//===== eAthena Script =======================================
//= War of Emperium Second Edition
//===== By: ==================================================
//= L0ne_W0lf
//===== Current Version: =====================================
//= 1.4
//===== Compatible With: =====================================
//= eAthena SVN
//===== Description: =========================================
//= WoE SE Arunafeltz Castle 3
//===== 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.
//= Should take care of event-not-found error.
//============================================================
arug_cas03,1,1,0 script Manager#aru03_02 111,{
end;
OnInterIfInitOnce:
GetCastleData "arug_cas03",0,"::OnRecvCastleAr03";
end;
OnRecvCastleAr03:
RequestGuildInfo GetCastleData("arug_cas03",1);
if (GetCastleData("arug_cas03",1) == 0) {
donpcevent "Manager#aru03_02::Onstart";
}
end;
OnAgitStart:
if (agitcheck()) {
MapRespawnGuildID "arug_cas03",GetCastleData("arug_cas03",1),2;
GvgOn "arug_cas03";
donpcevent "Manager#aru03_02::Onstart";
}
else {
donpcevent "#aru03_RL00::OnDisable";
donpcevent "#aru03_RL01::OnDisable";
donpcevent "#aru03_RL02::OnDisable";
donpcevent "#aru03_RL03::OnDisable";
}
end;
OnAgitEnd:
GvgOff "arug_cas03";
if (GetCastleData("arug_cas03",1)) {
KillMonster "arug_cas03","Steward#aru03::OnStartArena";
donpcevent "Manager#aru03_02::Onreset";
donpcevent "Steward#aru03::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_cas03",1)) {
setarray $agit_ar03[0],0,0,0,0,0,0;
donpcevent "#aru03_df01::OnEnable";
donpcevent "#aru03_df02::OnEnable";
donpcevent "#aru03_RL00::OnEnable";
donpcevent "#aru03_RL01::OnEnable";
donpcevent "#aru03_RL02::OnEnable";
donpcevent "#aru03_RL03::OnEnable";
}
monster "arug_cas03",141,293,"Emperium",1288,1,"Steward#aru03::OnStartArena";
end;
Onreset:
donpcevent "#aru03_df01::OnDisable";
donpcevent "#aru03_df02::OnDisable";
donpcevent "#aru03_gard01::Onreset";
donpcevent "#aru03_gard02::Onreset";
donpcevent "#aru03_RL00::OnDisable";
donpcevent "#aru03_RL01::OnDisable";
donpcevent "#aru03_RL02::OnDisable";
donpcevent "#aru03_RL03::OnDisable";
donpcevent "1st Guardian Stone#aru03::OnDisable";
donpcevent "2nd Guardian Stone#aru03::OnDisable";
donpcevent "Control Device01#aru03::OnDisable";
donpcevent "Control Device02#aru03::OnDisable";
donpcevent "Control Device03#aru03::OnDisable";
if (agitcheck()) {
setarray $agit_ar03[0],0,0,1,1,1,0;
}
end;
Onchange:
setarray $agit_ar03[0],2,2,1,1,2,0;
monster "arug_cas03",141,293,"Emperium",1288,1,"Steward#aru03::OnStartArena";
donpcevent "Control Device03#aru03::OnEnable";
donpcevent "1st Guardian Stone#aru03::OnEnable";
donpcevent "2nd Guardian Stone#aru03::OnEnable";
end;
OnClock0001:
if (!GetCastleData("arug_cas03",1)) end;
killmonster "arug_cas03","Manager#aru03_02::OnTreasureDied";
setcastledata "arug_cas03",4,0;
setcastledata "arug_cas03",5,0;
set .@Treasure,GetCastleData("arug_cas03",2)/5+4;
if (.@Treasure) {
monster "arug_cas03",291,276,"Treasure Chest",1945,1,"Manager#aru03_02::OnTreasureDied";
monster "arug_cas03",292,276,"Treasure Chest",1324,1,"Manager#aru03_02::OnTreasureDied";
monster "arug_cas03",293,276,"Treasure Chest",1945,1,"Manager#aru03_02::OnTreasureDied";
monster "arug_cas03",294,276,"Treasure Chest",1324,1,"Manager#aru03_02::OnTreasureDied";
if (.@Treasure < 5) end;
monster "arug_cas03",295,276,"Treasure Chest",1945,1,"Manager#aru03_02::OnTreasureDied";
if (.@Treasure < 6) end;
monster "arug_cas03",296,276,"Treasure Chest",1324,1,"Manager#aru03_02::OnTreasureDied";
if (.@Treasure < 7) end;
monster "arug_cas03",293,274,"Treasure Chest",1945,1,"Manager#aru03_02::OnTreasureDied";
if (.@Treasure < 8) end;
monster "arug_cas03",294,274,"Treasure Chest",1324,1,"Manager#aru03_02::OnTreasureDied";
if (.@Treasure < 9) end;
monster "arug_cas03",295,274,"Treasure Chest",1945,1,"Manager#aru03_02::OnTreasureDied";
if (.@Treasure < 10) end;
monster "arug_cas03",296,274,"Treasure Chest",1324,1,"Manager#aru03_02::OnTreasureDied";
if (.@Treasure < 11) end;
monster "arug_cas03",297,274,"Treasure Chest",1945,1,"Manager#aru03_02::OnTreasureDied";
if (.@Treasure < 12) end;
monster "arug_cas03",298,274,"Treasure Chest",1324,1,"Manager#aru03_02::OnTreasureDied";
if (.@Treasure < 13) end;
monster "arug_cas03",291,272,"Treasure Chest",1945,1,"Manager#aru03_02::OnTreasureDied";
