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author | daegaladh <daegaladh@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2012-08-01 04:29:56 +0000 |
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committer | daegaladh <daegaladh@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2012-08-01 04:29:56 +0000 |
commit | 8832adba3ec9df0f7f890154f69f0993b8d1d8e5 (patch) | |
tree | 0e73afe6a780abf29fe035301f1354f24762da7a /npc/guild2/arug_cas01.txt | |
parent | fa533907d49c7e288be33efb55fcb094f8e48591 (diff) | |
download | hercules-8832adba3ec9df0f7f890154f69f0993b8d1d8e5.tar.gz hercules-8832adba3ec9df0f7f890154f69f0993b8d1d8e5.tar.bz2 hercules-8832adba3ec9df0f7f890154f69f0993b8d1d8e5.tar.xz hercules-8832adba3ec9df0f7f890154f69f0993b8d1d8e5.zip |
Full npc folder reorganization. (I hope I didn't break anything D:)
-Now common scripts goes to the main npc folder, and pre-re-only/re-only ones goes to their respective folders.
-NPCs with practically the same script but little differences have been left in the main folder and uses the command checkre() for the differences.
-For those NPCs with different coordinates but same script, the script has been left in the main folder but the NPCs splitted as duplicates.
-All pre-renewal files has been reverted back to their pre-renewal behavior.
TODO:
-Correct pre-re quest rewards.
-Check for pre-re/re differences in mapflags.
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@16545 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'npc/guild2/arug_cas01.txt')
-rw-r--r-- | npc/guild2/arug_cas01.txt | 2930 |
1 files changed, 2930 insertions, 0 deletions
diff --git a/npc/guild2/arug_cas01.txt b/npc/guild2/arug_cas01.txt new file mode 100644 index 000000000..d8742b8c9 --- /dev/null +++ b/npc/guild2/arug_cas01.txt @@ -0,0 +1,2930 @@ +//===== rAthena Script ======================================= +//= War of Emperium Second Edition +//===== By: ================================================== +//= L0ne_W0lf +//===== Current Version: ===================================== +//= 2.0 +//===== Compatible With: ===================================== +//= rAthena SVN +//===== Description: ========================================= +//= WoE SE Arunafeltz Castle 1 +//===== Additional Comments: ================================= +//= 1.0 First Version [L0ne_W0lf] +//= 1.1 Swaped an end for a close in eco investing. [L0ne_W0lf] +//= Fixed improper label used in guaridan stone. +//= 1.2 Fixed double message in defense investing. [L0ne_W0lf] +//= 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 Implemented new Wall System. [Zephyrus] +//= 1.7 Replaced effect numerics with constants. [L0ne_W0lf] +//= 1.8 Applied updated eco/def systems. [L0ne_W0lf] +//= 1.9 Fixed eco/def not actually incrementing. [L0ne_W0lf] +//= Can no longer gain eco/def higher than 100. +//= 2.0 Fixed a possible exploit in guild castle investment. [Brian] +//============================================================ + +arug_cas01,1,1,0 script Manager#aru01_02 111,{ + end; + +OnAgitInit2: +OnRecvCastleAr01: + if (GetCastleData("arug_cas01",1) == 0) { + donpcevent "Manager#aru01_02::Onstart"; + } + end; + +OnAgitStart2: + if (agitcheck2()) { + MapRespawnGuildID "arug_cas01",GetCastleData("arug_cas01",1),2; + GvgOn "arug_cas01"; + donpcevent "Manager#aru01_02::Onstart"; + } + else { + donpcevent "#aru01_RL00::OnDisable"; + donpcevent "#aru01_RL01::OnDisable"; + donpcevent "#aru01_RL02::OnDisable"; + donpcevent "#aru01_RL03::OnDisable"; + } + end; + +OnAgitEnd2: + GvgOff "arug_cas01"; + if (GetCastleData("arug_cas01",1)) { + KillMonster "arug_cas01","Steward#aru01::OnStartArena"; + donpcevent "Manager#aru01_02::Onreset"; + donpcevent "Steward#aru01::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_cas01",1)) { + setarray $agit_ar01[0],0,0,0,0,0,0; + donpcevent "#aru01_df01::OnEnable"; + donpcevent "#aru01_df02::OnEnable"; + donpcevent "#aru01_RL00::OnEnable"; + donpcevent "#aru01_RL01::OnEnable"; + donpcevent "#aru01_RL02::OnEnable"; + donpcevent "#aru01_RL03::OnEnable"; + } + monster "arug_cas01",87,219,"Emperium",1288,1,"Steward#aru01::OnStartArena"; + end; + +Onreset: + donpcevent "#aru01_df01::OnDisable"; + donpcevent "#aru01_df02::OnDisable"; + donpcevent "#aru01_gard01::Onreset"; + donpcevent "#aru01_gard02::Onreset"; + donpcevent "#aru01_RL00::OnDisable"; + donpcevent "#aru01_RL01::OnDisable"; + donpcevent "#aru01_RL02::OnDisable"; + donpcevent "#aru01_RL03::OnDisable"; + donpcevent "1st Guardian Stone#aru01::OnDisable"; + donpcevent "2nd Guardian Stone#aru01::OnDisable"; + donpcevent "Control Device01#aru01::OnDisable"; + donpcevent "Control Device02#aru01::OnDisable"; + donpcevent "Control Device03#aru01::OnDisable"; + if (agitcheck2()) { + setarray $agit_ar01[0],0,0,1,1,1,0; + } + end; + +Onchange: + setarray $agit_ar01[0],2,2,1,1,2,0; + monster "arug_cas01",87,219,"Emperium",1288,1,"Steward#aru01::OnStartArena"; + donpcevent "Control Device03#aru01::OnEnable"; + donpcevent "1st Guardian Stone#aru01::OnEnable"; + donpcevent "2nd Guardian Stone#aru01::OnEnable"; + end; + +OnClock0001: + if (!GetCastleData("arug_cas01",1)) end; + killmonster "arug_cas01","Manager#aru01_02::OnTreasureDied"; + + if (GetCastleData("arug_cas01",4)) { + set .@Economy,GetCastleData("arug_cas01",2); + SetCastleData "arug_cas01",2,.@Economy + GetCastleData("arug_cas01",4) + (rand(2) && getgdskilllv(.