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authorDastgir <dastgirpojee@rocketmail.com>2015-06-04 15:45:12 +0530
committerDastgir <dastgirpojee@rocketmail.com>2015-06-05 18:59:16 +0530
commit37e47973a81957469be3c73d49a928188160747e (patch)
tree6b450f6c8f5125d8f73e2959a91525ebd3802229 /npc/woe-se
parent4c469ea8b9e419535dfcc4c2cbe45623b95e2fd0 (diff)
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Renamed guild and guild2 folder to woe-fe and woe-se
Diffstat (limited to 'npc/woe-se')
-rw-r--r--npc/woe-se/agit_main_se.txt1834
-rw-r--r--npc/woe-se/agit_start_se.txt49
-rw-r--r--npc/woe-se/arug_cas01.txt75
-rw-r--r--npc/woe-se/arug_cas02.txt80
-rw-r--r--npc/woe-se/arug_cas03.txt72
-rw-r--r--npc/woe-se/arug_cas04.txt81
-rw-r--r--npc/woe-se/arug_cas05.txt81
-rw-r--r--npc/woe-se/guild_flags.txt103
-rw-r--r--npc/woe-se/schg_cas01.txt72
-rw-r--r--npc/woe-se/schg_cas02.txt64
-rw-r--r--npc/woe-se/schg_cas03.txt72
-rw-r--r--npc/woe-se/schg_cas04.txt72
-rw-r--r--npc/woe-se/schg_cas05.txt74
13 files changed, 2729 insertions, 0 deletions
diff --git a/npc/woe-se/agit_main_se.txt b/npc/woe-se/agit_main_se.txt
new file mode 100644
index 000000000..bad6b27f7
--- /dev/null
+++ b/npc/woe-se/agit_main_se.txt
@@ -0,0 +1,1834 @@
+//===== Hercules Script ======================================
+//= War of Emperium SE - Template File
+//===== By: ==================================================
+//= Euphy
+//===== Current Version: =====================================
+//= 1.4a
+//===== Description: =========================================
+//= Like agit_main, this file is required
+//= for SE castles to function.
+//===== Additional Comments: =================================
+//= 0.x Previous authors: L0ne_W0lf, Zephyrus, Brian.
+//= 1.0 If anything breaks, blame Maki. [Euphy]
+//= 1.1 Fixed an incorrect label execution. [Euphy]
+//= 1.2 Hopefully fixed a processing error. [Euphy]
+//= 1.3 Fixed barricade issue in schg_cas02. [Cookie]
+//= 1.4 Added OnGuildBreak event and a spawn check. [Euphy]
+//= 1.4a Fixed Guardian Stone respawns. [Euphy]
+//============================================================
+
+// Core, triggers all other events
+//============================================================
+- script Manager#template -1,{
+OnAgitInit2:
+OnRecvCastle2:
+ if (strnpcinfo(2) == "template") end;
+ if (!getcastledata(strnpcinfo(2),1)) {
+ donpcevent strnpcinfo(0)+"::OnStart";
+ // Monster spawns are identical for all castles.
+ monster strnpcinfo(2),0,0,"Evil Druid",1117,10;
+ monster strnpcinfo(2),0,0,"Khalitzburg",1132,4;
+ monster strnpcinfo(2),0,0,"Abysmal Knight",1219,3;
+ monster strnpcinfo(2),0,0,"Executioner",1205,1;
+ monster strnpcinfo(2),0,0,"Penomena",1216,10;
+ monster strnpcinfo(2),0,0,"Alarm",1193,18;
+ monster strnpcinfo(2),0,0,"Clock",1269,9;
+ monster strnpcinfo(2),0,0,"Raydric Archer",1276,12;
+ monster strnpcinfo(2),0,0,"Wanderer",1208,3;
+ monster strnpcinfo(2),0,0,"Alice",1275,1;
+ monster strnpcinfo(2),0,0,"Bloody Knight",1268,2;
+ monster strnpcinfo(2),0,0,"Dark Lord",1272,2;
+ monster strnpcinfo(2),0,0,"Tower Keeper",1270,4;
+ }
+ if (getcastledata(strnpcinfo(2),9) < 1)
+ disablenpc "Kafra Employee#"+substr(strnpcinfo(2),0,1)+substr(strnpcinfo(2),8,9);
+ end;
+
+OnAgitStart2:
+ if (strnpcinfo(2) == "template") end;
+ if (agitcheck2()) {
+ maprespawnguildid strnpcinfo(2),getcastledata(strnpcinfo(2),1),2;
+ gvgon strnpcinfo(2);
+ donpcevent strnpcinfo(0)+"::OnStart";
+ }
+ else for(.@i = 0; .@i<4; ++.@i)
+ donpcevent "RL"+.@i+"#"+strnpcinfo(2)+"::OnDisable";
+ end;
+
+OnAgitEnd2:
+ if (strnpcinfo(2) == "template") end;
+ gvgoff strnpcinfo(2);
+ if (getcastledata(strnpcinfo(2),1)) {
+ .@str$ = substr(strnpcinfo(2),0,1)+substr(strnpcinfo(2),8,9);
+ killmonster strnpcinfo(2),"Steward#"+.@str$+"::OnStartArena";
+ donpcevent strnpcinfo(0)+"::OnReset";
+ donpcevent "Steward#"+.@str$+"::OnStop";
+ }
+ end;
+
+OnGuildBreak:
+ if (strnpcinfo(2) == "template") end;
+ killmonster strnpcinfo(2),"gard1#"+strnpcinfo(2)+"::OnGuardianDied";
+ killmonster strnpcinfo(2),"gard2#"+strnpcinfo(2)+"::OnGuardianDied";
+ disablenpc "Kafra Employee#"+substr(strnpcinfo(2),0,1)+substr(strnpcinfo(2),8,9);
+ setcastledata strnpcinfo(2),1,0;
+ sleep 7000;
+ announce "Guild Base ["+getcastlename(strnpcinfo(2))+"] has been abandoned.",0;
+ donpcevent strnpcinfo(0)+"::OnRecvCastle2";
+ end;
+
+OnStart:
+ // $agit_ar0x[] - $agit_sc0x[]
+ // 1st Guardian stone, 2nd Guardian stone, Barrier 1, Barrier 2, Barrier 3, Summon Guardians
+ // Settings for all but Summon Guardians: 0 = Okay | 1 = Destroyed | 2 = Repairing
+ // Summon Guardians: 0 = Do not Summon | 1 = Summon
+ if (getcastledata(strnpcinfo(2),1)) {
+ setarray getd("$agit_"+substr(strnpcinfo(2),0,1)+substr(strnpcinfo(2),8,9)+"[0]"),0,0,0,0,0,0;
+ donpcevent "df1#"+strnpcinfo(2)+"::OnEnable";
+ donpcevent "df2#"+strnpcinfo(2)+"::OnEnable";
+ for (.@i = 0; .@i<4; ++.@i)
+ donpcevent "RL"+.@i+"#"+strnpcinfo(2)+"::OnEnable";
+ }
+
+OnEmpSpawn:
+ .@str$ = substr(strnpcinfo(2),0,1)+substr(strnpcinfo(2),8,9);
+ if (mobcount(strnpcinfo(2),"Steward#"+.@str$+"::OnStartArena")) end;
+ if (compare(strnpcinfo(2),"arug")) {
+ if (strnpcinfo(2) == "arug_cas01") setarray .@i[0],87,219;
+ else if (strnpcinfo(2) == "arug_cas02") setarray .@i[0],89,256;
+ else setarray .@i[0],141,293; // Castles 3,4,5 are identical.
+ }
+ else {
+ if (strnpcinfo(2) == "schg_cas02") setarray .@i[0],162,193;
+ else if (strnpcinfo(2) == "schg_cas03") setarray .@i[0],338,202;
+ else setarray .@i[0],120,272; // Castles 1,4,5 are identical.
+ }
+ monster strnpcinfo(2),.@i[0],.@i[1],"Emperium",1288,1,"Steward#"+.@str$+"::OnStartArena";
+ end;
+
+OnReset:
+ .@str$ = substr(strnpcinfo(2),0,1)+substr(strnpcinfo(2),8,9);
+ donpcevent "df1#"+strnpcinfo(2)+"::OnDisable";
+ donpcevent "df2#"+strnpcinfo(2)+"::OnDisable";
+ donpcevent "gard1#"+strnpcinfo(2)+"::OnReset";
+ donpcevent "gard2#"+strnpcinfo(2)+"::OnReset";
+ donpcevent "1st Guardian Stone#"+.@str$+"::OnDisable";
+ donpcevent "2nd Guardian Stone#"+.@str$+"::OnDisable";
+ for(.@i = 1; .@i<4; ++.@i)
+ donpcevent "Control Device0"+.@i+"#"+.@str$+"::OnDisable";
+ for(.@i = 0; .@i<4; ++.@i)
+ donpcevent "RL"+.@i+"#"+strnpcinfo(2)+"::OnDisable";
+ if (agitcheck2())
+ setarray getd("$agit_"+substr(strnpcinfo(2),0,1)+substr(strnpcinfo(2),8,9)+"[0]"),0,0,1,1,1,0;
+ end;
+
+OnChange:
+ .@str$ = substr(strnpcinfo(2),0,1)+substr(strnpcinfo(2),8,9);
+ setarray getd("$agit_"+.@str$+"[0]"),2,2,1,1,2,0;
+ donpcevent strnpcinfo(0)+"::OnEmpSpawn";
+ donpcevent "Control Device03#"+.@str$+"::OnEnable";
+ donpcevent "1st Guardian Stone#"+.@str$+"::OnEnable";
+ donpcevent "2nd Guardian Stone#"+.@str$+"::OnEnable";
+ end;
+
+OnClock0001:
+ // Spawn Treasure Chests based on castle economy.