if (.@Treasure < 14) end;
monster "arug_cas03",292,272,"Treasure Chest",1324,1,"Manager#aru03_02::OnTreasureDied";
if (.@Treasure < 15) end;
monster "arug_cas03",293,272,"Treasure Chest",1945,1,"Manager#aru03_02::OnTreasureDied";
if (.@Treasure < 16) end;
monster "arug_cas03",294,272,"Treasure Chest",1324,1,"Manager#aru03_02::OnTreasureDied";
if (.@Treasure < 17) end;
monster "arug_cas03",295,272,"Treasure Chest",1945,1,"Manager#aru03_02::OnTreasureDied";
if (.@Treasure < 18) end;
monster "arug_cas03",296,272,"Treasure Chest",1324,1,"Manager#aru03_02::OnTreasureDied";
if (.@Treasure < 19) end;
monster "arug_cas03",293,269,"Treasure Chest",1945,1,"Manager#aru03_02::OnTreasureDied";
if (.@Treasure < 20) end;
monster "arug_cas03",294,269,"Treasure Chest",1324,1,"Manager#aru03_02::OnTreasureDied";
if (.@Treasure < 21) end;
monster "arug_cas03",295,269,"Treasure Chest",1945,1,"Manager#aru03_02::OnTreasureDied";
if (.@Treasure < 22) end;
monster "arug_cas03",296,269,"Treasure Chest",1324,1,"Manager#aru03_02::OnTreasureDied";
if (.@Treasure < 23) end;
monster "arug_cas03",297,269,"Treasure Chest",1945,1,"Manager#aru03_02::OnTreasureDied";
if (.@Treasure < 24) end;
monster "arug_cas03",298,269,"Treasure Chest",1324,1,"Manager#aru03_02::OnTreasureDied";
}
end;
OnTreasureDied:
end;
}
arug_cas03,146,315,3 script Yehsus#aru03_01 868,{
set .@GID, GetCastleData("arug_cas03",1);
if (.@GID == 0) {
mes "[Yehsus]";
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 "[Yehsus]";
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 (agitcheck() == 0) {
mes "[Yehsus]";
mes "I am Yehsus, guardian of";
mes "this stronghold. For now,";
mes "all is quiet in this place.";
next;
switch(select("Converse:Cancel")) {
case 1:
mes "[Yehsus]";
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 "[Yehsus]";
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 "[Yehsus]";
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 "[Yehsus]";
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 "[Yehsus]";
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 "[Yehsus]";
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 "[Yehsus]";
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 "[Yehsus]";
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 "[Yehsus]";
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 "[Yehsus]";
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 "[Yehsus]";
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 "[Yehsus]";
mes "You have no questions";
mes "to ask of me? Well, I'm";
mes "here to serve your needs.";
close;
}
case 2:
mes "[Yehsus]";
mes "I'm always here, so";
mes "feel free to request my";
mes "assistance whenever";
mes "the need arises.";
close;
}
}
else {
mes "[Yehsus]";
mes "Greetings, "+strcharinfo(0)+".";
mes "What are your orders?";
next;
switch(select("Increase Stronghold Defense:Situational Briefing:Cancel")) {
case 1:
if ($agit_ar03[5] == 0) {
if (getgdskilllv(.@GID,10002) == 0) {
mes "[Yehsus]";
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 "[Yehsus]";
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 $agit_ar03[5],1;
if ($agit_ar03[0] == 0) {
donpcevent "#aru03_gard01::OnEnable";
}
if ($agit_ar03[1] == 0) {
donpcevent "#aru03_gard02::OnEnable";
}
close;
}
}
else {
mes "[Yehsus]";
mes "You've already commanded";
mes "me to summon a Guardian";
mes "to defend the stronghold.";
close;
}
case 2:
mes "[Yehsus]";
mes "Our defense status is...";
if ($agit_ar03[0] == 1) {
mes "1st Guardian Stone: ^FF0000Destroyed^000000";
}
else if ($agit_ar03[0] == 2) {
mes "1st Guardian Stone: ^008000Repairing^000000";
}
else {
mes "1st Guardian Stone: ^4D4DFFOperational^000000";
}
if ($agit_ar03[1] == 1) {
mes "2nd Guardian Stone: ^FF0000Destroyed^000000";
}
else if ($agit_ar03[1] == 2) {
mes "2nd Guardian Stone: ^008000Repairing^000000";
}
else {
mes "2nd Guardian Stone: ^4D4DFFOperational^000000";
}
if ($agit_ar03[2] == 1) {
mes "1st Fortress Gate: ^FF0000Destroyed^000000";
}
else if ($agit_ar03[2] == 2) {
mes "1st Fortress Gate: ^008000Repairing^000000";
}
else {
mes "1st Fortress Gate: ^4D4DFFOperational^000000";
}
if ($agit_ar03[3] == 1) {
mes "2nd Fortress Gate: ^FF0000Destroyed^000000";
}
else if ($agit_ar03[3] == 2) {
mes "2nd Fortress Gate: ^008000Repairing^000000";
}
else {
mes "2nd Fortress Gate: ^4D4DFFOperational^000000";