@GID,10014)); + if (GetCastleData("arug_cas01",2) > 100) SetCastleData "arug_cas01",2,100; + setcastledata "arug_cas01",4,0; + } + if (GetCastleData("arug_cas01",5)) { + set .@Defence,GetCastleData("arug_cas01",3); + SetCastleData "arug_cas01",3,.@Defence + GetCastleData("arug_cas01",5); + if (GetCastleData("arug_cas01",3) > 100) SetCastleData "arug_cas01",3,100; + setcastledata "arug_cas01",5,0; + } + + set .@Treasure,GetCastleData("arug_cas01",2)/5+4; + if (.@Treasure) { + monster "arug_cas01",251,369,"Treasure Chest",1943,1,"Manager#aru01_02::OnTreasureDied"; + monster "arug_cas01",251,369,"Treasure Chest",1324,1,"Manager#aru01_02::OnTreasureDied"; + monster "arug_cas01",253,369,"Treasure Chest",1943,1,"Manager#aru01_02::OnTreasureDied"; + monster "arug_cas01",254,369,"Treasure Chest",1324,1,"Manager#aru01_02::OnTreasureDied"; + if (.@Treasure < 5) end; + monster "arug_cas01",255,368,"Treasure Chest",1943,1,"Manager#aru01_02::OnTreasureDied"; + if (.@Treasure < 6) end; + monster "arug_cas01",256,368,"Treasure Chest",1324,1,"Manager#aru01_02::OnTreasureDied"; + if (.@Treasure < 7) end; + monster "arug_cas01",257,368,"Treasure Chest",1943,1,"Manager#aru01_02::OnTreasureDied"; + if (.@Treasure < 8) end; + monster "arug_cas01",258,368,"Treasure Chest",1324,1,"Manager#aru01_02::OnTreasureDied"; + if (.@Treasure < 9) end; + monster "arug_cas01",251,367,"Treasure Chest",1943,1,"Manager#aru01_02::OnTreasureDied"; + if (.@Treasure < 10) end; + monster "arug_cas01",252,367,"Treasure Chest",1324,1,"Manager#aru01_02::OnTreasureDied"; + if (.@Treasure < 11) end; + monster "arug_cas01",253,367,"Treasure Chest",1943,1,"Manager#aru01_02::OnTreasureDied"; + if (.@Treasure < 12) end; + monster "arug_cas01",254,367,"Treasure Chest",1324,1,"Manager#aru01_02::OnTreasureDied"; + if (.@Treasure < 13) end; + monster "arug_cas01",255,366,"Treasure Chest",1943,1,"Manager#aru01_02::OnTreasureDied"; + if (.@Treasure < 14) end; + monster "arug_cas01",256,366,"Treasure Chest",1324,1,"Manager#aru01_02::OnTreasureDied"; + if (.@Treasure < 15) end; + monster "arug_cas01",257,366,"Treasure Chest",1943,1,"Manager#aru01_02::OnTreasureDied"; + if (.@Treasure < 16) end; + monster "arug_cas01",258,366,"Treasure Chest",1324,1,"Manager#aru01_02::OnTreasureDied"; + if (.@Treasure < 17) end; + monster "arug_cas01",251,365,"Treasure Chest",1943,1,"Manager#aru01_02::OnTreasureDied"; + if (.@Treasure < 18) end; + monster "arug_cas01",252,365,"Treasure Chest",1324,1,"Manager#aru01_02::OnTreasureDied"; + if (.@Treasure < 19) end; + monster "arug_cas01",253,365,"Treasure Chest",1943,1,"Manager#aru01_02::OnTreasureDied"; + if (.@Treasure < 20) end; + monster "arug_cas01",254,365,"Treasure Chest",1324,1,"Manager#aru01_02::OnTreasureDied"; + if (.@Treasure < 21) end; + monster "arug_cas01",255,364,"Treasure Chest",1943,1,"Manager#aru01_02::OnTreasureDied"; + if (.@Treasure < 22) end; + monster "arug_cas01",256,364,"Treasure Chest",1324,1,"Manager#aru01_02::OnTreasureDied"; + if (.@Treasure < 23) end; + monster "arug_cas01",257,364,"Treasure Chest",1943,1,"Manager#aru01_02::OnTreasureDied"; + if (.@Treasure < 24) end; + monster "arug_cas01",258,364,"Treasure Chest",1324,1,"Manager#aru01_02::OnTreasureDied"; + } + end; + +OnTreasureDied: + end; +} + +arug_cas01,112,193,1 script Brace#aru01_01 868,{ + set .@GID, GetCastleData("arug_cas01",1); + if (.@GID == 0) { + mes "[Brace]"; + 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 "[Brace]"; + 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 "[Brace]"; + mes "I am Brace, guardian of"; + mes "this stronghold. For now,"; + mes "all is quiet in this place."; + next; + switch(select("Converse:Cancel")) { + case 1: + mes "[Brace]"; + 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 "[Brace]"; + 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 "[Brace]"; + 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 "[Brace]"; + 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 "[Brace]"; + 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 "[Brace]"; + 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 "[Brace]"; + 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 "[Brace]"; + 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 "[Brace]"; + 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 "[Brace]"; + 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 "[Brace]"; + 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 "[Brace]"; + mes "You have no questions"; + mes "to ask of me? Well, I'm"; + mes "here to serve your needs."; + close; + } + case 2: + mes "[Brace]"; + mes "I'm always here, so"; + mes "feel free to request my"; + mes "assistance whenever"; + mes "the need arises."; + close; + } + } + else { + mes "[Brace]"; + mes "Greetings, "+strcharinfo(0)+"."; + mes "What are your orders?"; + next; + switch(select("Increase Stronghold Defense:Situational Briefing:Cancel")) { + case 1: + if ($agit_ar01[5] == 0) { + if (getgdskilllv(.