+ if (strnpcinfo(2) == "template") end;
+ if (!getcastledata(strnpcinfo(2),1)) end;
+ killmonster strnpcinfo(2),strnpcinfo(0)+"::OnTreasureDied";
+ if (getcastledata(strnpcinfo(2),4)) {
+ .@Economy = getcastledata(strnpcinfo(2),2);
+ setcastledata strnpcinfo(2),2,.@Economy+getcastledata(strnpcinfo(2),4)+(rand(2) && getgdskilllv(getcastledata(strnpcinfo(2),1),10014));
+ if (getcastledata(strnpcinfo(2),2) > 100) setcastledata strnpcinfo(2),2,100;
+ setcastledata strnpcinfo(2),4,0;
+ }
+ if (getcastledata(strnpcinfo(2),5)) {
+ .@defence = getcastledata(strnpcinfo(2),3);
+ setcastledata strnpcinfo(2),3,.@defence+getcastledata(strnpcinfo(2),5);
+ if (getcastledata(strnpcinfo(2),3) > 100) setcastledata strnpcinfo(2),3,100;
+ setcastledata strnpcinfo(2),5,0;
+ }
+ .@Treasure = getcastledata(strnpcinfo(2),2)/5+4;
+ if (!.@Treasure) end;
+ freeloop(1);
+ if (compare(strnpcinfo(2),"arug")) {
+ if (strnpcinfo(2) == "arug_cas01") {
+ .@treasurebox = 1943;
+ setarray .@treasurex[0],251,252,253,254,255,256,257,258,251,252,253,254,255,256,257,258,251,252,253,254,255,256,257,258;
+ setarray .@treasurey[0],369,369,369,369,368,368,368,368,367,367,367,367,366,366,366,366,365,365,365,365,364,364,364,364;
+ }
+ else if (strnpcinfo(2) == "arug_cas02") {
+ .@treasurebox = 1944;
+ setarray .@treasurex[0],382,383,384,385,386,387,384,385,386,387,388,389,382,383,384,385,386,387,384,385,386,387,388,389;
+ setarray .@treasurey[0],231,231,231,231,231,231,230,230,230,230,230,230,225,225,225,225,225,225,224,224,224,224,224,224;
+ }
+ else { // Castles 3,4,5 are identical, except 4's treasure.
+ .@treasurebox = (strnpcinfo(2) == "arug_cas04")?1946:1945;
+ setarray .@treasurex[0],291,292,293,294,295,296,293,294,295,296,297,298,291,292,293,294,295,296,293,294,295,296,297,298;
+ setarray .@treasurey[0],276,276,276,276,276,276,274,274,274,274,274,274,272,272,272,272,272,272,269,269,269,269,269,269;
+ }
+ }
+ else {
+ if (strnpcinfo(2) == "schg_cas02") {
+ .@treasurebox = 1939;
+ setarray .@treasurex[0],249,250,251,252,253,246,247,248,249,250,250,251,252,253,246,247,248,249,250,249,250,251,252,253;
+ setarray .@treasurey[0],378,378,378,378,378,376,376,376,376,376,374,374,374,374,372,372,372,372,372,370,370,370,370,370;
+ }
+ else if (strnpcinfo(2) == "schg_cas03") {
+ .@treasurebox = 1940;
+ setarray .@treasurex[0],189,190,191,192,193,194,189,190,191,192,193,194,189,190,191,192,193,194,189,190,191,192,193,194;
+ setarray .@treasurey[0], 21, 21, 21, 21, 21, 21, 19, 19, 19, 19, 19, 19, 17, 17, 17, 17, 17, 17, 15, 15, 15, 15, 15, 15;
+ }
+ else { // Castles 1,4,5 are identical, except treasures.
+ if (strnpcinfo(2) == "schg_cas01") .@treasurebox = 1938;
+ else if (strnpcinfo(2) == "schg_cas04") .@treasurebox = 1941;
+ else .@treasurebox = 1942;
+ setarray .@treasurex[0],388,388,388,387,386,385,384,384,384,384,384,384,385,386,387,388,389,390,390,390,389,388,387,386;
+ setarray .@treasurey[0],388,389,390,390,390,390,389,388,387,386,385,384,384,384,384,384,384,384,385,386,386,386,386,386;
+ }
+ }
+ for(.@i = 0; .@i<4; ++.@i)
+ monster strnpcinfo(2),.@treasurex[.@i],.@treasurey[.@i],"Treasure Chest",(.@i%2)?.@treasurebox:1324,1,strnpcinfo(0)+"::OnTreasureDied";
+ for(.@i = 4; .@i<24; ++.@i) {
+ if (.@Treasure < .@i+1) break;
+ monster strnpcinfo(2),.@treasurex[.@i],.@treasurey[.@i],"Treasure Chest",(.@i%2)?.@treasurebox:1324,1,strnpcinfo(0)+"::OnTreasureDied";
+ }
+ freeloop(0);
+ end;
+
+OnTreasureDied:
+ end;
+}
+
+// Guild Manager
+//============================================================
+- script Steward#template -1,{
+ .@GID = getcastledata(strnpcinfo(4),1);
+ if (!.@GID) {
+ 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(strnpcinfo(4),2)+".";
+ if (getcastledata(strnpcinfo(4),4) > 0) {
+ mes "Last time, you invested in";
+ mes "Commercial Growth "+getcastledata(strnpcinfo(4),4)+".";
+ }
+ next;
+ mes "[ Steward ]";
+ mes "Our stronghold's";
+ mes "safeguard level is "+getcastledata(strnpcinfo(4),3)+".";
+ if (getcastledata(strnpcinfo(4),5) > 0) {
+ mes "Last time, you invested";
+ mes "in defense "+getcastledata(strnpcinfo(4),5)+" times.";
+ }
+ mes " ";
+ mes "That is all, master.";
+ close;
+ case 2:
+ .@Economy = getcastledata(strnpcinfo(4),2);
+ setarray .@cost[0],5000,10000,20000,35000,55000,80000,110000,145000,185000,230000,280000,335000,395000,460000,530000,605000,685000,770000,860000,955000;
+ .@j = 0;
+ for(.@i = 6; .@i<101; .@i += 5) {
+ if (.@Economy < .@i) {
+ .@eco_invest = .@cost[.@j];
+ break;
+ }
+ ++.@j;
+ }
+ // Quadruple the cost of investing if you've already invested once.
+ if (getcastledata(strnpcinfo(4),4))
+ .@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(strnpcinfo(4),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(strnpcinfo(4),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(strnpcinfo(4),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;
+ }
+ Zeny -= .@eco_invest;
+ setcastledata strnpcinfo(4),4,getcastledata(strnpcinfo(4),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:
+ .@defence = getcastledata(strnpcinfo(4),3);
+ setarray .@cost[0],10000,20000,40000,70000,110000,160000,220000,290000,370000,460000,560000,670000,790000,920000,1060000,1210000,1370000,1540000,1720000,1910000;
+ .@j = 0;
+ for(.@i = 6; .@i<101; .@i += 5) {
+ if (.@defence < .@i) {
+ .@def_invest = .@cost[.@j];
+ break;
+ }
+ ++.@j;
+ }
+ // Quadruple the cost of investing if you've already invested once.
+ if (getcastledata(strnpcinfo(4),5))
+ .@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(strnpcinfo(4),3) == 100) {
+ mes "The Defense Level of this";
+ mes "stronghold is 100%, and";
+ mes "cannot be increased further.";
+ close;
+ }
+ if (getcastledata(strnpcinfo(4),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(strnpcinfo(4),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(strnpcinfo(4),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;
+ }
+ Zeny -= .@def_invest;
+ setcastledata strnpcinfo(4),5,getcastledata(strnpcinfo(4),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(strnpcinfo(4),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#"+strnpcinfo(2);
+ setcastledata strnpcinfo(4),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;
+ }
+ Zeny -= 10000;
+ enablenpc "Kafra Employee#"+strnpcinfo(2);
+ setcastledata strnpcinfo(4),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;
+ if (compare(strnpcinfo(4),"arug")) {
+ if (strnpcinfo(4) == "arug_cas01") setarray .@i[0],250,363;
+ else if (strnpcinfo(4) == "arug_cas02") setarray .@i[0],382,227;
+ else setarray .@i[0],292,266; // Castles 3,4,5 are identical.