}
if ($agit_ar03[4] == 1) {
mes "3rd Fortress Gate: ^FF0000Destroyed^000000";
}
else if ($agit_ar03[4] == 2) {
mes "3rd Fortress Gate: ^008000Repairing^000000";
}
else {
mes "3rd Fortress Gate: ^4D4DFFOperational^000000";
}
close;
case 3:
mes "[Yehsus]";
mes "I'll be standing by,";
mes "awaiting your orders.";
close;
}
}
}
}
else {
mes "[Yehsus]";
mes "Who are you? Scoundrel!";
mes "Leave this stronghold now!";
close;
}
OnInit:
setarray $agit_ar03[0],0,0,0,0,0,0;
end;
}
arug_cas03,1,1,0 script #aru03_gard01 -1,{
OnEnable:
set .@defence,GetCastleData("arug_cas03",3);
guardian "arug_cas03",130,60,"Guardian",1899,"#aru03_gard01::OnGuardianDied"; //0;
if ((.@defence > 10) && (.@defence < 31)) {
set .MyMobCount,2;
guardian "arug_cas03",128,77,"Guardian",1899,"#aru03_gard01::OnGuardianDied"; //1;
}
else if ((.@defence > 30) && (.@defence < 51)) {
set .MyMobCount,3;
guardian "arug_cas03",128,77,"Guardian",1899,"#aru03_gard01::OnGuardianDied"; //1;
guardian "arug_cas03",128,90,"Guardian",1899,"#aru03_gard01::OnGuardianDied"; //2;
}
else if ((.@defence > 50) && (.@defence < 71)) {
set .MyMobCount,4;
guardian "arug_cas03",128,77,"Guardian",1899,"#aru03_gard01::OnGuardianDied"; //1;
guardian "arug_cas03",128,90,"Guardian",1899,"#aru03_gard01::OnGuardianDied"; //2;
guardian "arug_cas03",128,100,"Guardian",1899,"#aru03_gard01::OnGuardianDied"; //3;
}
else if (.@defence > 70) {
set .MyMobCount,5;
guardian "arug_cas03",128,77,"Guardian",1899,"#aru03_gard01::OnGuardianDied"; //1;
guardian "arug_cas03",128,90,"Guardian",1899,"#aru03_gard01::OnGuardianDied"; //2;
guardian "arug_cas03",128,100,"Guardian",1899,"#aru03_gard01::OnGuardianDied"; //3;
guardian "arug_cas03",110,96,"Guardian",1899,"#aru03_gard01::OnGuardianDied"; //4;
}
else {
set .MyMobCount,2;
guardian "arug_cas03",66,157,"Guardian",1899,"#aru03_gard01::OnGuardianDied"; //1;
}
initnpctimer;
end;
OnTimer300000:
set .MyMobCount,.MyMobCount+1;
guardian "arug_cas03",91,53,"Guardian",1899,"#aru03_gard01::OnGuardianDied"; //5;
mapannounce "arug_cas03","The 1st Guardian has been summoned from the Gate House.",bc_map,"0xff4500";
end;
OnTimer900000:
set .MyMobCount,.MyMobCount+1;
guardian "arug_cas03",65,71,"Guardian",1899,"#aru03_gard01::OnGuardianDied"; //6;
mapannounce "arug_cas03","The 2nd Guardian has been summoned from the Gate House.",bc_map,"0xff4500";
end;
OnTimer1800000:
set .MyMobCount,.MyMobCount+1;
guardian "arug_cas03",65,103,"Guardian",1899,"#aru03_gard01::OnGuardianDied"; //7;
mapannounce "arug_cas03","The 3rd Guardian has been summoned from the Gate House.",bc_map,"0xff4500";
end;
OnTimer2700000:
set .MyMobCount,.MyMobCount+1;
guardian "arug_cas03",110,96,"Guardian",1899,"#aru03_gard01::OnGuardianDied"; //8;
mapannounce "arug_cas03","The 4th Guardian has been summoned from the Gate House.",bc_map,"0xff4500";
end;
OnTimer3600000:
set .MyMobCount,.MyMobCount+1;
guardian "arug_cas03",128,100,"Guardian",1899,"#aru03_gard01::OnGuardianDied"; //9;
mapannounce "arug_cas03","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_cas03",128,77,"Guardian",1899,"#aru03_gard01::OnGuardianDied"; //10;
}
end;
Onreset:
stopnpctimer;
killmonster "arug_cas03","#aru03_gard01::OnGuardianDied";
end;
}
arug_cas03,1,2,0 script #aru03_gard02 -1,{
OnEnable:
set .@defence,GetCastleData("arug_cas03",3);
guardian "arug_cas03",156,101,"Guardian",1899,"#aru03_gard02::OnGuardianDied"; //11;
if ((.@defence > 10) && (.@defence < 31)) {
set .MyMobCount,2;
guardian "arug_cas03",172,95,"Guardian",1899,"#aru03_gard02::OnGuardianDied"; //12;
}
else if ((.@defence > 30) && (.@defence < 51)) {
set .MyMobCount,3;
guardian "arug_cas03",172,95,"Guardian",1899,"#aru03_gard02::OnGuardianDied"; //12;
guardian "arug_cas03",154,90,"Guardian",1899,"#aru03_gard02::OnGuardianDied"; //13;
}
else if ((.@defence > 50) && (.@defence < 71)) {
set .MyMobCount,4;
guardian "arug_cas03",172,95,"Guardian",1899,"#aru03_gard02::OnGuardianDied"; //12;
guardian "arug_cas03",154,90,"Guardian",1899,"#aru03_gard02::OnGuardianDied"; //13;
guardian "arug_cas03",156,77,"Guardian",1899,"#aru03_gard02::OnGuardianDied"; //14;
}
else if (.@defence > 70) {
set .MyMobCount,5;
guardian "arug_cas03",172,95,"Guardian",1899,"#aru03_gard02::OnGuardianDied"; //12;
guardian "arug_cas03",154,90,"Guardian",1899,"#aru03_gard02::OnGuardianDied"; //13;