@GID,10002) == 0) { + mes "[Brace]"; + 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 "[Brace]"; + 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 $agit_ar01[5],1; + if ($agit_ar01[0] == 0) { + donpcevent "#aru01_gard01::OnEnable"; + } + if ($agit_ar01[1] == 0) { + donpcevent "#aru01_gard02::OnEnable"; + } + close; + } + } + else { + mes "[Brace]"; + mes "You've already commanded"; + mes "me to summon a Guardian"; + mes "to defend the stronghold."; + close; + } + case 2: + mes "[Brace]"; + mes "Our defense status is..."; + if ($agit_ar01[0] == 1) { + mes "1st Guardian Stone: ^FF0000Destroyed^000000"; + } + else if ($agit_ar01[0] == 2) { + mes "1st Guardian Stone: ^008000Repairing^000000"; + } + else { + mes "1st Guardian Stone: ^4D4DFFOperational^000000"; + } + if ($agit_ar01[1] == 1) { + mes "2nd Guardian Stone: ^FF0000Destroyed^000000"; + } + else if ($agit_ar01[1] == 2) { + mes "2nd Guardian Stone: ^008000Repairing^000000"; + } + else { + mes "2nd Guardian Stone: ^4D4DFFOperational^000000"; + } + if ($agit_ar01[2] == 1) { + mes "1st Fortress Gate: ^FF0000Destroyed^000000"; + } + else if ($agit_ar01[2] == 2) { + mes "1st Fortress Gate: ^008000Repairing^000000"; + } + else { + mes "1st Fortress Gate: ^4D4DFFOperational^000000"; + } + if ($agit_ar01[3] == 1) { + mes "2nd Fortress Gate: ^FF0000Destroyed^000000"; + } + else if ($agit_ar01[3] == 2) { + mes "2nd Fortress Gate: ^008000Repairing^000000"; + } + else { + mes "2nd Fortress Gate: ^4D4DFFOperational^000000"; + } + if ($agit_ar01[4] == 1) { + mes "3rd Fortress Gate: ^FF0000Destroyed^000000"; + } + else if ($agit_ar01[4] == 2) { + mes "3rd Fortress Gate: ^008000Repairing^000000"; + } + else { + mes "3rd Fortress Gate: ^4D4DFFOperational^000000"; + } + close; + case 3: + mes "[Brace]"; + mes "I'll be standing by,"; + mes "awaiting your orders."; + close; + } + } + } + } + else { + mes "[Brace]"; + mes "Who are you? Scoundrel!"; + mes "Leave this stronghold now!"; + close; + } + +OnInit: + setarray $agit_ar01[0],0,0,0,0,0,0; + end; +} + +arug_cas01,1,1,0 script #aru01_gard01 -1,{ +OnEnable: + set .@defence,GetCastleData("arug_cas01",3); + guardian "arug_cas01",233,83,"Guardian Soldier",1899,"#aru01_gard01::OnGuardianDied"; //0; + if ((.@defence > 10) && (.@defence < 31)) { + set .MyMobCount,2; + guardian "arug_cas01",252,81,"Guardian Soldier",1899,"#aru01_gard01::OnGuardianDied"; //1; + } + else if ((.@defence > 30) && (.@defence < 51)) { + set .MyMobCount,3; + guardian "arug_cas01",252,81,"Guardian Soldier",1899,"#aru01_gard01::OnGuardianDied"; //1; + guardian "arug_cas01",232,108,"Guardian Soldier",1899,"#aru01_gard01::OnGuardianDied"; //2; + } + else if ((.@defence > 50) && (.@defence < 71)) { + set .MyMobCount,4; + guardian "arug_cas01",252,81,"Guardian Soldier",1899,"#aru01_gard01::OnGuardianDied"; //1; + guardian "arug_cas01",232,108,"Guardian Soldier",1899,"#aru01_gard01::OnGuardianDied"; //2; + guardian "arug_cas01",201,130,"Guardian Soldier",1899,"#aru01_gard01::OnGuardianDied"; //3; + } + else if (.@defence > 70) { + set .MyMobCount,5; + guardian "arug_cas01",252,81,"Guardian Soldier",1899,"#aru01_gard01::OnGuardianDied"; //1; + guardian "arug_cas01",232,108,"Guardian Soldier",1899,"#aru01_gard01::OnGuardianDied"; //2; + guardian "arug_cas01",201,130,"Guardian Soldier",1899,"#aru01_gard01::OnGuardianDied"; //3; + guardian "arug_cas01",224,168,"Guardian Soldier",1899,"#aru01_gard01::OnGuardianDied"; //4; + } + else { + set .MyMobCount,2; + guardian "arug_cas01",195,250,"Guardian Soldier",1899,"#aru01_gard01::OnGuardianDied"; //1; + } + initnpctimer; + end; + +OnTimer300000: + set .MyMobCount,.MyMobCount+1; + guardian "arug_cas01",196,137,"Guardian Soldier",1899,"#aru01_gard01::OnGuardianDied"; //5; + mapannounce "arug_cas01","The 1st Guardian has been summoned from the Gate House.",bc_map,"0xff4500"; + end; + +OnTimer900000: + set .MyMobCount,.MyMobCount+1; + guardian "arug_cas01",269,89,"Guardian Soldier",1899,"#aru01_gard01::OnGuardianDied"; //6; + mapannounce "arug_cas01","The 2nd Guardian has been summoned from the Gate House.",bc_map,"0xff4500"; + end; + +OnTimer1800000: + set .MyMobCount,.MyMobCount+1; + guardian "arug_cas01",252,81,"Guardian Soldier",1899,"#aru01_gard01::OnGuardianDied"; //7; + mapannounce "arug_cas01","The 3rd Guardian has been summoned from the Gate House.",bc_map,"0xff4500"; + end; + +OnTimer2700000: + set .MyMobCount,.MyMobCount+1; + guardian "arug_cas01",201,130,"Guardian Soldier",1899,"#aru01_gard01::OnGuardianDied"; //8; + mapannounce "arug_cas01","The 4th Guardian has been summoned from the Gate House.",bc_map,"0xff4500"; + end; + +OnTimer3600000: + set .MyMobCount,.MyMobCount+1; + guardian "arug_cas01",224,168,"Guardian Soldier",1899,"#aru01_gard01::OnGuardianDied"; //9; + mapannounce "arug_cas01","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_cas01",222,129,"Guardian Soldier",1899,"#aru01_gard01::OnGuardianDied"; //10; + } + end; + +Onreset: + stopnpctimer; + killmonster "arug_cas01","#aru01_gard01::OnGuardianDied"; + end; +} + +arug_cas01,1,2,0 script #aru01_gard02 -1,{ +OnEnable: + set .@defence,GetCastleData("arug_cas01",3); + guardian "arug_cas01",294,210,"Guardian Soldier",1899,"#aru01_gard02::OnGuardianDied"; //11; + if ((.@defence > 10) && (.@defence < 31)) { + set .MyMobCount,2; + guardian "arug_cas01",256,203,"Guardian Soldier",1899,"#aru01_gard02::OnGuardianDied"; //12; + } + else if ((.@defence > 30) && (.@defence < 51)) { + set .MyMobCount,3; + guardian "arug_cas01",256,203,"Guardian Soldier",1899,"#aru01_gard02::OnGuardianDied"; //12; + guardian "arug_cas01",240,133,"Guardian Soldier",1899,"#aru01_gard02::OnGuardianDied"; //13; + } + else if ((.@defence > 50) && (.