+ }
+ else {
+ if (strnpcinfo(4) == "schg_cas02") setarray .@i[0],249,373;
+ else if (strnpcinfo(4) == "schg_cas03") setarray .@i[0],190,16;
+ else setarray .@i[0],381,381; // Castles 1,4,5 are identical.
+ }
+ warp strnpcinfo(4),.@i[0],.@i[1];
+ 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:
+ awake strnpcinfo(0);
+ end;
+
+OnStartArena:
+ .@GID = getcharid(2);
+ .@region$ = (compare(strnpcinfo(4),"arug"))?"Valfreyja":"Nithafjoll";
+ // Lower castle Economy
+ .@Economy = getcastledata(strnpcinfo(4),2)-5;
+ if (.@Economy < 0) .@Economy = 0;
+ setcastledata strnpcinfo(4),2,.@Economy;
+ // Lower Castle Defence
+ .@defence = getcastledata(strnpcinfo(4),3)-5;
+ if (.@defence < 0) .@defence = 0;
+ setcastledata strnpcinfo(4),3,.@defence;
+ // Set new owner
+ setcastledata strnpcinfo(4),1,.@GID;
+ // Clear castle's data.
+ for(.@i = 4; .@i<10; ++.@i)
+ setcastledata strnpcinfo(4),.@i,0;
+ // Disable Kafra
+ disablenpc "Kafra Employee#"+strnpcinfo(2);
+
+ announce "The ["+getguildname(.@GID)+"] guild conquered the ["+.@region$+" "+charat(strnpcinfo(2),3)+"] stronghold of "+getcastlename(strnpcinfo(4))+"!",bc_all|bc_woe;
+ mapannounce strnpcinfo(4),"The emperium has been shattered!",bc_map,"0x00FF00",FW_NORMAL,20,0,40;
+ donpcevent "Manager#"+strnpcinfo(4)+"::OnReset";
+ maprespawnguildid strnpcinfo(4),getcastledata(strnpcinfo(4),1),2;
+ donpcevent "Manager#"+strnpcinfo(4)+"::OnRecvCastle2";
+ donpcevent "::OnRecvCastle"+ strtoupper( substr( strnpcinfo(2), 0, 0 ) ) + substr( strnpcinfo(2), 1, getstrlen( strnpcinfo(2) ) -1 );
+ sleep 10000;
+ if (agitcheck2()) {
+ donpcevent "Manager#"+strnpcinfo(4)+"::OnChange";
+ mapannounce strnpcinfo(4),"Rebuild this stronghold's Guardian Stones and Fortress Gates to secure your guild's new aquisition!",bc_map,"0x00FF00",FW_NORMAL,20,0,40;
+ }
+ end;
+}
+
+// Castle Guardians
+//============================================================
+- script Guardian#template -1,{
+ .@GID = getcastledata(strnpcinfo(4),1);
+ .@n$ = "["+strnpcinfo(1)+"]";
+ if (!.@GID) {
+ mes .@n$;
+ mes "Great job. Now, all you";
+ mes "need to do is destroy this";
+ mes "Emperium to gain ownership";
+ mes "over this stronghold.";
+ close;
+ }
+ if (getcharid(2) == .@GID) {
+ if (strcharinfo(0) != getguildmaster(.@GID)) {
+ mes .@n$;
+ 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()) {
+ mes .@n$;
+ mes "I am "+strnpcinfo(1)+", guardian of";
+ mes "this stronghold. For now,";
+ mes "all is quiet in this place.";
+ next;
+ switch(select("Converse:Cancel")) {
+ case 1:
+ mes .@n$;
+ 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 .@n$;
+ mes "There is one Emperium";
+ mes "and two Guardian Stones in";
+ mes "each fortress. These stones";
+ mes "are the first line of defense,";
+ mes "and must be destroyed before";
+ mes "enemies can even enter.";
+ next;
+ mes .@n$;
+ 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 .@n$;
+ mes "Fortresses with higher levels";
+ mes "of defense can summon more";
+ mes "Guardians: this is why it is";
+ mes "so important for guilds to";
+ mes "invest in Defense Growth.";
+ next;
+ mes .@n$;
+ 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 .@n$;
+ mes "^4D4DFFFortress Gates^000000 are the second ^FFFFFF ^000000 line of guild stronghold defense,";
+ mes "and are protected by extra barricades activated by the Guardian Stones.";
+ mes "These gates are located in three different parts of the fortress.";
+ next;
+ mes .@n$;
+ 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 .@n$;
+ mes "Fortress Gates can only be";
+ mes "restored when the ^4D4DFFguild";
+ mes "master of a stronghold";
+ mes "changes^000000, or if ^4D4DFFrestoration";
+ mes "is requested by the guild";
+ mes "master of the stronghold^000000.";
+ close;
+ case 3:
+ mes .@n$;
+ 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 .@n$;
+ mes "Many flags link directly to";
+ mes "the flag near the Emperium.";
+ mes "The final numbered flag is";
+ mes "linked to the Convenience";
+ mes "Facility of the stronghold's";
+ mes "owner. Keep this in mind.";
+ close;
+ case 4:
+ mes .@n$;
+ 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 .@n$;
+ mes "You have no questions";
+ mes "to ask of me? Well, I'm";
+ mes "here to serve your needs.";
+ close;
+ }
+ case 2:
+ mes .@n$;
+ mes "I'm always here, so";
+ mes "feel free to request my";
+ mes "assistance whenever";
+ mes "the need arises.";
+ close;
+ }
+ }
+ else {
+ mes .@n$;
+ mes "Greetings, "+strcharinfo(0)+".";
+ mes "What are your orders?";
+ next;
+ switch(select("Increase Stronghold Defense:Situational Briefing:Cancel")) {
+ case 1:
+ if (!getd("$agit_"+strnpcinfo(2)+"[5]")) {
+ if (getgdskilllv(.@GID,10002) == 0) {
+ mes .@n$;
+ mes "I'm sorry, but the Guardian";
+ mes "Stones aren't powerful enough";
+ mes "to summon Guardians yet. We";
+ mes "need to accumulate more";
+ mes "knowledge before they can";
+ mes "summon any Guardians.";
+ close;
+ }
+ else {
+ mes .@n$;
+ 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.";
+ setd "$agit_"+strnpcinfo(2)+"[5]",1;
+ if (!getd("$agit_"+strnpcinfo(2)+"[0]"))
+ donpcevent "gard1#"+strnpcinfo(4)+"::OnEnable";
+ if (!getd("$agit_"+strnpcinfo(2)+"[1]"))
+ donpcevent "gard2#"+strnpcinfo(4)+"::OnEnable";
+ close;
+ }
+ }
+ else {
+ mes .@n$;
+ mes "You've already commanded";
+ mes "me to summon a Guardian";
+ mes "to defend the stronghold.";
+ close;
+ }
+ case 2:
+ mes .@n$;
+ mes "Our defense status is...";
+ setarray .@status$[0],"^4D4DFFOperational","^FF0000Destroyed","^008000Repairing";
+ mes "1st Guardian Stone: "+.@status$[getd("$agit_"+strnpcinfo(2)+"[0]")]+"^000000";
+ mes "2nd Guardian Stone: "+.@status$[getd("$agit_"+strnpcinfo(2)+"[1]")]+"^000000";
+ mes "1st Fortress Gate: "+.@status$[getd("$agit_"+strnpcinfo(2)+"[2]")]+"^000000";
+ mes "2nd Fortress Gate: "+.@status$[getd("$agit_"+strnpcinfo(2)+"[3]")]+"^000000";
+ mes "3rd Fortress Gate: "+.@status$[getd("$agit_"+strnpcinfo(2)+"[4]")]+"^000000";
+ close;
+ case 3:
+ mes .@n$;
+ mes "I'll be standing by,";
+ mes "awaiting your orders.";
+ close;
+ }
+ }
+ }
+ }
+ else {
+ mes .@n$;
+ mes "Who are you? Scoundrel!";
+ mes "Leave this stronghold now!";
+ close;
+ }
+
+OnInit:
+ setarray getd("$agit_"+strnpcinfo(2)+"[0]"),0,0,0,0,0,0;
+ end;
+}
+
+// Guild Kafras
+//============================================================
+- script Kafra#template -1,{
+ cutin "kafra_01",2;
+ .@GID = getcastledata(strnpcinfo(4),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;
+ }
+ Zeny -= 200;
+ warp "rachel",115,125;
+ end;
+ case 2:
+ cutin "kafra_01",255;
+ break;
+ }
+ 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;
+ }
+ 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;
+ }
+}
+
+// Guardian Stones (2)
+//============================================================
+- script Guardian Stone#template -1,{