guardian "arug_cas03",156,77,"Guardian",1899,"#aru03_gard02::OnGuardianDied"; //14;
guardian "arug_cas03",155,60,"Guardian",1899,"#aru03_gard02::OnGuardianDied"; //15;
}
else {
set .MyMobCount,2;
guardian "arug_cas03",211,159,"Guardian",1899,"#aru03_gard02::OnGuardianDied"; //12;
}
initnpctimer;
end;
OnTimer600000:
set .MyMobCount,.MyMobCount+1;
guardian "arug_cas03",187,54,"Guardian",1899,"#aru03_gard02::OnGuardianDied"; //16;
end;
OnTimer1200000:
set .MyMobCount,.MyMobCount+1;
guardian "arug_cas03",212,67,"Guardian",1899,"#aru03_gard02::OnGuardianDied"; //17;
end;
OnTimer2100000:
set .MyMobCount,.MyMobCount+1;
guardian "arug_cas03",211,105,"Guardian",1899,"#aru03_gard02::OnGuardianDied"; //18;
end;
OnTimer3000000:
set .MyMobCount,.MyMobCount+1;
guardian "arug_cas03",155,60,"Guardian",1899,"#aru03_gard02::OnGuardianDied"; //19;
end;
OnTimer3900000:
set .MyMobCount,.MyMobCount+1;
guardian "arug_cas03",156,77,"Guardian",1899,"#aru03_gard02::OnGuardianDied"; //20;
stopnpctimer;
end;
OnGuardianDied:
set .MyMobCount,.MyMobCount-1;
if (.MyMobCount < 2) {
set .MyMobCount,.MyMobCount+1;
guardian "arug_cas03",172,95,"Guardian",1899,"#aru03_gard02::OnGuardianDied"; //21;
}
end;
Onreset:
stopnpctimer;
killmonster "arug_cas03","#aru03_gard02::OnGuardianDied";
end;
}
arug_cas03,1,3,0 script #aru03_df01 -1,{
OnEnable:
guardian "arug_cas03",65,171,"1st Guardian Stone",1907,"#aru03_df01::OnGuardianStoneDied"; //22;
end;
OnDisable:
killmonster "arug_cas03","#aru03_df01::OnGuardianStoneDied";
setarray $agit_ar03[0],1; //Global Variable
stopnpctimer;
end;
OnGuardianStoneDied:
// 1st Guardian Stone is Destroyed
setarray $agit_ar03[0],1;
if (($agit_ar03[0] == 1) || ($agit_ar03[0] == 2)) {
set .@destroyed,.@destroyed + 1;
}
if (($agit_ar03[1] == 1) || ($agit_ar03[1] == 2)) {
set .@destroyed,.@destroyed + 1;
}
if (.@destroyed == 2) {
mapannounce "arug_cas03","All of the Guardian Stones have been destroyed!",bc_map,"0x00ff00";
donpcevent "#aru03_RL00::OnDisable";
donpcevent "#aru03_gard01::Onreset";
}
else {
mapannounce "arug_cas03","The 1st Guardian Stone has been destroyed!",bc_map,"0x00ff00";
donpcevent "#aru03_gard01::Onreset";
}
initnpctimer;
end;
OnTimer300000:
donpcevent "1st Guardian Stone#aru03::OnGuardian";
setarray $agit_ar03[0],2; //Global Variable
stopnpctimer;
end;
}
arug_cas03,65,171,0 script 1st Guardian Stone#aru03 844,{
set .@GID, GetCastleData("arug_cas03",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#aru03" 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#aru03" EF_STEAL
next;
break;
}
break;
case 2:
specialeffect 225; //"1st Guardian Stone#aru03" 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#aru03" 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#aru03" 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#aru03" 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_ar03[0] == 0) {
mes "^3355FFThe Guardian Stone";
mes "Repair System has";
mes "already completed.^000000";
close;
}
else {
if (agitcheck() == 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 "#aru03_df01::OnEnable";
specialeffect 135; //"1st Guardian Stone#aru03" EF_ICECRASH
disablenpc "1st Guardian Stone#aru03";
setarray $agit_ar03[0],0;
set .@df_all,$agit_ar03[0]+$agit_ar03[1];
if (.@df_all == 0) {
mapannounce "arug_cas03","Both Guardian Stones have been erected, bolstering this stronghold's defenses!",bc_map,"0x00ff00";
donpcevent "#aru03_RL00::OnEnable";
}
else {
mapannounce "arug_cas03","The 1st Guardian Stone has been repaired successfully.",bc_map,"0x00ff00";
}
if ($agit_ar03[5] == 1) {
donpcevent "#aru03_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#aru03";
end;
OnEnable:
enablenpc "1st Guardian Stone#aru03";
specialeffect 247; //"1st Guardian Stone#aru03" EF_MAPPILLAR2
end;
OnDisable:
disablenpc "1st Guardian Stone#aru03";
end;
}
arug_cas03,1,4,0 script #aru03_df02 -1,{
OnEnable:
guardian "arug_cas03",212,149,"2nd Guardian Stone",1908,"#aru03_df02::OnGuardianStoneDied"; //23;
end;
OnDisable:
killmonster "arug_cas03","#aru03_df02::OnGuardianStoneDied";
setarray $agit_ar03[1],1; //Global Variable
stopnpctimer;
end;
OnGuardianStoneDied:
// 2nd Guardian Stone is Destroyed
setarray $agit_ar03[1],1;
if (($agit_ar03[0] == 1) || ($agit_ar03[0] == 2)) {
set .@destroyed,.@destroyed + 1;
}
if (($agit_ar03[1] == 1) || ($agit_ar03[1] == 2)) {