@defence < 71)) { + set .MyMobCount,4; + guardian "arug_cas01",256,203,"Guardian Soldier",1899,"#aru01_gard02::OnGuardianDied"; //12; + guardian "arug_cas01",240,133,"Guardian Soldier",1899,"#aru01_gard02::OnGuardianDied"; //13; + guardian "arug_cas01",246,92,"Guardian Soldier",1899,"#aru01_gard02::OnGuardianDied"; //14; + } + else if (.@defence > 70) { + set .MyMobCount,5; + guardian "arug_cas01",256,203,"Guardian Soldier",1899,"#aru01_gard02::OnGuardianDied"; //12; + guardian "arug_cas01",240,133,"Guardian Soldier",1899,"#aru01_gard02::OnGuardianDied"; //13; + guardian "arug_cas01",246,92,"Guardian Soldier",1899,"#aru01_gard02::OnGuardianDied"; //14; + guardian "arug_cas01",235,132,"Guardian Soldier",1899,"#aru01_gard02::OnGuardianDied"; //15; + } + else { + set .MyMobCount,2; + guardian "arug_cas01",292,188,"Guardian Soldier",1899,"#aru01_gard02::OnGuardianDied"; //12; + } + initnpctimer; + end; + +OnTimer600000: + set .MyMobCount,.MyMobCount+1; + guardian "arug_cas01",235,132,"Guardian Soldier",1899,"#aru01_gard02::OnGuardianDied"; //16; + end; + +OnTimer1200000: + set .MyMobCount,.MyMobCount+1; + guardian "arug_cas01",246,92,"Guardian Soldier",1899,"#aru01_gard02::OnGuardianDied"; //17; + end; + +OnTimer2100000: + set .MyMobCount,.MyMobCount+1; + guardian "arug_cas01",240,133,"Guardian Soldier",1899,"#aru01_gard02::OnGuardianDied"; //18; + end; + +OnTimer3000000: + set .MyMobCount,.MyMobCount+1; + guardian "arug_cas01",256,203,"Guardian Soldier",1899,"#aru01_gard02::OnGuardianDied"; //19; + end; + +OnTimer3900000: + set .MyMobCount,.MyMobCount+1; + guardian "arug_cas01",254,95,"Guardian Soldier",1899,"#aru01_gard02::OnGuardianDied"; //20; + stopnpctimer; + end; + +OnGuardianDied: + set .MyMobCount,.MyMobCount-1; + if (.MyMobCount < 2) { + set .MyMobCount,.MyMobCount+1; + guardian "arug_cas01",242,151,"Guardian Soldier",1899,"#aru01_gard02::OnGuardianDied"; //21; + } + end; + +Onreset: + stopnpctimer; + killmonster "arug_cas01","#aru01_gard02::OnGuardianDied"; + end; +} + +arug_cas01,1,3,0 script #aru01_df01 -1,{ +OnEnable: + guardian "arug_cas01",210,234,"1st Guardian Stone",1907,"#aru01_df01::OnGuardianStoneDied"; //22; + end; + +OnDisable: + killmonster "arug_cas01","#aru01_df01::OnGuardianStoneDied"; + setarray $agit_ar01[0],1; //Global Variable + stopnpctimer; + end; + +OnGuardianStoneDied: + // 1st Guardian Stone is Destroyed + setarray $agit_ar01[0],1; + if (($agit_ar01[0] == 1) || ($agit_ar01[0] == 2)) { + set .@destroyed,.@destroyed + 1; + } + if (($agit_ar01[1] == 1) || ($agit_ar01[1] == 2)) { + set .@destroyed,.@destroyed + 1; + } + if (.@destroyed == 2) { + mapannounce "arug_cas01","All of the Guardian Stones have been destroyed!",bc_map,"0x00ff00"; + donpcevent "#aru01_RL00::OnDisable"; + donpcevent "#aru01_gard01::Onreset"; + } + else { + mapannounce "arug_cas01","The 1st Guardian Stone has been destroyed!",bc_map,"0x00ff00"; + donpcevent "#aru01_gard01::Onreset"; + } + initnpctimer; + end; + +OnTimer300000: + donpcevent "1st Guardian Stone#aru01::OnEnable"; + setarray $agit_ar01[0],2; //Global Variable + stopnpctimer; + end; +} + +arug_cas01,211,234,0 script 1st Guardian Stone#aru01 844,{ + set .@GID, GetCastleData("arug_cas01",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 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 EF_STEAL; + next; + break; + } + break; + case 2: + specialeffect 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 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 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 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_ar01[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 "#aru01_df01::OnEnable"; + specialeffect EF_ICECRASH; + disablenpc "1st Guardian Stone#aru01"; + setarray $agit_ar01[0],0; + set .@df_all,$agit_ar01[0]+$agit_ar01[1]; + if (.@df_all == 0) { + mapannounce "arug_cas01","Both Guardian Stones have been erected, bolstering this stronghold's defenses!",bc_map,"0x00ff00"; + donpcevent "#aru01_RL00::OnEnable"; + } + else { + mapannounce "arug_cas01","The 1st Guardian Stone has been repaired successfully.",bc_map,"0x00ff00"; + } + if ($agit_ar01[5] == 1) { + donpcevent "#aru01_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#aru01"; + end; + +OnEnable: + enablenpc "1st Guardian Stone#aru01"; + specialeffect EF_MAPPILLAR2; + end; + +OnDisable: + disablenpc "1st Guardian Stone#aru01"; + end; +} + +arug_cas01,1,4,0 script #aru01_df02 -1,{ +OnEnable: + guardian "arug_cas01",308,189,"2nd Guardian Stone",1908,"#aru01_df02::OnGuardianStoneDied"; //23; + end; + +OnDisable: + killmonster "arug_cas01","#aru01_df02::OnGuardianStoneDied"; + setarray $agit_ar01[1],1; //Global Variable + stopnpctimer; + end; + +OnGuardianStoneDied: + // 2nd Guardian Stone is Destroyed + setarray $agit_ar01[1],1; + if (($agit_ar01[0] == 1) || ($agit_ar01[0] == 2)) { + set .@destroyed,.@destroyed + 1; + } + if (($agit_ar01[1] == 1) || ($agit_ar01[1] == 2)) { + set .@destroyed,.@destroyed + 1; + } + if (.@destroyed == 2) { + mapannounce "arug_cas01","All of the Guardian Stones have been destroyed!",bc_map,"0x00ff00"; + donpcevent "#aru01_RL00::OnDisable"; + donpcevent "#aru01_gard02::Onreset"; + } + else { + mapannounce "arug_cas01","The 2nd Guardian Stone have been destroyed!",bc_map,"0x00ff00"; + donpcevent "#aru01_gard02::Onreset"; + } + initnpctimer; + end; + +OnTimer300000: + donpcevent "2nd Guardian Stone#aru01::OnEnable"; + setarray $agit_ar01[1],2; //Global Variable + stopnpctimer; + end; +} + +arug_cas01,308,189,0 script 2nd Guardian Stone#aru01 844,{ + set .