+ .@GID = getcastledata(strnpcinfo(4),1);
+ .@num = atoi(charat(strnpcinfo(1),0));
+ .@var$ = "$agit_"+strnpcinfo(2);
+ if (getcharid(2) == .@GID) {
+ mes "^3355FFYou will need the";
+ mes "following materials to";
+ mes "rebuild a destroyed";
+ mes "Guardian Stone.^000000";
+ next;
+ mes "1 Oridecon";
+ mes "1 Elunium";
+ mes "30 Stones";
+ mes "5 Blue Gemstones";
+ mes "5 Yellow Gemstones";
+ mes "5 Red Gemstones";
+ next;
+ mes "^3355FFDo you want to continue?^000000";
+ next;
+ if(select("No:Continue") == 1) {
+ mes "^3355FFWork canceled.^000000";
+ close;
+ }
+ if ((countitem(984) > 0) && (countitem(985) > 0) && (countitem(7049) > 29) && (countitem(717) > 4) && (countitem(715) > 4) && (countitem(716) > 4)) {
+ mes "^3355FFArrange Stones, Elunium, and";
+ mes "Oridecon, in that order, in the";
+ mes "center. Then you must arrange";
+ mes "the enchanted Gemstones to";
+ mes "rebuild the Guardian Stone.^000000";
+ next;
+ setarray .@stone$[0],"Elunium","Oridecon","Stones";
+ .@i = select("Elunium:Oridecon:Stone")-1;
+ if (.@i == 2) .@nice += 10;
+ mes "^3355FF"+.@stone$[.@i]+" has been";
+ mes "placed in the center.^000000";
+ next;
+ .@i = select("Elunium:Oridecon:Stone")-1;
+ if (.@i == 0) .@nice += 10;
+ mes "^3355FFYou have lined the";
+ mes "outside of the center";
+ mes "with some "+.@stone$[.@i]+".^000000";
+ next;
+ .@i = select("Elunium:Oridecon:Stone")-1;
+ if (.@i == 1) .@nice += 10;
+ mes "^3355FFYou covered the";
+ mes "rest of the materials";
+ mes "with some "+.@stone$[.@i]+".^000000";
+ next;
+ mes "^3355FFNow you need to arrange";
+ mes "the enchanted Gemstones";
+ mes "accordingly. You can identify";
+ mes "their Magic properties by";
+ mes "their casting effect.^000000";
+ next;
+ setarray .@effect[0],56,54,225;
+ setarray .@color$[0],"Red","Yellow","Blue";
+ while(1) {
+ if (.@roof0 > 7) break;
+ .@i = rand(3);
+ specialeffect .@effect[.@i];
+ mes "^3355FFThe Gemstones must";
+ mes "be arranged in the correct";
+ mes "order according to their";
+ mes "magic properties and power.^000000";
+ next;
+ .@j = select("Red Gemstone:Yellow Gemstone:Blue Gemstone")-1;
+ mes "^3355FFYou placed the "+.@color$[.@j]+" Gemstone.^000000";
+ if (.@i == .@j) {
+ mes "^3355FFHowever, the Guardian Stone";
+ mes "Repair System failed because";
+ mes "of a magic power conflict.^000000";
+ close;
+ }
+ .@nice += 10;
+ ++.@roof0;
+ specialeffect EF_STEAL;
+ next;
+ }
+ if (.@nice > 90) {
+ if (!getd(.@var$+"["+(.@num-1)+"]")) {
+ mes "^3355FFThe Guardian Stone";
+ mes "Repair System has";
+ mes "already completed.^000000";
+ close;
+ }
+ else {
+ if (!agitcheck2()) {
+ 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 "df"+.@num+"#"+strnpcinfo(4)+"::OnEnable";
+ specialeffect EF_ICECRASH;
+ disablenpc strnpcinfo(0);
+ setd .@var$+"["+(.@num-1)+"]",0;
+ .@df_all = getd(.@var$+"[0]")+getd(.@var$+"[1]");
+ if (!.@df_all) {
+ mapannounce strnpcinfo(4),"Both Guardian Stones have been erected, bolstering this stronghold's defenses!",bc_map,"0x00ff00";
+ donpcevent "RL0#"+strnpcinfo(4)+"::OnEnable";
+ }
+ else mapannounce strnpcinfo(4),"The "+strnpcinfo(1)+" has been repaired successfully.",bc_map,"0x00ff00";
+ if (getd(.@var$+"[5]") == 1)
+ donpcevent "gard"+.@num+"#"+strnpcinfo(4)+"::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:
+OnDisable:
+ disablenpc strnpcinfo(0);
+ end;
+
+OnEnable:
+ enablenpc strnpcinfo(0);
+ specialeffect EF_MAPPILLAR2;
+ end;
+}
+
+// Control Devices (3)
+//============================================================
+- script Control#template -1,{
+ .@GID = getcastledata(strnpcinfo(4),1);
+ .@num = atoi(charat(strnpcinfo(1),15));
+ .@var$ = "$agit_"+strnpcinfo(2);
+ if (getcharid(2) == .@GID) {
+ if (strcharinfo(0) == getguildmaster(.@GID)) {
+ if (getd(.@var$+"["+(.@num+1)+"]") == 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;
+ .@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";
+ ++.@rp_temp;
+ ++.@ro_of02;
+ 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";
+ ++.@ro_of02;
+ 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";
+ ++.@rp_temp;
+ ++.@ro_of02;
+ 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";
+ ++.@rp_temp;
+ ++.@ro_of02;
+ 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";
+ ++.@rp_temp;
+ ++.@ro_of02;
+ 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()) {
+ 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 "RL"+.@num+"#"+strnpcinfo(4)+"::OnEnable";
+ disablenpc strnpcinfo(0);
+ if (.@num == 1) .@str$ = "1st";
+ else if (.@num == 2) .@str$ = "2nd";
+ else if (.@num == 3) .@str$ = "3rd";
+ mapannounce strnpcinfo(4),"The "+.@str$+" Fortress Gate has been reconstructed!",bc_map,"0x00ff00";
+ if (.@num == 1) setd .@var$+"[2]",0;
+ else {
+ setarray getd(.@var$+"["+.@num+"]"),2,0;
+ donpcevent "Control Device0"+(.@num-1)+"#"+strnpcinfo(2)+"::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:
+OnDisable:
+ disablenpc strnpcinfo(0);
+ end;
+
+OnEnable:
+ enablenpc strnpcinfo(0);
+ end;
+}
+
+// Guardian Summoners (2)
+//============================================================
+- script gard#template -1,{
+OnEnable:
+ // .@x[i],.@y[i]: Normal coordinates, #0-21.
+ // .@w[x],.@w[y]: Special coordinates if 'defence' is under 11.
+ if (compare(strnpcinfo(2),"arug")) {
+ if (strnpcinfo(2) == "arug_cas01") {
+ setarray .@w[0],195,250,292,188;
+ setarray .x[0],233,252,232,201,224,196,269,252,201,224,222, 294,256,240,246,235,235,246,240,256,254,242;
+ setarray .y[0], 83, 81,108,130,168,137, 89, 81,130,168,129, 210,203,133, 92,132,132, 92,133,203, 95,151;
+ }
+ else if (strnpcinfo(2) == "arug_cas02") {
+ setarray .@w[0],20,169,268,169;
+ setarray .x[0],104,67,67,113,122,67, 90, 91,122, 20,67, 175,204,211,209,161,186,183,150,161,209,211;
+ setarray .y[0], 32,36,85, 87,112,60,167,119,112,169,85, 31, 32, 63, 88, 91,170,121,110, 91, 88, 63;
+ }
+ else { // Castles 3,4,5 are identical.
+ setarray .@w[0],66,157,211,159;
+ setarray .x[0],130,128,128,128,110,91,65, 65,110,128,128, 156,172,154,156,155,187,212,211,155,156,172;
+ setarray .y[0], 60, 77, 90,100, 96,53,71,103, 96,100, 77, 101, 95, 90, 77, 60, 54, 67,105, 60, 77, 95;
+ }
+ }
+ else {
+ if (strnpcinfo(2) == "schg_cas02") {
+ setarray .@w[0],337,95,307,222;
+ setarray .x[0],326,337,334,296,285,236,285,296,334,337,334, 359,300,337,317,307,300,337,317,307,359,236;
+ setarray .y[0], 83, 95,119, 82, 40, 41, 40, 82,119, 95,119, 85,119,154,183,222,119,154,183,222, 85, 41;
+ }
+ else if (strnpcinfo(2) == "schg_cas03") {
+ setarray .@w[0],306,325,364,305;
+ setarray .x[0],323,273,288,306,323,323,273,288,306,273,273, 338,364,365,317,338,338,364,365,317,364,329;
+ setarray .y[0],308,309,306,326,308,308,309,306,325,309,309, 309,305,261,318,310,309,305,261,318,305,314;
+ }
+ else { // Castles 1,4,5 are identical.
+ setarray .@w[0],108,32,128,42,187,15; // Contains an extra pair, for whatever reason.
