summaryrefslogtreecommitdiff
path: root/npc/pre-re/guild2/arug_cas01.txt
diff options
context:
space:
mode:
authordaegaladh <daegaladh@54d463be-8e91-2dee-dedb-b68131a5f0ec>2012-08-01 04:29:56 +0000
committerdaegaladh <daegaladh@54d463be-8e91-2dee-dedb-b68131a5f0ec>2012-08-01 04:29:56 +0000
commit8832adba3ec9df0f7f890154f69f0993b8d1d8e5 (patch)
tree0e73afe6a780abf29fe035301f1354f24762da7a /npc/pre-re/guild2/arug_cas01.txt
parentfa533907d49c7e288be33efb55fcb094f8e48591 (diff)
downloadhercules-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/pre-re/guild2/arug_cas01.txt')
-rw-r--r--npc/pre-re/guild2/arug_cas01.txt2930
1 files changed, 0 insertions, 2930 deletions
diff --git a/npc/pre-re/guild2/arug_cas01.txt b/npc/pre-re/guild2/arug_cas01.txt
deleted file mode 100644
index d8742b8c9..000000000
--- a/npc/pre-re/guild2/arug_cas01.txt
+++ /dev/null
@@ -1,2930 +0,0 @@
-//===== 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