@GID, GetCastleData("arug_cas01",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 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 EF_STEAL; + next; + break; + } + break; + case 2: + specialeffect 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 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 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 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_ar01[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 "#aru01_df02::OnEnable"; + specialeffect EF_ICECRASH; + disablenpc "2nd Guardian Stone#aru01"; + setarray $agit_ar01[1],0; + set .@df_all,$agit_ar01[0]+$agit_ar01[1]; + if (.@df_all == 0) { + mapannounce "arug_cas01","Both Guardian Stones have been erected, bolstering this stronghold's defenses!",bc_map,"0x00ff00"; + donpcevent "#aru01_RL00::OnEnable"; + } + else { + mapannounce "arug_cas01","The 2nd Guardian Stone has been repaired successfully.",bc_map,"0x00ff00"; + } + if ($agit_ar01[5] == 1) { + donpcevent "#aru01_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#aru01"; + end; + +OnEnable: + enablenpc "2nd Guardian Stone#aru01"; + specialeffect EF_MAPPILLAR2; + end; + +OnDisable: + disablenpc "2nd Guardian Stone#aru01"; + end; +} + +arug_cas01,2,1,0 script #aru01_RL00 -1,{ +OnEnable: + setwall "arug_cas01",238,74,8,6,0,"aru01_RL00"; + guardian "arug_cas01",239,73," ",1905,"#aru01_RL00::OnBarrierDestroyed"; //24; + guardian "arug_cas01",241,73," ",1905,"#aru01_RL00::OnBarrierDestroyed"; //25; + guardian "arug_cas01",243,73," ",1905,"#aru01_RL00::OnBarrierDestroyed"; //26; + guardian "arug_cas01",245,73," ",1905,"#aru01_RL00::OnBarrierDestroyed"; //27; + end; + +OnDisable: + delwall "aru01_RL00"; + killmonster "arug_cas01","#aru01_RL00::OnBarrierDestroyed"; + end; + +OnBarrierDestroyed: + end; +} + +arug_cas01,2,2,0 script #aru01_RL01 -1,{ +OnEnable: + set .MyMobCount,6; + setwall "arug_cas01",239,53,8,6,1,"aru01_RL01"; + guardian "arug_cas01",239,55," ",1905,"#aru01_RL01::OnBarrierDestroyed"; //28; + guardian "arug_cas01",241,55," ",1905,"#aru01_RL01::OnBarrierDestroyed"; //29; + guardian "arug_cas01",243,55," ",1905,"#aru01_RL01::OnBarrierDestroyed"; //30; + guardian "arug_cas01",240,54," ",1905,"#aru01_RL01::OnBarrierDestroyed"; //31; + guardian "arug_cas01",242,54," ",1905,"#aru01_RL01::OnBarrierDestroyed"; //32; + guardian "arug_cas01",244,54," ",1905,"#aru01_RL01::OnBarrierDestroyed"; //33; + end; + +OnBarrierDestroyed: + set .MyMobCount,.MyMobCount-1; + if (.MyMobCount == 0) { + setarray $agit_ar01[2],1; + mapannounce "arug_cas01","The 1st Fortress Gate is destroyed.",bc_map,"0x00ff00"; + delwall "aru01_RL01"; + } + end; + +OnDisable: + delwall "aru01_RL01"; + killmonster "arug_cas01","#aru01_RL01::OnBarrierDestroyed"; + end; +} + +arug_cas01,2,3,0 script #aru01_RL02 -1,{ +OnEnable: + set .MyMobCount,6; + setwall "arug_cas01",107,124,6,6,1,"aru01_RL02"; + guardian "arug_cas01",107,122," ",1905,"#aru01_RL02::OnBarrierDestroyed"; //34; + guardian "arug_cas01",109,122," ",1905,"#aru01_RL02::OnBarrierDestroyed"; //35; + guardian "arug_cas01",111,122," ",1905,"#aru01_RL02::OnBarrierDestroyed"; //36; + guardian "arug_cas01",108,123," ",1905,"#aru01_RL02::OnBarrierDestroyed"; //37; + guardian "arug_cas01",110,123," ",1905,"#aru01_RL02::OnBarrierDestroyed"; //38; + guardian "arug_cas01",112,123," ",1905,"#aru01_RL02::OnBarrierDestroyed"; //39; + end; + +OnBarrierDestroyed: + set .MyMobCount,.MyMobCount-1; + if (.MyMobCount == 0) { + setarray $agit_ar01[3],1; + mapannounce "arug_cas01","The 2nd Fortress Gate is destroyed.",bc_map,"0x00ff00"; + delwall "aru01_RL02"; + } + end; + +OnDisable: + delwall "aru01_RL02"; + killmonster "arug_cas01","#aru01_RL02::OnBarrierDestroyed"; + end; +} + +arug_cas01,2,4,0 script #aru01_RL03 -1,{ +OnEnable: + set .MyMobCount,4; + setwall "arug_cas01",84,171,8,6,1,"aru01_RL03"; + guardian "arug_cas01",84,170," ",1905,"#aru01_RL03::OnBarrierDestroyed"; //40; + guardian "arug_cas01",86,170," ",1905,"#aru01_RL03::OnBarrierDestroyed"; //41; + guardian "arug_cas01",88,170," ",1905,"#aru01_RL03::OnBarrierDestroyed"; //42; + guardian "arug_cas01",90,170," ",1905,"#aru01_RL03::OnBarrierDestroyed"; //43; + end; + +OnBarrierDestroyed: + set .MyMobCount,.MyMobCount-1; + if (.MyMobCount == 0) { + setarray $agit_ar01[4],1; + mapannounce "arug_cas01","The 3rd Fortress Gate is destroyed!",bc_map,"0x00ff00"; + delwall "aru01_RL03"; + } + end; + +OnDisable: + delwall "aru01_RL03"; + killmonster "arug_cas01","#aru01_RL03::OnBarrierDestroyed"; + end; +} + +arug_cas01,247,52,0 script Control Device01#aru01 111,{ + set .@GID, GetCastleData("arug_cas01",1); + if (getcharid(2) == .@GID) { + if (strcharinfo(0) == getguildmaster(.@GID)) { + if ($agit_ar01[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 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 "but it's not working very well.^FFFFFF ^3355FF You'll have to try something else."; + 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 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 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 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 "#aru01_RL01::OnEnable"; + disablenpc "Control Device01#aru01"; + mapannounce "arug_cas01","The 1st Fortress Gate has been reconstructed!",bc_map,"0x00ff00"; + setarray $agit_ar01[2],0; + end; + } + else { + mes "^3355FFThe wall has been breached,"; + mes "and the attempt to repair the"; + mes "Fortress Gate has failed."; + mes "You lost some of your"; + mes "repair resources...