+ setarray .x[0],111,109,65,110,88,64,47,109,111,112,120, 130,129,151,187,128,152,187,128,130,130,151;
+ setarray .y[0], 18, 44,22, 40,20,40,43, 48, 18, 32, 37, 22, 47, 18, 15, 42, 43, 15, 42, 22, 28, 18;
+ }
+ }
+ if (charat(strnpcinfo(1),4) == "2")
+ .@z = 11;
+ freeloop(1);
+ .@defence = getcastledata(strnpcinfo(2),3);
+ callsub OnSummon,.@z;
+ if (.@defence > 70) set getd(".MyMobCount_"+charat(strnpcinfo(1),4)+strnpcinfo(2)),5;
+ else if (.@defence > 50) set getd(".MyMobCount_"+charat(strnpcinfo(1),4)+strnpcinfo(2)),4;
+ else if (.@defence > 30) set getd(".MyMobCount_"+charat(strnpcinfo(1),4)+strnpcinfo(2)),3;
+ else if (.@defence > 10) set getd(".MyMobCount_"+charat(strnpcinfo(1),4)+strnpcinfo(2)),2;
+ if (.@w[4] && .@z)
+ guardian strnpcinfo(2),.@w[4],.@w[5],"Guardian Soldier",1899,strnpcinfo(0)+"::OnGuardianDied";
+ else if (.@defence < 11) {
+ set getd(".MyMobCount_"+charat(strnpcinfo(1),4)+strnpcinfo(2)),2;
+ .@i = (.@z)?2:0;
+ guardian strnpcinfo(2),.@w[.@i],.@w[.@i+1],"Guardian Soldier",1899,strnpcinfo(0)+"::OnGuardianDied";
+ }
+ else for(.@i = 1; .@i<getd(".MyMobCount_"+charat(strnpcinfo(1),4)+strnpcinfo(2)); ++.@i)
+ callsub OnSummon,.@i+.@z;
+ freeloop(0);
+ copyarray getd(".x_"+strnpcinfo(2)+"[0]"),.@x[0],22;
+ copyarray getd(".y_"+strnpcinfo(2)+"[0]"),.@y[0],22;
+ setd ".timer_"+charat(strnpcinfo(1),4)+strnpcinfo(2),4+.@z;
+ setarray .count$[5],"1st","2nd","3rd","4th","5th";
+ initnpctimer;
+ end;
+
+OnTimer300000:
+OnTimer900000:
+OnTimer1800000:
+OnTimer2700000:
+OnTimer3600000:
+ if (charat(strnpcinfo(1),4) == "2") end;
+ .@var$ = ".timer_"+charat(strnpcinfo(1),4)+strnpcinfo(2);
+ setd .@var$, getd(.@var$)+1;
+ set getd(".MyMobCount_"+charat(strnpcinfo(1),4)+strnpcinfo(2)),getd(".MyMobCount_"+charat(strnpcinfo(1),4)+strnpcinfo(2))+1;
+ callsub OnSummon,getd(.@var$);
+ setarray .count$[5],"1st","2nd","3rd","4th","5th";
+ mapannounce strnpcinfo(2),"The "+.count$[getd(.@var$)]+" Guardian has been summoned from the Gate House.",bc_map,"0xff4500";
+ if (getd(.@var$) == 9) {
+ setd .@var$,0;
+ stopnpctimer;
+ }
+ end;
+
+OnTimer600000:
+OnTimer1200000:
+OnTimer2100000:
+OnTimer3000000:
+OnTimer3900000:
+ if (!(charat(strnpcinfo(1),4) == "2")) end;
+ .@var$ = ".timer_"+charat(strnpcinfo(1),4)+strnpcinfo(2);
+ setd .@var$, getd(.@var$)+1;
+ set getd(".MyMobCount_"+charat(strnpcinfo(1),4)+strnpcinfo(2)),getd(".MyMobCount_"+charat(strnpcinfo(1),4)+strnpcinfo(2))+1;
+ callsub OnSummon,getd(.@var$);
+ if (getd(.@var$) == 20) {
+ setd .@var$,0;
+ stopnpctimer;
+ }
+ end;
+
+OnSummon:
+ guardian strnpcinfo(2),getd(".x_"+strnpcinfo(2)+"["+getarg(0)+"]"),getd(".y_"+strnpcinfo(2)+"["+getarg(0)+"]"),"Guardian Soldier",1899,strnpcinfo(0)+"::OnGuardianDied";
+ return;
+
+OnGuardianDied:
+ if (charat(strnpcinfo(1),4) == "2")
+ .@z = 11;
+ set getd(".MyMobCount_"+charat(strnpcinfo(1),4)+strnpcinfo(2)),getd(".MyMobCount_"+charat(strnpcinfo(1),4)+strnpcinfo(2))-1;
+ if (getd(".MyMobCount_"+charat(strnpcinfo(1),4)+strnpcinfo(2)) < 2) {
+ set getd(".MyMobCount_"+charat(strnpcinfo(1),4)+strnpcinfo(2)),getd(".MyMobCount_"+charat(strnpcinfo(1),4)+strnpcinfo(2))+1;
+ callsub OnSummon,10+.@z;
+ }
+ end;
+
+OnReset:
+ stopnpctimer;
+ killmonster strnpcinfo(2),strnpcinfo(0)+"::OnGuardianDied";
+ deletearray getd(".x_"+strnpcinfo(2)+"[0]"),22;
+ deletearray getd(".y_"+strnpcinfo(2)+"[0]"),22;
+ end;
+}
+
+// Guardian Stone Summoners (2)
+//============================================================
+- script df#template -1,{
+OnEnable:
+ if (compare(strnpcinfo(2),"arug")) {
+ if (strnpcinfo(2) == "arug_cas01") setarray .@i[0],210,234,308,189;
+ else if (strnpcinfo(2) == "arug_cas02") setarray .@i[0],33,168,245,168;
+ else setarray .@i[0],65,171,212,149; // Castles 3,4,5 are identical.
+ }
+ else {
+ if (strnpcinfo(2) == "schg_cas02") setarray .@i[0],231,58,335,230;
+ else if (strnpcinfo(2) == "schg_cas03") setarray .@i[0],242,309,376,251;
+ else setarray .@i[0],27,35,207,75; // Castles 1,4,5 are identical.
+ }
+ .@num = atoi(charat(strnpcinfo(1),2));
+ .@j = (.@num == 1)?0:2;
+ guardian strnpcinfo(2),.@i[.@j],.@i[.@j+1],((.@num == 1)?"1st":"2nd")+" Guardian Stone",1906+.@num,strnpcinfo(0)+"::OnGuardianStoneDied";
+ end;
+
+OnDisable:
+ killmonster strnpcinfo(2),strnpcinfo(0)+"::OnGuardianStoneDied";
+ setd "$agit_"+substr(strnpcinfo(2),0,1)+substr(strnpcinfo(2),8,9)+"["+(atoi(charat(strnpcinfo(1),2))-1)+"]",1;
+ stopnpctimer;
+ end;
+
+OnGuardianStoneDied:
+ .@num = atoi(charat(strnpcinfo(1),2));
+ .@var$ = "$agit_"+substr(strnpcinfo(2),0,1)+substr(strnpcinfo(2),8,9);
+ setd .@var$+"["+(.@num-1)+"]",1;
+ if (getd(.@var$+"[0]") == 1 || getd(.@var$+"[0]") == 2) {
+ ++.@destroyed;
+ }
+ if (getd(.@var$+"[1]") == 1 || getd(.@var$+"[1]") == 2) {
+ ++.@destroyed;
+ }
+ if (.@destroyed == 2) {
+ mapannounce strnpcinfo(2),"All of the Guardian Stones have been destroyed!",bc_map,"0x00ff00";
+ donpcevent "RL0#"+strnpcinfo(2)+"::OnDisable";
+ }
+ else mapannounce strnpcinfo(2),"The "+((.@num == 1)?"1st":"2nd")+" Guardian Stone has been destroyed!",bc_map,"0x00ff00";
+ donpcevent "gard"+.@num+"#"+strnpcinfo(2)+"::OnReset";
+ initnpctimer;
+ end;
+
+OnTimer300000:
+ .@num = atoi(charat(strnpcinfo(1),2));
+ .@str$ = substr(strnpcinfo(2),0,1)+substr(strnpcinfo(2),8,9);
+ donpcevent ((.@num == 1)?"1st":"2nd")+" Guardian Stone#"+.@str$+"::OnEnable";
+ setd "$agit_"+.@str$+"["+(atoi(charat(strnpcinfo(1),2))-1)+"]",2;
+ stopnpctimer;
+ end;
+}
+
+// Barrier Summoners (4)
+//============================================================
+- script RL#template -1,{
+OnEnable:
+ .@num = atoi(charat(strnpcinfo(1),2));
+ if (.@num == 0) {
+ if (compare(strnpcinfo(2),"arug")) {
+ if (strnpcinfo(2) == "arug_cas01") {
+ setarray .@wall[0],238,74,8,6,0;
+ setarray .@x[0],239,241,243,245;
+ setarray .@y[0], 73, 73, 73, 73;
+ }
+ else if (strnpcinfo(2) == "arug_cas02") {
+ setarray .@wall[0],136,136,8,6,0;
+ setarray .@x[0],137,139,141,143;
+ setarray .@y[0],137,137,137,137;
+ }
+ else { // Castles 3,4,5 are identical.