set .@destroyed,.@destroyed + 1;
}
if (.@destroyed == 2) {
mapannounce "arug_cas03","All of the Guardian Stones have been destroyed!",bc_map,"0x00ff00";
donpcevent "#aru03_RL00::OnDisable";
donpcevent "#aru03_gard02::Onreset";
}
else {
mapannounce "arug_cas03","The 2nd Guardian Stone has been destroyed!",bc_map,"0x00ff00";
donpcevent "#aru03_gard02::Onreset";
}
initnpctimer;
end;
OnTimer300000:
donpcevent "2nd Guardian Stone#aru03::OnGuardian";
setarray $agit_ar03[1],2; //Global Variable
stopnpctimer;
end;
}
arug_cas03,212,149,0 script 2nd Guardian Stone#aru03 844,{
set .@GID, GetCastleData("arug_cas03",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#aru03" 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#aru03" EF_STEAL
next;
break;
}
break;
case 2:
specialeffect 225; //"2nd Guardian Stone#aru03" 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#aru03" 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#aru03" 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#aru03" 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_ar03[1] == 0) {
mes "^3355FFThe Guardian Stone";
mes "Repair System has";
mes "successfully completed.^000000";
close;
}
else {
if (agitcheck() == 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 "#aru03_df02::OnEnable";
specialeffect 135; //"2nd Guardian Stone#aru03" EF_ICECRASH
disablenpc "2nd Guardian Stone#aru03";
setarray $agit_ar03[1],0;
set .@df_all,$agit_ar03[0]+$agit_ar03[1];
if (.@df_all == 0) {
mapannounce "arug_cas03","Both Guardian Stones have been erected, bolstering this stronghold's defenses!",bc_map,"0x00ff00";
donpcevent "#aru03_RL00::OnEnable";
}
else {
mapannounce "arug_cas03","The 2nd Guardian Stone has been repaired successfully.",bc_map,"0x00ff00";
}
if ($agit_ar03[5] == 1) {
donpcevent "#aru03_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#aru03";
end;
OnEnable:
enablenpc "2nd Guardian Stone#aru03";
specialeffect 247; //"2nd Guardian Stone#aru03" EF_MAPPILLAR2
end;
OnDisable:
disablenpc "2nd Guardian Stone#aru03";
end;
}
// Barrier Summoners
arug_cas03,2,1,0 script #aru03_RL00 -1,{
OnEnable:
setcell "arug_cas03",138,110,145,110,cell_walkable,0;
setcell "arug_cas03",138,110,145,110,cell_shootable,0;
guardian "arug_cas03",139,111," ",1905,"#aru03_RL00::OnBarrierDestroyed"; //24;
guardian "arug_cas03",141,111," ",1905,"#aru03_RL00::OnBarrierDestroyed"; //25;
guardian "arug_cas03",143,111," ",1905,"#aru03_RL00::OnBarrierDestroyed"; //26;
guardian "arug_cas03",145,111," ",1905,"#aru03_RL00::OnBarrierDestroyed"; //27;
end;
OnDisable:
setcell "arug_cas03",138,110,145,110,cell_walkable,1;
setcell "arug_cas03",138,110,145,110,cell_shootable,1;
killmonster "arug_cas03","#aru03_RL00::OnBarrierDestroyed";
end;
OnBarrierDestroyed:
end;
}
arug_cas03,2,2,0 script #aru03_RL01 -1,{
OnEnable:
set .MyMobCount,6;
setcell "arug_cas03",139,158,144,158,cell_walkable,0;
guardian "arug_cas03",140,157," ",1905,"#aru03_RL01::OnBarrierDestroyed"; //28;
guardian "arug_cas03",142,157," ",1905,"#aru03_RL01::OnBarrierDestroyed"; //29;
guardian "arug_cas03",144,157," ",1905,"#aru03_RL01::OnBarrierDestroyed"; //30;
guardian "arug_cas03",139,156," ",1905,"#aru03_RL01::OnBarrierDestroyed"; //31;
guardian "arug_cas03",141,156," ",1905,"#aru03_RL01::OnBarrierDestroyed"; //32;
guardian "arug_cas03",143,156," ",1905,"#aru03_RL01::OnBarrierDestroyed"; //33;
end;
OnBarrierDestroyed:
set .MyMobCount,.MyMobCount-1;
if (.MyMobCount == 0) {
setarray $agit_ar03[2],1;
mapannounce "arug_cas03","The 1st Fortress Gate is destroyed.",bc_map,"0x00ff00";
setcell "arug_cas03",139,158,144,158,cell_walkable,1;
}
end;
OnDisable:
setcell "arug_cas03",139,158,144,158,cell_walkable,1;
killmonster "arug_cas03","#aru03_RL01::OnBarrierDestroyed";
end;
}
arug_cas03,2,3,0 script #aru03_RL02 -1,{
OnEnable:
set .MyMobCount,6;
setcell "arug_cas03",138,210,145,210,cell_walkable,0;
guardian "arug_cas03",140,209," ",1905,"#aru03_RL02::OnBarrierDestroyed"; //34;
guardian "arug_cas03",142,209," ",1905,"#aru03_RL02::OnBarrierDestroyed"; //35;
guardian "arug_cas03",144,209," ",1905,"#aru03_RL02::OnBarrierDestroyed"; //36;
guardian "arug_cas03",139,208," ",1905,"#aru03_RL02::OnBarrierDestroyed"; //37;
guardian "arug_cas03",141,208," ",1905,"#aru03_RL02::OnBarrierDestroyed"; //38;
