug_cas02",0,0,"Executioner",1205,1;
		monster "arug_cas02",0,0,"Penomena",1216,10;
		monster "arug_cas02",0,0,"Alarm",1193,18;
		monster "arug_cas02",0,0,"Clock",1269,9;
		monster "arug_cas02",0,0,"Raydric Archer",1276,12;
		monster "arug_cas02",0,0,"Wanderer",1208,3;
		monster "arug_cas02",0,0,"Alice",1275,1;
		monster "arug_cas02",0,0,"Bloody Knight",1268,2;
		monster "arug_cas02",0,0,"Dark Lord",1272,2;
		monster "arug_cas02",0,0,"Tower Keeper",1270,4;
	}
	if (GetCastleData("arug_cas02",9) < 1) {
		disablenpc "Kafra Employee#aru02";
	}
	end;
}

arug_cas02,386,227,0	script	#aru02_switch	111,{
	mes " ";
	mes "^3355FFWill you pull";
	mes "this small lever?^000000";
	next;
	switch(select("Pull Lever:Cancel")) {
	case 1:
		warp "arug_cas02",387,323;
		end;
	case 2:
		close;
	}
}

aru_gld,80,41,6	script	Cyr#flag_Ar02_1::Ar02_Flag	722,{
	set .@GID, GetCastleData("arug_cas02",1);
	if (.@GID == 0) {
		mes "[ Arunafeltz Royal Edict ]";
		mes "The Holy Kingdom of";
		mes "Arunafeltz declares that";
		mes "one has yet to claim lordship";
		mes "over this stronghold. The one";
		mes "that breaks the Emperium will";
		mes "be recognized as its new owner.";
		close;
	}
	else {
		if (getcharid(2) == .@GID) {
			mes "[ Ringing Voice ]";
			mes "Courageous one,";
			mes "do you wish to return";
			mes "to your stronghold?";
			next;
			switch(select("Return to the Stronghold:Cancel")) {
			case 1:
				set .@GID, GetCastleData("arug_cas02",1);
				if (getcharid(2) == .@GID) {
					warp "arug_cas02",43,256;
					end;
				}
				close;
			case 2:
				close;
			}
		}
		mes "[ Arunafeltz Royal Edict ]";
		mes "The Holy Kingdom of";
		mes "Arunafeltz decrees that";
		mes "this stronghold is owned";
		mes "by the ^FF0000" + GetGuildName(.@GID) + "^000000 Guild.";
		next;
		mes "[ Arunafeltz Royal Edict ]";
		mes "^FF0000" + GetGuildMaster(.@GID) + "^000000 is";
		mes "Guild Master of ^FF0000" + GetGuildName(.@GID) + "^000000.";
		mes "Any that object must claim this";
		mes "stronghold through strength of";
		mes "steel and magic during the";
		mes "appointed Guild Siege times.";
		close;
	}

OnRecvCastleAr02:
	FlagEmblem GetCastleData("arug_cas02",1);
	end;
}

aru_gld,80,52,6	duplicate(Ar02_Flag)	Cyr#flag_Ar02_2	722

aru_gld,120,83,5	script	Cyr#flag_Ar02_3	722,{
	set .@GID, GetCastleData("arug_cas02",1);
	if (.@GID == 0) {
		mes "[ Arunafeltz Royal Edict ]";
		mes "The Holy Kingdom of";
		mes "Arunafeltz declares that";
		mes "one has yet to claim lordship";
		mes "over this stronghold. The one";
		mes "that breaks the Emperium will";
		mes "be recognized as its new owner.";
		close;
	}
	else {
		mes "[ Arunafeltz Royal Edict ]";
		mes "The Holy Kingdom of";
		mes "Arunafeltz decrees that";
		mes "this stronghold is owned";
		mes "by the ^FF0000" + getGuildName(.@GID) + "^000000 Guild.";
		next;
		mes "[ Arunafeltz Royal Edict ]";
		mes "^FF0000" + getGuildMaster(.@GID) + "^000000 is";
		mes "Guild Master of ^FF0000" + getGuildName(.@GID) + "^000000.";
		mes "Any that object must claim this";
		mes "stronghold through strength of";
		mes "steel and magic during the";
		mes "appointed Guild Siege times.";
		close;
	}
OnRecvCastleAr02:
	FlagEmblem GetCastleData("arug_cas02",1);
	end;
}