+ setarray .@wall[0],138,110,8,6,0;
+ setarray .@x[0],139,141,143,145;
+ setarray .@y[0],111,111,111,111;
+ }
+ }
+ else {
+ if (strnpcinfo(2) == "schg_cas02") {
+ setarray .@wall[0],290,98,8,0,0;
+ setarray .@x[0],289,289,289,289;
+ setarray .@y[0], 98,100,102,104;
+ }
+ else if (strnpcinfo(2) == "schg_cas03") {
+ setarray .@wall[0],326,301,6,6,0;
+ setarray .@x[0],326,328,330;
+ setarray .@y[0],300,300,300;
+ }
+ else { // Castles 1,4,5 are identical.
+ setarray .@wall[0],114,48,13,6,0;
+ setarray .@x[0],115,117,119,121,123,125;
+ setarray .@y[0], 49, 49, 49, 49, 49, 49;
+ }
+ }
+ }
+ else if (.@num == 1) {
+ if (compare(strnpcinfo(2),"arug")) {
+ if (strnpcinfo(2) == "arug_cas01") {
+ setarray .@wall[0],239,53,8,6,1;
+ setarray .@x[0],239,241,243,240,242,244;
+ setarray .@y[0], 55, 55, 55, 54, 54, 54;
+ }
+ else if (strnpcinfo(2) == "arug_cas02") {
+ setarray .@wall[0],150,223,12,6,1;
+ setarray .@x[0],151,153,155,157,159,161;
+ setarray .@y[0],222,222,222,222,222,222;
+ }
+ else { // Castles 3,4,5 are identical.
+ setarray .@wall[0],139,158,6,6,1;
+ setarray .@x[0],140,142,144,139,141,143;
+ setarray .@y[0],157,157,157,156,156,156;
+ }
+ }
+ else {
+ if (strnpcinfo(2) == "schg_cas02") {
+ setarray .@wall[0],279,98,8,0,1;
+ setarray .@x[0],280,280,280,281,281,281;
+ setarray .@y[0], 98,100,102, 99,101,103;
+ }
+ else if (strnpcinfo(2) == "schg_cas03") {
+ setarray .@wall[0],325,277,8,6,1;
+ setarray .@x[0],326,328,330,327,329,331;
+ setarray .@y[0],278,278,278,279,279,279;
+ }
+ else { // Castles 1,4,5 are identical.
+ setarray .@wall[0],114,51,13,6,1;
+ setarray .@x[0],115,117,119,121,123,125;
+ setarray .@y[0], 50, 50, 50, 50, 50, 50;
+ }
+ }
+ }
+ else if (.@num == 2) {
+ if (compare(strnpcinfo(2),"arug")) {
+ if (strnpcinfo(2) == "arug_cas01") {
+ setarray .@wall[0],107,124,6,6,1;
+ setarray .@x[0],107,109,111,108,110,112;
+ setarray .@y[0],122,122,122,123,123,123;
+ }
+ else if (strnpcinfo(2) == "arug_cas02") {
+ setarray .@wall[0],125,342,8,0,1;
+ setarray .@x[0],126,126,126,127,127,127;
+ setarray .@y[0],343,345,347,344,346,348;
+ }
+ else { // Castles 3,4,5 are identical.
+ setarray .@wall[0],138,210,8,6,1;
+ setarray .@x[0],140,142,144,139,141,143;
+ setarray .@y[0],209,209,209,208,208,208;
+ }
+ }
+ else {
+ if (strnpcinfo(2) == "schg_cas02") {
+ setarray .@wall[0],230,213,6,0,1;
+ setarray .@x[0],231,231,231,232,232,232;
+ setarray .@y[0],213,215,217,213,215,217;
+ }
+ else if (strnpcinfo(2) == "schg_cas03") {
+ setarray .@wall[0],200,230,8,0,1;
+ setarray .@x[0],201,201,201,202,202,202;
+ setarray .@y[0],231,233,235,232,234,236;
+ }
+ else { // Castles 1,4,5 are identical.
+ setarray .@wall[0],114,154,13,6,1;
+ setarray .@x[0],115,117,119,121,123,125;
+ setarray .@y[0],153,153,153,153,153,153;
+ }
+ }
+ }
+ else {
+ if (compare(strnpcinfo(2),"arug")) {
+ if (strnpcinfo(2) == "arug_cas01") {
+ setarray .@wall[0],84,171,8,6,1;
+ setarray .@x[0], 84, 86, 88, 90;
+ setarray .@y[0],170,170,170,170;
+ }
+ else if (strnpcinfo(2) == "arug_cas02") {
+ setarray .@wall[0],38,314,12,6,1;
+ setarray .@x[0], 40, 42, 44, 46;
+ setarray .@y[0],315,315,315,315;
+ }
+ else { // Castles 3,4,5 are identical.
+ setarray .@wall[0],138,263,8,6,1;
+ setarray .@x[0],139,141,143,145;
+ setarray .@y[0],262,262,262,262;
+ }
+ }
+ else {
+ if (strnpcinfo(2) == "schg_cas02") {
+ setarray .@wall[0],160,141,6,6,1;
+ setarray .@x[0],160,162,164,166;
+ setarray .@y[0],140,140,140,140;
+ }
+ else if (strnpcinfo(2) == "schg_cas03") {
+ setarray .@wall[0],285,198,8,0,1;
+ setarray .@x[0],284,284,284,284;
+ setarray .@y[0],199,201,203,205;
+ }
+ else { // Castles 1,4,5 are identical.
+ setarray .@wall[0],116,241,11,6,1;
+ setarray .@x[0],116,118,120,122;
+ setarray .@y[0],240,240,240,240;
+ }
+ }
+ }
+ if (.@num == 3) set getd(".MyMobCount_"+.@num+strnpcinfo(2)),4;
+ else if (.@num) set getd(".MyMobCount_"+.@num+strnpcinfo(2)),6;
+ setwall strnpcinfo(2),.@wall[0],.@wall[1],.@wall[2],.@wall[3],.@wall[4],substr(strnpcinfo(2),0,1)+substr(strnpcinfo(2),8,9)+"_"+strnpcinfo(1);
+ .@j = (getd(".MyMobCount_"+.@num+strnpcinfo(2)))?getd(".MyMobCount_"+.@num+strnpcinfo(2)):getarraysize(.@x);
+ for (.@i = 0; .@i<.@j; ++.@i)
+ guardian strnpcinfo(2),.@x[.@i],.@y[.@i]," ",1905,strnpcinfo(0)+"::OnBarrierDestroyed";
+ end;
+
+OnBarrierDestroyed:
+ .@num = atoi(charat(strnpcinfo(1),2));
+ if (!.@num) end;
+ set getd(".MyMobCount_"+.@num+strnpcinfo(2)),getd(".MyMobCount_"+.@num+strnpcinfo(2))-1;
+ if (getd(".MyMobCount_"+.@num+strnpcinfo(2)) == 0) {
+ .@var$ = substr(strnpcinfo(2),0,1)+substr(strnpcinfo(2),8,9);
+ setd "$agit_"+.@var$+"["+(.@num+1)+"]",1;
+ setarray .@count$[0],"1st","2nd","3rd";
+ mapannounce strnpcinfo(2),"The "+.@count$[.@num-1]+" Fortress Gate is destroyed.",bc_map,"0x00ff00";
+ delwall .@var$+"_"+strnpcinfo(1);
+ }
+ end;
+
+OnDisable:
+ delwall substr(strnpcinfo(2),0,1)+substr(strnpcinfo(2),8,9)+"_"+strnpcinfo(1);
+ killmonster strnpcinfo(2),strnpcinfo(0)+"::OnBarrierDestroyed";
+ end;
+}
+
+// Link Flags (function)
+//============================================================
+function script LinkFlag {
+ if (!getcharid(2) || getcharid(2) != getcastledata(strnpcinfo(4),1)) end;
+ if (getarg(0) == "Convenience Facility") {
+ mes "^3355FFThis is the Stronghold";
+ mes "Teleport Service. Would";
+ mes "you like to teleport to the";
+ mes "Convenience Facility for";
+ mes "guild members?^000000";
+ if(select("Go to Convenience Facility:Cancel") == 1)
+ warp strnpcinfo(4),getarg(1),getarg(2);
+ close;
+ }
+ if (getarg(0) == "Emperium Center") {
+ mes "^3355FFThis is the Stronghold";
+ mes "Teleport Service. Would";
+ mes "you like to teleport to";
+ mes "the Emperium Center?^000000";
+ if(select("Teleport:Cancel") == 1)
+ warp strnpcinfo(4),getarg(1),getarg(2);
+ close;
+ }
+ mes "^3355FFThis is the Stronghold";
+ mes "Teleport Service. Please";
+ mes "choose a destination";
+ mes "within the stronghold.^000000";
+ for (.@i = 0; .@i<getargcount(); .@i += 3)
+ .@menu$ += getarg(.@i)+":";
+ .@menu$ += "Cancel";
+ .@i = select(.@menu$)-1;
+ if (.@i != getargcount()/3)
+ warp strnpcinfo(4),getarg(.@i*3+1),getarg(.@i*3+2);
+ close;
+}
+
+// Return Flags (function)
+//============================================================
+function script ReturnFlag {
+ .@str$ = (compare(strnpcinfo(4),"aru"))?"Arunafeltz":"Schwaltzvalt";
+ .@GID = getcastledata(getarg(0),1);
+ if (!.@GID) {
+ mes "[ "+.@str$+" Royal Edict ]";
+ mes "The Holy Kingdom of";
+ mes .@str$+" 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;
+ }
+ if (getcharid(2) == .@GID && getarg(1,0)) {
+ mes "[ Ringing Voice ]";
+ mes "Courageous one,";
+ mes "do you wish to return";
+ mes "to your stronghold?";
+ next;
+ if(select("Return to the Stronghold:Cancel") == 1 && getcharid(2) == getcastledata(getarg(0),1)) {
+ if (compare(getarg(0),"arug")) {
+ if (getarg(0) == "arug_cas01") setarray .@i[0],67,193;
+ else if (getarg(0) == "arug_cas02") setarray .@i[0],43,256;
+ else setarray .@i[0],121,318; // Castles 3,4,5 are identical.