guardian "arug_cas03",143,208," ",1905,"#aru03_RL02::OnBarrierDestroyed"; //39;
end;
OnBarrierDestroyed:
set .MyMobCount,.MyMobCount-1;
if (.MyMobCount == 0) {
setarray $agit_ar03[3],1;
mapannounce "arug_cas03","The 2nd Fortress Gate is destroyed.",bc_map,"0x00ff00";
setcell "arug_cas03",138,210,145,210,cell_walkable,1;
}
end;
OnDisable:
setcell "arug_cas03",138,210,145,210,cell_walkable,1;
killmonster "arug_cas03","#aru03_RL02::OnBarrierDestroyed";
end;
}
arug_cas03,2,4,0 script #aru03_RL03 -1,{
OnEnable:
set .MyMobCount,4;
setcell "arug_cas03",138,263,145,263,cell_walkable,0;
guardian "arug_cas03",139,262," ",1905,"#aru03_RL03::OnBarrierDestroyed"; //40;
guardian "arug_cas03",141,262," ",1905,"#aru03_RL03::OnBarrierDestroyed"; //41;
guardian "arug_cas03",143,262," ",1905,"#aru03_RL03::OnBarrierDestroyed"; //42;
guardian "arug_cas03",145,262," ",1905,"#aru03_RL03::OnBarrierDestroyed"; //43;
end;
OnBarrierDestroyed:
set .MyMobCount,.MyMobCount-1;
if (.MyMobCount == 0) {
setarray $agit_ar03[4],1;
mapannounce "arug_cas03","The 3rd Fortress Gate is destroyed!",bc_map,"0x00ff00";
setcell "arug_cas03",138,363,145,263,cell_walkable,1;
}
end;
OnDisable:
setcell "arug_cas03",138,363,145,263,cell_walkable,1;
killmonster "arug_cas03","#aru03_RL03::OnBarrierDestroyed";
end;
}
arug_cas03,136,158,0 script Control Device01#aru03 111,{
set .@GID, GetCastleData("arug_cas03",1);
if (getcharid(2) == .@GID) {
if (strcharinfo(0) == getguildmaster(.@GID)) {
if ($agit_ar03[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 (agitcheck() == 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 "#aru03_RL01::OnEnable";
disablenpc "Control Device01#aru03";
mapannounce "arug_cas03","The 1st Fortress Gate has been reconstructed!",bc_map,"0x00ff00";
setarray $agit_ar01[2],0;
end;
}
else {
mes "^3355FFThe wall has been breached,";
mes "and the attempt to repair the";
mes "Fortress Gate has failed.";
mes "You lost some of your";
mes "repair resources...^000000";
delitem 984,2; //Oridecon
delitem 999,4; //Steel
delitem 1019,14; //Wooden_Block
delitem 1011,3; //Emveretarcon
close;
}
}
}
else {
mes "^3355FFYou can't attempt to repair";
mes "the Fortress Gate if you don't";
mes "have all the needed materials.^000000";
close;
}
}
}
}
end;
OnInit:
disablenpc "Control Device01#aru03";
end;
OnEnable:
enablenpc "Control Device01#aru03";
end;
OnDisable:
disablenpc "Control Device01#aru03";
end;
}
arug_cas03,135,212,0 script Control Device02#aru03 111,{
set .@GID, GetCastleData("arug_cas03",1);
if (getcharid(2) == .@GID) {
if (strcharinfo(0) == getguildmaster(.@GID)) {
if ($agit_ar03[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 (agitcheck() == 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 "#aru03_RL02::OnEnable";
disablenpc "Control Device02#aru03";
mapannounce "arug_cas03","The 2nd Fortress Gate has been reconstructed!",bc_map,"0x00ff00";
setarray $agit_ar03[3],0; //Global Variable
setarray $agit_ar03[2],2; //Global Variable
donpcevent "Control Device01#aru03::OnDevice01#aru03_dlrp01";
end;
}
else {
mes "^3355FFThe wall has been breached,";
mes "and the attempt to repair the";
mes "Fortress Gate has failed.";
mes "You lost some of your";
mes "repair resources...^000000";
delitem 984,2; //Oridecon
delitem 999,4; //Steel
delitem 1019,14; //Wooden_Block
delitem 1011,3; //Emveretarcon
close;
}
}
}
else {
mes "^3355FFYou can't attempt to repair";
mes "the Fortress Gate if you don't";
mes "have all the needed materials.^000000";
close;
}
}
}
}
end;
OnInit:
disablenpc "Control Device02#aru03";
end;
OnEnable:
enablenpc "Control Device02#aru03";
end;
OnDisable:
disablenpc "Control Device02#aru03";
end;
}
arug_cas03,134,266,0 script Control Device03#aru03 111,{
set .@GID, GetCastleData("arug_cas03",1);
if (getcharid(2) == .@GID) {
if (strcharinfo(0) == getguildmaster(.@GID)) {
if ($agit_ar03[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 (agitcheck() == 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 "#aru03_RL03::OnEnable";
disablenpc "Control Device03#aru03";
mapannounce "arug_cas03","The 3rd Fortress Gate has been reconstructed!",bc_map,"0x00ff00";
setarray $agit_ar03[4],0;
setarray $agit_ar03[3],2;
donpcevent "Control Device02#aru03::OnDevice02#aru03_dlrp02";
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#aru03";
end;
OnEnable:
enablenpc "Control Device03#aru03";