^000000"; + delitem 984,2; //Oridecon + delitem 999,4; //Steel + delitem 1019,14; //Wooden_Block + delitem 1011,3; //Emveretarcon + close; + } + } + } + else { + mes "^3355FFYou can't attempt to repair"; + mes "the Fortress Gate if you don't"; + mes "have all the needed materials.^000000"; + close; + } + } + } + } + end; + +OnInit: + disablenpc "Control Device01#aru01"; + end; + +OnEnable: + enablenpc "Control Device01#aru01"; + end; + +OnDisable: + disablenpc "Control Device01#aru01"; + end; +} + +arug_cas01,118,131,0 script Control Device02#aru01 111,{ + set .@GID, GetCastleData("arug_cas01",1); + if (getcharid(2) == .@GID) { + if (strcharinfo(0) == getguildmaster(.@GID)) { + if ($agit_ar01[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 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 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 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 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 "#aru01_RL02::OnEnable"; + disablenpc "Control Device02#aru01"; + mapannounce "arug_cas01","The 2nd Fortress Gate has been reconstructed!",bc_map,"0x00ff00"; + setarray $agit_ar01[3],0; //Global Variable + setarray $agit_ar01[2],2; //Global Variable + donpcevent "Control Device01#aru01::OnEnable"; + end; + } + else { + mes "^3355FFThe wall has been breached,"; + mes "and the attempt to repair the"; + mes "Fortress Gate has failed."; + mes "You lost some of your"; + mes "repair resources...^000000"; + delitem 984,2; //Oridecon + delitem 999,4; //Steel + delitem 1019,14; //Wooden_Block + delitem 1011,3; //Emveretarcon + close; + } + } + } + else { + mes "^3355FFYou can't attempt to repair"; + mes "the Fortress Gate if you don't"; + mes "have all the needed materials.^000000"; + close; + } + } + } + } + end; + +OnInit: + disablenpc "Control Device02#aru01"; + end; + +OnEnable: + enablenpc "Control Device02#aru01"; + end; + +OnDisable: + disablenpc "Control Device02#aru01"; + end; +} + +arug_cas01,82,172,0 script Control Device03#aru01 111,{ + set .@GID, GetCastleData("arug_cas01",1); + if (getcharid(2) == .@GID) { + if (strcharinfo(0) == getguildmaster(.@GID)) { + if ($agit_ar01[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 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 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 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 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 "#aru01_RL03::OnEnable"; + disablenpc "Control Device03#aru01"; + mapannounce "arug_cas01","The 3rd Fortress Gate has been reconstructed!",bc_map,"0x00ff00"; + setarray $agit_ar01[4],0; + setarray $agit_ar01[3],2; + donpcevent "Control Device02#aru01::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#aru01"; + end; + +OnEnable: + enablenpc "Control Device03#aru01"; + end; + +OnDisable: + disablenpc "Control Device03#aru01"; + end; +} + +// Link Flags +arug_cas01,74,232,0 script LF-01#arug_cas01 111,{ + set .@GID, GetCastleData("arug_cas01",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_cas01",158,237; + end; + case 2: + warp "arug_cas01",297,248; + end; + case 3: + close; + } + } + end; +} + +arug_cas01,77,232,0 script LF-02#arug_cas01 111,{ + set .@GID, GetCastleData("arug_cas01",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_cas01",197,144; + end; + case 2: + warp "arug_cas01",245,103; + end; + case 3: + close; + } + } + end; +} + +arug_cas01,80,232,0 script LF-03#arug_cas01 111,{ + set .@GID, GetCastleData("arug_cas01",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_cas01",256,35; + end; + case 2: + warp "arug_cas01",186,26; + end; + case 3: + close; + } + } + end; +} + +arug_cas01,83,232,0 script LF-04#arug_cas01 111,{ + set .@GID, GetCastleData("arug_cas01",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_cas01",146,65; + end; + case 2: + warp "arug_cas01",176,111; + end; + case 3: + close; + } + } + end; +} + +arug_cas01,86,232,0 script LF-05#arug_cas01 111,{ + set .@GID, GetCastleData("arug_cas01",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_cas01",94,126; + end; + case 2: + warp "arug_cas01",126,126; + end; + case 3: + close; + } + } + end; +} + +arug_cas01,89,232,0 script LF-06#arug_cas01 111,{ + set .@GID, GetCastleData("arug_cas01",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 3-3:Defense Area 3-4:Cancel")) { + case 1: + warp "arug_cas01",68,171; + end; + case 2: + warp "arug_cas01",105,182; + end; + case 3: + close; + } + } + end; +} + +arug_cas01,92,232,0 script LF-07#arug_cas01 111,{ + set .@GID, GetCastleData("arug_cas01",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("Gate House Fork:Cancel")) { + case 1: + warp "arug_cas01",233,130; + end; + case 2: + close; + } + } + end; +} + +arug_cas01,95,232,0 script LF-08#arug_cas01 111,{ + set .@GID, GetCastleData("arug_cas01",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("Area 1-1:Area 2-1:Area 3-1:Cancel")) { + case 1: + warp "arug_cas01",197,144; + end; + case 2: + warp "arug_cas01",256,35; + end; + case 3: + warp "arug_cas01",146,65; + end; + case 4: + close; + } + } + end; +} + +arug_cas01,98,232,0 script LF-09#arug_cas01 111,{ + set .