+ }
+ else {
+ if (getarg(0) == "schg_cas02") setarray .@i[0],136,188;
+ else if (getarg(0) == "schg_cas03") setarray .@i[0],308,202;
+ else setarray .@i[0],120,290; // Castles 1,4,5 are identical.
+ }
+ warp getarg(0),.@i[0],.@i[1];
+ }
+ close;
+ }
+ mes "[ "+.@str$+" Royal Edict ]";
+ mes "The Holy Kingdom of";
+ mes .@str$+" decrees that";
+ mes "this stronghold is owned";
+ mes "by the ^FF0000"+getguildname(.@GID)+"^000000 Guild.";
+ next;
+ mes "[ "+.@str$+" Royal Edict ]";
+ mes "^FF0000"+getguildmaster(.@GID)+"^000000 is";
+ mes "Guild Master of ^FF0000"+getguildname(.@GID)+"^000000.";
+ mes "Any that object must claim this";
+ mes "stronghold through strength of";
+ mes "steel and magic during the";
+ mes "appointed Guild Siege times.";
+ close;
+}
+
+// Treasure Room Switches
+//============================================================
+- script Switch#template -1,{
+ mes " ";
+ mes "^3355FFWill you pull";
+ mes "this small lever?^000000";
+ next;
+ if(select("Pull Lever:Cancel") == 2) close;
+ if (compare(strnpcinfo(4),"arug")) {
+ if (strnpcinfo(4) == "arug_cas01") setarray .@i[0],121,357;
+ else if (strnpcinfo(4) == "arug_cas02") setarray .@i[0],387,323;
+ else setarray .@i[0],321,57; // Castles 3,4,5 are identical.
+ }
+ else {
+ if (strnpcinfo(4) == "schg_cas02") setarray .@i[0],339,79;
+ else if (strnpcinfo(4) == "schg_cas03") setarray .@i[0],57,13;
+ else setarray .@i[0],275,244; // Castles 1,4,5 are identical.
+ }
+ warp strnpcinfo(4),.@i[0],.@i[1];
+ close;
+}
+
+// Guild Dungeon Warps
+//============================================================
+- script Sunflower#template -1,{
+ if (getcharid(2) == getcastledata(strnpcinfo(4),1)) {
+ mes "- It's an amazingly huge sunflower; as big as a human! ... You feel something mysterious emanating from the flower. -";
+ next;
+ switch(select("Hold the stem.:Do nothing.")) {
+ case 1:
+ if (compare(strnpcinfo(4),"arug")) {
+ .@map$ = "arug_dun01";
+ setarray .@mapx[0],350,350,50, 50,200;
+ setarray .@mapy[0],350, 50,50,350,386;
+ }
+ else {
+ .@map$ = "schg_dun01";
+ setarray .@mapx[0],262, 94, 79,212,322;
+ setarray .@mapy[0],314,284,140, 70,166;
+ }
+ .@i = atoi(charat(strnpcinfo(4),9))-1;
+ warp .@map$,.@mapx[.@i],.@mapy[.@i];
+ close;
+ case 2:
+ mes "It's too scary to touch unknown things.";
+ close;
+ }
+ }
+}
diff --git a/npc/woe-se/agit_start_se.txt b/npc/woe-se/agit_start_se.txt
new file mode 100644
index 000000000..74f03cb28
--- /dev/null
+++ b/npc/woe-se/agit_start_se.txt
@@ -0,0 +1,49 @@
+//===== Hercules Script ======================================
+//= War of Emperium SE - Auto-Start
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.0
+//===== Description: =========================================
+//= Auto Start for War of Emperium
+//= To know how to set up WoE times, go to doc\woe_time_explanation.txt
+//=============================================
+//= gettime(3): Gets hour (24 hour time)
+//= gettime(4): Gets day of week 1=Monday, 2=Tuesday,
+//= 3=Wednesday, 4=Thursday, etc.
+//===== Additional Comments: =================================
+//= 1.0 Copy/Paste of the original setter.
+//============================================================
+
+// WoE Start/Stop times
+//============================================================
+- script Agit2_Event -1,{
+ end;
+
+OnClock1800: //start time for Tues(2), Thurs(4)
+OnClock2000: //end time for Tues(2), Thurs(4)
+OnClock2100: //start time for Sat(6)
+OnClock2300: //end time for Sat(6)
+
+OnAgitInit2:
+ // starting time checks
+ if((gettime(4)==2) && (gettime(3)>=18 && gettime(3)<21) ||
+ (gettime(4)==4) && (gettime(3)>=18 && gettime(3)<21) ||
+ (gettime(4)==6) && (gettime(3)>=22 && gettime(3)<23)) {
+ if (!agitcheck2()) {
+ agitstart2;
+ }
+ end;
+ }
+
+ // end time checks
+ if ((gettime(4)==2) && (gettime(3)==21) ||
+ (gettime(4)==4) && (gettime(3)==21) ||
+ (gettime(4)==6) && (gettime(3)==23)) {
+ if (agitcheck2()) {
+ agitend2;
+ }
+ end;
+ }
+ end;
+}
diff --git a/npc/woe-se/arug_cas01.txt b/npc/woe-se/arug_cas01.txt
new file mode 100644
index 000000000..be190c77f
--- /dev/null
+++ b/npc/woe-se/arug_cas01.txt
@@ -0,0 +1,75 @@
+//===== Hercules Script ======================================
+//= War of Emperium SE - Mardol
+//===== By: ==================================================
+//= Euphy
+//===== Current Version: =====================================
+//= 1.0
+//===== Additional Comments: =================================
+//= 1.0 Merged to template file.