end;
OnDisable:
disablenpc "Control Device03#aru03";
end;
}
// Link Flags
arug_cas03,122,314,0 script LF-01#arug_cas03 111,{
set .@GID, GetCastleData("arug_cas03",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_cas03",84,158;
end;
case 2:
warp "arug_cas03",197,136;
end;
case 3:
close;
}
}
end;
}
arug_cas03,125,314,0 script LF-02#arug_cas03 111,{
set .@GID, GetCastleData("arug_cas03",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_cas03",65,94;
end;
case 2:
warp "arug_cas03",211,97;
end;
case 3:
close;
}
}
end;
}
arug_cas03,128,314,0 script LF-03#arug_cas03 111,{
set .@GID, GetCastleData("arug_cas03",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_cas03",112,73;
end;
case 2:
warp "arug_cas03",171,73;
end;
case 3:
close;
}
}
end;
}
arug_cas03,131,314,0 script LF-04#arug_cas03 111,{
set .@GID, GetCastleData("arug_cas03",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_cas03",112,152;
end;
case 2:
warp "arug_cas03",172,152;
end;
case 3:
close;
}
}
end;
}
arug_cas03,134,314,0 script LF-05#arug_cas03 111,{
set .@GID, GetCastleData("arug_cas03",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_cas03",120,186;
end;
case 2:
warp "arug_cas03",162,186;
end;
case 3:
close;
}
}
end;
}
arug_cas03,149,314,0 script LF-06#arug_cas03 111,{
set .@GID, GetCastleData("arug_cas03",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_cas03",116,235;
end;
case 2:
warp "arug_cas03",164,235;
end;
case 3:
close;
}
}
end;
}
arug_cas03,152,314,0 script LF-07#arug_cas03 111,{
set .@GID, GetCastleData("arug_cas03",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 2-1:Defense Area 3-1:Cancel")) {
case 1:
warp "arug_cas03",65,94;
end;
case 2:
warp "arug_cas03",112,152;
end;
case 3:
warp "arug_cas03",116,235;
end;
case 4:
close;
}
}
end;
}
arug_cas03,155,314,0 script LF-08#arug_cas03 111,{
set .@GID, GetCastleData("arug_cas03",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 1-2:Defense Area 2-2:Defense Area 3-2:Cancel")) {
case 1:
warp "arug_cas03",211,97;
end;
case 2:
warp "arug_cas03",172,152;
end;
case 3:
warp "arug_cas03",164,235;
end;
case 4:
close;
}
}
end;
}
arug_cas03,158,314,0 script LF-09#arug_cas03 111,{
set .@GID, GetCastleData("arug_cas03",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 1-4:Defense Area 2-4:Cancel")) {
case 1:
warp "arug_cas03",171,73;
end;
case 2:
warp "arug_cas03",162,186;
end;
case 3:
close;
}
}
end;
}
arug_cas03,161,314,0 script LF-10#arug_cas03 111,{
set .@GID, GetCastleData("arug_cas03",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_cas03",321,57;
end;
case 2:
close;
}
}
end;
}
arug_cas03,45,158,0 script Horn#LF_ar03_01::LF_ar03_01 111,{
set .@GID, GetCastleData("arug_cas03",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_cas03",121,318;
end;
case 2:
close;
}
}
end;
}
arug_cas03,226,156,0 duplicate(LF_ar03_01) Horn#LF_ar03_01 111
arug_cas03,134,62,4 duplicate(LF_ar03_01) Horn#LF_ar03_02 111
arug_cas03,149,62,4 duplicate(LF_ar03_01) Horn#LF_ar03_03 111
arug_cas03,123,154,0 duplicate(LF_ar03_01) Horn#LF_ar03_04 111
arug_cas03,160,154,0 duplicate(LF_ar03_01) Horn#LF_ar03_05 111
arug_cas03,135,205,0 duplicate(LF_ar03_01) Horn#LF_ar03_06 111
arug_cas03,148,205,0 duplicate(LF_ar03_01) Horn#LF_ar03_07 111
arug_cas03,134,260,0 duplicate(LF_ar03_01) Horn#LF_ar03_08 111
//arug_cas03,204,142,0 duplicate(LF_ar03_01) Horn#LF_ar03_09 111
arug_cas03,148,103,4 script Horn#LF_ar03_10::LF_ar03_02 722,{
set .@GID, GetCastleData("arug_cas03",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_cas03",121,318;
end;
case 2:
close;
}
}
end;
OnRecvCastleAr03:
FlagEmblem GetCastleData("arug_cas03",1);
end;
}
arug_cas03,135,103,4 duplicate(LF_ar03_02) Horn#LF_ar03_11 722
arug_cas03,63,51,7 duplicate(LF_ar03_02) Horn#LF_ar03_12 722
arug_cas03,214,51,1 duplicate(LF_ar03_02) Horn#LF_ar03_13 722
// Guild Manager
arug_cas03,328,98,3 script Steward#aru03 55,{
set .@GID, GetCastleData("arug_cas03",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_cas03",2) + ".";
if (GetCastleData("arug_cas03",4) > 0) {
mes "Last time, you invested in";
mes "Commercial Growth " + GetCastleData("arug_cas03",4) + ".";
}
next;
mes "[ Steward ]";
mes "Our stronghold's";
mes "safeguard level is " + GetCastleData("arug_cas03",3) + ".";
if (GetCastleData("arug_cas03",5) > 0) {
mes "Last time, you invested";