@GID, GetCastleData("arug_cas01",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("Area 1-2:Area 2-2:Area 3-3:Cancel")) { + case 1: + warp "arug_cas01",245,103; + end; + case 2: + warp "arug_cas01",186,26; + end; + case 3: + warp "arug_cas01",68,171; + end; + case 4: + close; + } + } + end; +} + +arug_cas01,101,232,0 script LF-10#arug_cas01 111,{ + set .@GID, GetCastleData("arug_cas01",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_cas01",121,357; + end; + case 2: + close; + } + } + end; +} + +arug_cas01,72,176,0 script Mardol#LF_ar01_1::LF_ar01_1 111,{ + set .@GID, GetCastleData("arug_cas01",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_cas01",67,193; + end; + case 2: + close; + } + } + end; +} + +arug_cas01,103,186,0 duplicate(LF_ar01_1) Mardol#LF_ar01_2 111,{ + +arug_cas01,92,126,4 script Mardol#LF_ar01_3::LF_ar01_2 111,{ + set .@GID, GetCastleData("arug_cas01",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_cas01",67,193; + end; + case 2: + close; + } + } + end; + +OnInterIfInitOnce: +OnRecvCastleAr01: + FlagEmblem GetCastleData("arug_cas01",1); + end; +} + +arug_cas01,127,126,4 duplicate(LF_ar01_2) Mardol#LF_ar01_3 111 +arug_cas01,150,102,0 duplicate(LF_ar01_1) Mardol#LF_ar01_4 111 +arug_cas01,208,68,0 duplicate(LF_ar01_1) Mardol#LF_ar01_5 111 +arug_cas01,249,52,0 duplicate(LF_ar01_1) Mardol#LF_ar01_6 111 +arug_cas01,234,76,0 duplicate(LF_ar01_1) Mardol#LF_ar01_7 111 +arug_cas01,249,76,0 duplicate(LF_ar01_1) Mardol#LF_ar01_8 111 +arug_cas01,204,142,0 duplicate(LF_ar01_1) Mardol#LF_ar01_9 111 +arug_cas01,183,244,0 duplicate(LF_ar01_1) Mardol#LF_ar01_10 111 +arug_cas01,292,219,0 duplicate(LF_ar01_1) Mardol#LF_ar01_11 111 +arug_cas01,102,120,4 duplicate(LF_ar01_2) Mardol#LF_ar01_12 722 +arug_cas01,117,120,4 duplicate(LF_ar01_2) Mardol#LF_ar01_13 722 +arug_cas01,233,140,4 duplicate(LF_ar01_2) Mardol#LF_ar01_14 722 + +// Guild Manager +arug_cas01,92,380,3 script Steward#aru01 55,{ + set .@GID, GetCastleData("arug_cas01",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_cas01",2) + "."; + if (GetCastleData("arug_cas01",4) > 0) { + mes "Last time, you invested in"; + mes "Commercial Growth " + GetCastleData("arug_cas01",4) + "."; + } + next; + mes "[ Steward ]"; + mes "Our stronghold's"; + mes "safeguard level is " + GetCastleData("arug_cas01",3) + "."; + if (GetCastleData("arug_cas01",5) > 0) { + mes "Last time, you invested"; + mes "in defense " + GetCastleData("arug_cas01",5) + " times."; + } + mes " "; + mes "That is all, master."; + close; + case 2: + set .@Economy,GetCastleData("arug_cas01",2); + if (.@Economy < 6) { set .@eco_invest,5000; } + else if ((.@Economy >= 6) && (.@Economy <= 10)) { set .@eco_invest,10000; } + else if ((.@Economy >= 11) && (.@Economy <= 15)) { set .@eco_invest,20000; } + else if ((.@Economy >= 16) && (.@Economy <= 20)) { set .@eco_invest,35000; } + else if ((.@Economy >= 21) && (.@Economy <= 25)) { set .@eco_invest,55000; } + else if ((.@Economy >= 26) && (.@Economy <= 30)) { set .@eco_invest,80000; } + else if ((.@Economy >= 31) && (.@Economy <= 35)) { set .@eco_invest,110000; } + else if ((.@Economy >= 36) && (.@Economy <= 40)) { set .@eco_invest,145000; } + else if ((.@Economy >= 41) && (.@Economy <= 45)) { set .@eco_invest,185000; } + else if ((.@Economy >= 46) && (.@Economy <= 50)) { set .@eco_invest,230000; } + else if ((.@Economy >= 51) && (.@Economy <= 55)) { set .@eco_invest,280000; } + else if ((.@Economy >= 56) && (.@Economy <= 60)) { set .@eco_invest,335000; } + else if ((.@Economy >= 61) && (.@Economy <= 65)) { set .@eco_invest,395000; } + else if ((.@Economy >= 66) && (.@Economy <= 70)) { set .@eco_invest,460000; } + else if ((.@Economy >= 71) && (.@Economy <= 75)) { set .@eco_invest,530000; } + else if ((.@Economy >= 76) && (.@Economy <= 80)) { set .@eco_invest,605000; } + else if ((.@Economy >= 81) && (.@Economy <= 85)) { set .@eco_invest,685000; } + else if ((.@Economy >= 86) && (.@Economy <= 90)) { set .@eco_invest,770000; } + else if ((.@Economy >= 91) && (.@Economy <= 95)) { set .@eco_invest,860000; } + else if ((.@Economy >= 96) && (.@Economy <= 100)) { set .@eco_invest,955000; } + //Quadruple the cost of investing if you've already invested once. + if (GetCastleData("arug_cas01",4)) { + set .@eco_invest,.@eco_invest*4; + } + 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_cas01",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_cas01",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 (GetCastleData("arug_cas01",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 (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_cas01",4,GetCastleData("arug_cas01",4)+1; + 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_cas01",3); + if (.@Defence < 6) { set .@def_invest,10000; } + else if ((.@Defence >= 6) && (.@Defence <= 10)) { set .@def_invest,20000; } + else if ((.@Defence >= 11) && (.@Defence <= 15)) { set .@def_invest,40000; } + else if ((.@Defence >= 16) && (.@Defence <= 20)) { set .@def_invest,70000; } + else if ((.@Defence >= 21) && (.@Defence <= 25)) { set .@def_invest,110000; } + else if ((.@Defence >= 26) && (.@Defence <= 30)) { set .@def_invest,160000; } + else if ((.@Defence >= 31) && (.@Defence <= 35)) { set .@def_invest,220000; } + else if ((.@Defence >= 36) && (.@Defence <= 40)) { set .@def_invest,290000; } + else if ((.@Defence >= 41) && (.@Defence <= 45)) { set .@def_invest,370000; } + else if ((.@Defence >= 46) && (.@Defence <= 50)) { set .