mes "in defense " + GetCastleData("arug_cas03",5) + " times.";
}
mes " ";
mes "That is all, master.";
close;
case 2:
set .@Economy,GetCastleData("arug_cas03",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_cas03",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_cas03",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_cas03",4,GetCastleData("arug_cas03",4)+1;
SetCastleData "arug_cas03",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_cas03",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_cas03",3) == 100) {
mes "The Defense Level of this";
mes "stronghold is 100%, and";
mes "cannot be increased further.";
close;
}
if (GetCastleData("arug_cas03",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_cas03",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_cas03",5,GetCastleData("arug_cas03",5)+1;
SetCastleData "arug_cas03",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_cas03",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_cas03";
SetCastleData "arug_cas03",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#aru03";
SetCastleData "arug_cas03",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_cas03",292,266;
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_cas03",2) - 5;
if (.@Economy < 0) set .@Economy, 0;
SetCastleData "arug_cas03", 2, .@Economy;
// Lower Castle Defence
set .@Defence,GetCastleData("arug_cas03",3) - 5;
if (.@Defence < 0) set .@Defence, 0;
SetCastleData "arug_cas03", 3, .@Defence;
// Set new owner
SetCastleData "arug_cas03",1, .@GID;
// Clear castle's data.
for( set .@i, 4; .@i <= 9; set .@i, .@i+1 )
SetCastleData "arug_cas03", .@i, 0;
// Disable Kafra
disablenpc "Kafra Employee#aru03";
set .msg,2;
if (.msg == 1) {
announce "Fortress [" + GetCastleName("arug_cas03") + "]'s 'Valfreyja' was captured by [" + getguildname(.@gid) + "] Guild.",bc_all;
donpcevent "Manager#aru03_02::Onstart";
}
else if (.msg == 2) {
announce "The [" + getguildname(.@gid) + "] conquered the [Valfreyja 3] stronghold of "+GetCastleName("arug_cas03"),bc_all;
mapannounce "arug_cas03","The emperium has been shattered!",bc_map,"0x00FF00";
if (agitcheck()) {
donpcevent "Manager#aru03_02::Onreset";
initnpctimer;
}
else {
donpcevent "Manager#aru03_02::Onreset";
stopnpctimer;
}
}
else if (.msg == 0) {
announce "Fortress [" + GetCastleName("arug_cas03") + "]'s 'Valfreyja' was captured by [" + getguildname(.@gid) + "] Guild.",bc_all;
donpcevent "Manager#aru03_02::Onreset";
stopnpctimer;
end;
}
MapRespawnGuildID "arug_cas03",GetCastleData("arug_cas03",1),2;
GetCastleData "arug_cas03",0,"::OnRecvCastleAr03";
end;
OnTimer10000:
donpcevent "Manager#aru03_02::Onchange";
mapannounce "arug_cas03","Rebuild this stonghold's Guardian Stones and Fortress Gates to secure your guild's new aquisition!",bc_map,"0x00FF00";
end;
}
// Guild Kafra
arug_cas03,315,98,5 script Kafra Employee#aru03 117,{
set .@GID, GetCastleData("arug_cas03",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;
}
OnRecvCastleAr03:
if (GetCastleData("arug_cas03",1) == 0) {
monster "arug_cas03",0,0,"Evil Druid",1117,10;
monster "arug_cas03",0,0,"Khalitzburg",1132,4;
monster "arug_cas03",0,0,"Abysmal Knight",1219,3;
monster "arug_cas03",0,0,"Executioner",1205,1;
monster "arug_cas03",0,0,"Penomena",1216,10;
monster "arug_cas03",0,0,"Alarm",1193,18;
monster "arug_cas03",0,0,"Clock",1269,9;
monster "arug_cas03",0,0,"Raydric Archer",1276,12;
monster "arug_cas03",0,0,"Wanderer",1208,3;
monster "arug_cas03",0,0,"Alice",1275,1;
monster "arug_cas03",0,0,"Bloody Knight",1268,2;
monster "arug_cas03",0,0,"Dark Lord",1272,2;
monster "arug_cas03",0,0,"Tower Keeper",1270,4;
}
if (GetCastleData("arug_cas03",9) < 1) {
disablenpc "Kafra Employee#aru03";
}
end;
}
arug_cas03,299,277,0 script #aru03_switch 111,{
mes " ";
mes "^3355FFWill you pull";
mes "this small lever?^000000";
next;
switch(select("Pull Lever:Cancel")) {
case 1:
warp "arug_cas03",321,57;
end;
case 2:
close;
}
}
aru_gld,60,174,0 script Horn#flag_Ar03_1::Ar03_Flag 722,{
set .@GID, GetCastleData("arug_cas03",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_cas03",1);
if (getcharid(2) == .@GID) {
warp "arug_cas03",121,318;
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;
}
OnRecvCastleAr03:
FlagEmblem GetCastleData("arug_cas03",1);
end;
}
aru_gld,74,174,0 duplicate(Ar03_Flag) Horn#flag_Ar03_2 722,{