@def_invest,460000; } + else if ((.@Defence >= 51) && (.@Defence <= 55)) { set .@def_invest,560000; } + else if ((.@Defence >= 56) && (.@Defence <= 60)) { set .@def_invest,670000; } + else if ((.@Defence >= 61) && (.@Defence <= 65)) { set .@def_invest,790000; } + else if ((.@Defence >= 66) && (.@Defence <= 70)) { set .@def_invest,920000; } + else if ((.@Defence >= 71) && (.@Defence <= 75)) { set .@def_invest,1060000; } + else if ((.@Defence >= 76) && (.@Defence <= 80)) { set .@def_invest,1210000; } + else if ((.@Defence >= 81) && (.@Defence <= 85)) { set .@def_invest,1370000; } + else if ((.@Defence >= 86) && (.@Defence <= 90)) { set .@def_invest,1540000; } + else if ((.@Defence >= 91) && (.@Defence <= 95)) { set .@def_invest,1720000; } + else if ((.@Defence >= 96) && (.@Defence <= 100)) { set .@def_invest,1910000; } + //Quadruple the cost of investing if you've already invested once. + if (GetCastleData("arug_cas01",5)) { + set .@def_invest,.@def_invest*4; + } + 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_cas01",3) == 100) { + mes "The Defense Level of this"; + mes "stronghold is 100%, and"; + mes "cannot be increased further."; + close; + } + if (GetCastleData("arug_cas01",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_cas01",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 (GetCastleData("arug_cas01",5) >= 2) { + mes "[ Steward ]"; + 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 (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_cas01",5,GetCastleData("arug_cas01",5)+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_cas01",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#aru01"; + SetCastleData "arug_cas01",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#aru01"; + SetCastleData "arug_cas01",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_cas01",250,363; + 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_cas01",2) - 5; + if (.@Economy < 0) set .@Economy, 0; + SetCastleData "arug_cas01", 2, .@Economy; + // Lower Castle Defence + set .@Defence,GetCastleData("arug_cas01",3) - 5; + if (.@Defence < 0) set .@Defence, 0; + SetCastleData "arug_cas01", 3, .@Defence; + // Set new owner + SetCastleData "arug_cas01",1, .@GID; + // Clear castle's data. + for( set .@i, 4; .@i <= 9; set .@i, .@i+1 ) + SetCastleData "arug_cas01", .@i, 0; + // Disable Kafra + disablenpc "Kafra Employee#aru01"; + + set .msg,2; + if (.msg == 1) { + announce "Fortress [" + GetCastleName("arug_cas01") + "]'s 'Valfreyja' was captured by [" + getguildname(.@gid) + "] Guild.",bc_all|bc_woe; + donpcevent "Manager#aru01_02::Onstart"; + } + else if (.msg == 2) { + announce "The [" + getguildname(.@gid) + "] conquered the [Valfreyja 1] stronghold of " + GetCastleName("arug_cas01"),bc_all|bc_woe; + mapannounce "arug_cas01","The emperium has been shattered!",bc_map,"0x00FF00",FW_NORMAL,20,0,40; + if (agitcheck2()) { + donpcevent "Manager#aru01_02::Onreset"; + initnpctimer; + } + else { + donpcevent "Manager#aru01_02::Onreset"; + stopnpctimer; + } + } + else if (.msg == 0) { + announce "Fortress [" + GetCastleName("arug_cas01") + "]'s 'Valfreyja' was captured by [" + getguildname(.@gid) + "] Guild.",bc_all|bc_woe; + donpcevent "Manager#aru01_02::Onreset"; + stopnpctimer; + end; + } + MapRespawnGuildID "arug_cas01",GetCastleData("arug_cas01",1),2; + donpcevent "::OnRecvCastleAr01"; + end; + +OnTimer10000: + donpcevent "Manager#aru01_02::Onchange"; + mapannounce "arug_cas01","Rebuild this stronghold's Guardian Stones and Fortress Gates to secure your guild's new aquisition!",bc_map,"0x00FF00",FW_NORMAL,20,0,40; + end; +} + +// Guild Kafra +arug_cas01,31,362,3 script Kafra Employee#aru01 117,{ + cutin "kafra_01",2; + set .@GID, GetCastleData("arug_cas01",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; + } + +OnRecvCastleAr01: + if (GetCastleData("arug_cas01",1) == 0) { + monster "arug_cas01",0,0,"Evil Druid",1117,10; + monster "arug_cas01",0,0,"Khalitzburg",1132,4; + monster "arug_cas01",0,0,"Abysmal Knight",1219,3; + monster "arug_cas01",0,0,"Executioner",1205,1; + monster "arug_cas01",0,0,"Penomena",1216,10; + monster "arug_cas01",0,0,"Alarm",1193,18; + monster "arug_cas01",0,0,"Clock",1269,9; + monster "arug_cas01",0,0,"Raydric Archer",1276,12; + monster "arug_cas01",0,0,"Wanderer",1208,3; + monster "arug_cas01",0,0,"Alice",1275,1; + monster "arug_cas01",0,0,"Bloody Knight",1268,2; + monster "arug_cas01",0,0,"Dark Lord",1272,2; + monster "arug_cas01",0,0,"Tower Keeper",1270,4; + } + if (GetCastleData("arug_cas01",9) < 1) { + disablenpc "Kafra Employee#aru01"; + } + end; +} + +arug_cas01,259,371,0 script #aru01_switch 111,{ + mes " "; + mes "^3355FFWill you pull"; + mes "this small lever?^000000"; + next; + switch(select("Pull Lever:Cancel")) { + case 1: + warp "arug_cas01",121,357; + end; + case 2: + close; + } +} + +aru_gld,164,270,4 script Mardol#flag_Ar01_1::Ar01_Flag 722,{ + set .@GID, GetCastleData("arug_cas01",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_cas01",1); + if (getcharid(2) == .@GID) { + warp "arug_cas01",67,193; + 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; + } + +OnInterIfInitOnce: +OnRecvCastleAr01: + FlagEmblem GetCastleData("arug_cas01",1); + end; +} + +aru_gld,142,235,4 duplicate(Ar01_Flag) Mardol#flag_Ar01_2 722 +aru_gld,164,245,5 duplicate(Ar01_Flag) Mardol#flag_Ar01_3 722 +aru_gld,182,255,5 duplicate(Ar01_Flag) Mardol#flag_Ar01_4 722 |