+//============================================================
+
+- duplicate(Manager#template) Manager#arug_cas01 -1
+- duplicate(gard#template) gard1#arug_cas01 -1
+- duplicate(gard#template) gard2#arug_cas01 -1
+- duplicate(df#template) df1#arug_cas01 -1
+- duplicate(df#template) df2#arug_cas01 -1
+- duplicate(RL#template) RL0#arug_cas01 -1
+- duplicate(RL#template) RL1#arug_cas01 -1
+- duplicate(RL#template) RL2#arug_cas01 -1
+- duplicate(RL#template) RL3#arug_cas01 -1
+
+arug_cas01,92,380,3 duplicate(Steward#template) Steward#ar01 1_M_JOBTESTER
+arug_cas01,112,193,1 duplicate(Guardian#template) Brace#ar01 4_M_LGTGUARD
+arug_cas01,31,362,3 duplicate(Kafra#template) Kafra Employee#ar01 4_F_KAFRA1
+arug_cas01,211,234,0 duplicate(Guardian Stone#template) 1st Guardian Stone#ar01 CLEAR_NPC
+arug_cas01,308,189,0 duplicate(Guardian Stone#template) 2nd Guardian Stone#ar01 CLEAR_NPC
+arug_cas01,247,52,0 duplicate(Control#template) Control Device01#ar01 HIDDEN_NPC
+arug_cas01,118,131,0 duplicate(Control#template) Control Device02#ar01 HIDDEN_NPC
+arug_cas01,82,172,0 duplicate(Control#template) Control Device03#ar01 HIDDEN_NPC
+arug_cas01,259,371,0 duplicate(Switch#template) #aru01_switch HIDDEN_NPC
+arug_cas01,157,345,3 duplicate(Sunflower#template) Mysterious Sunflower#06 4_RED_FLOWER
+
+arug_cas01,74,232,0 script LF-01#arug_cas01 HIDDEN_NPC,{ callfunc "LinkFlag","First Gate House",158,237,"Second Gate House",297,248; }
+arug_cas01,77,232,0 script LF-02#arug_cas01 HIDDEN_NPC,{ callfunc "LinkFlag","Defense Area 1-1",197,144,"Defense Area 1-2",245,103; }
+arug_cas01,80,232,0 script LF-03#arug_cas01 HIDDEN_NPC,{ callfunc "LinkFlag","Defense Area 2-1",256,35,"Defense Area 2-2",186,26; }
+arug_cas01,83,232,0 script LF-04#arug_cas01 HIDDEN_NPC,{ callfunc "LinkFlag","Defense Area 2-3",146,65,"Defense Area 2-4",176,111; }
+arug_cas01,86,232,0 script LF-05#arug_cas01 HIDDEN_NPC,{ callfunc "LinkFlag","Defense Area 3-1",94,126,"Defense Area 3-2",126,126; }
+arug_cas01,89,232,0 script LF-06#arug_cas01 HIDDEN_NPC,{ callfunc "LinkFlag","Defense Area 3-3",68,171,"Defense Area 3-4",105,182; }
+arug_cas01,92,232,0 script LF-07#arug_cas01 HIDDEN_NPC,{ callfunc "LinkFlag","Gate House Fork",233,130; }
+arug_cas01,95,232,0 script LF-08#arug_cas01 HIDDEN_NPC,{ callfunc "LinkFlag","Area 1-1",197,144,"Area 2-1",256,35,"Area 3-1",146,65; }
+arug_cas01,98,232,0 script LF-09#arug_cas01 HIDDEN_NPC,{ callfunc "LinkFlag","Area 1-2",245,103,"Area 2-2",186,26,"Area 3-3",68,171; }
+arug_cas01,101,232,0 script LF-10#arug_cas01 HIDDEN_NPC,{ callfunc "LinkFlag","Convenience Facility",121,357; }
+arug_cas01,72,176,0 script Mardol#LF_ar01_1::LF_ar01_1 HIDDEN_NPC,{ callfunc "LinkFlag","Emperium Center",67,193; }
+arug_cas01,103,186,0 duplicate(LF_ar01_1) Mardol#LF_ar01_2 HIDDEN_NPC
+arug_cas01,92,126,4 script Mardol#LF_ar01_3::LF_ar01_2 HIDDEN_NPC,{
+ callfunc "LinkFlag","Emperium Center",67,193;
+ end;
+OnAgitInit2:
+OnRecvCastleAr01:
+ flagemblem getcastledata("arug_cas01",1);
+ end;
+}
+arug_cas01,127,126,4 duplicate(LF_ar01_2) Mardol#LF_ar01_3 HIDDEN_NPC
+arug_cas01,150,102,0 duplicate(LF_ar01_1) Mardol#LF_ar01_4 HIDDEN_NPC
+arug_cas01,208,68,0 duplicate(LF_ar01_1) Mardol#LF_ar01_5 HIDDEN_NPC
+arug_cas01,249,52,0 duplicate(LF_ar01_1) Mardol#LF_ar01_6 HIDDEN_NPC
+arug_cas01,234,76,0 duplicate(LF_ar01_1) Mardol#LF_ar01_7 HIDDEN_NPC
+arug_cas01,249,76,0 duplicate(LF_ar01_1) Mardol#LF_ar01_8 HIDDEN_NPC
+arug_cas01,204,142,0 duplicate(LF_ar01_1) Mardol#LF_ar01_9 HIDDEN_NPC
+arug_cas01,183,244,0 duplicate(LF_ar01_1) Mardol#LF_ar01_10 HIDDEN_NPC
+arug_cas01,292,219,0 duplicate(LF_ar01_1) Mardol#LF_ar01_11 HIDDEN_NPC
+arug_cas01,102,120,4 duplicate(LF_ar01_2) Mardol#LF_ar01_12 GUILD_FLAG
+arug_cas01,117,120,4 duplicate(LF_ar01_2) Mardol#LF_ar01_13 GUILD_FLAG
+arug_cas01,233,140,4 duplicate(LF_ar01_2) Mardol#LF_ar01_14 GUILD_FLAG
+
+aru_gld,164,270,4 script Mardol#flag_Ar01_1::Ar01_Flag GUILD_FLAG,{
+ callfunc "ReturnFlag","arug_cas01",1;
+ end;
+OnAgitInit2:
+OnRecvCastleAr01:
+ flagemblem getcastledata("arug_cas01",1);
+ end;
+}
+aru_gld,142,235,4 duplicate(Ar01_Flag) Mardol#flag_Ar01_2 GUILD_FLAG
+aru_gld,164,245,5 duplicate(Ar01_Flag) Mardol#flag_Ar01_3 GUILD_FLAG
+aru_gld,182,255,5 duplicate(Ar01_Flag) Mardol#flag_Ar01_4 GUILD_FLAG
diff --git a/npc/woe-se/arug_cas02.txt b/npc/woe-se/arug_cas02.txt
new file mode 100644
index 000000000..bf7f639eb
--- /dev/null
+++ b/npc/woe-se/arug_cas02.txt
@@ -0,0 +1,80 @@
+//===== Hercules Script ======================================
+//= War of Emperium SE - Cyr
+//===== By: ==================================================
+//= Euphy
+//===== Current Version: =====================================
+//= 1.0
+//===== Additional Comments: =================================
+//= 1.0 Merged to template file.
+//============================================================
+
+- duplicate(Manager#template) Manager#arug_cas02 -1
+- duplicate(gard#template) gard1#arug_cas02 -1
+- duplicate(gard#template) gard2#arug_cas02 -1
+- duplicate(df#template) df1#arug_cas02 -1
+- duplicate(df#template) df2#arug_cas02 -1
+- duplicate(RL#template) RL0#arug_cas02 -1
+- duplicate(RL#template) RL1#arug_cas02 -1
+- duplicate(RL#template) RL2#arug_cas02 -1
+- duplicate(RL#template) RL3#arug_cas02 -1
+
+arug_cas02,303,341,3 duplicate(Steward#template) Steward#ar02 1_M_JOBTESTER
+arug_cas02,38,259,5 duplicate(Guardian#template) Yumenes#ar02 4_M_LGTGUARD
+arug_cas02,354,326,3 duplicate(Kafra#template) Kafra Employee#ar02 4_F_KAFRA1
+arug_cas02,33,168,0 duplicate(Guardian Stone#template) 1st Guardian Stone#ar02 CLEAR_NPC
+arug_cas02,245,168,0 duplicate(Guardian Stone#template) 2nd Guardian Stone#ar02 CLEAR_NPC
+arug_cas02,143,228,0 duplicate(Control#template) Control Device01#ar02 HIDDEN_NPC
+arug_cas02,118,356,0 duplicate(Control#template) Control Device02#ar02 HIDDEN_NPC
+arug_cas02,56,308,0 duplicate(Control#template) Control Device03#ar02 HIDDEN_NPC
+arug_cas02,386,227,0 duplicate(Switch#template) #aru02_switch HIDDEN_NPC
+arug_cas02,350,294,3 duplicate(Sunflower#template) Mysterious Sunflower#07 4_RED_FLOWER
+
+arug_cas02,98,270,0 script LF-01#arug_cas02 HIDDEN_NPC,{ callfunc "LinkFlag","First Gate House",10,187,"Second Gate House",268,187; }
+arug_cas02,98,266,0 script LF-02#arug_cas02 HIDDEN_NPC,{ callfunc "LinkFlag","Defense Area 1-1",66,31,"Defense Area 1-2",212,31; }
+arug_cas02,98,262,0 script LF-03#arug_cas02 HIDDEN_NPC,{ callfunc "LinkFlag","Defense Area 1-3",90,120,"Defense Area 1-4",188,119; }
+arug_cas02,98,258,0 script LF-04#arug_cas02 HIDDEN_NPC,{ callfunc "LinkFlag","Defense Area 2-1",119,183,"Defense Area 2-2",159,183; }
+arug_cas02,98,253,0 script LF-05#arug_cas02 HIDDEN_NPC,{ callfunc "LinkFlag","Defense Area 2-3",156,324,"Defense Area 2-4",174,372; }
+arug_cas02,98,249,0 script LF-06#arug_cas02 HIDDEN_NPC,{ callfunc "LinkFlag","Defense Area 3-1",28,325,"Defense Area 3-2",57,325; }
+arug_cas02,98,245,0 script LF-07#arug_cas02 HIDDEN_NPC,{ callfunc "LinkFlag","Center 2nd Area",156,263,"Center 3rd Area",43,354; }
+arug_cas02,98,241,0 script LF-08#arug_cas02 HIDDEN_NPC,{ callfunc "LinkFlag","Convenience Facility",387,323; }
+arug_cas02,216,92,0 script Cyr#LF_ar02_1::LF_ar02_1 HIDDEN_NPC,{ callfunc "LinkFlag","Emperium Center",43,256; }
+arug_cas02,63,92,0 duplicate(LF_ar02_1) Cyr#LF_ar02_2 HIDDEN_NPC
+arug_cas02,127,133,4 duplicate(LF_ar02_1) Cyr#LF_ar02_3 HIDDEN_NPC
+arug_cas02,152,133,4 duplicate(LF_ar02_1) Cyr#LF_ar02_4 HIDDEN_NPC
+arug_cas02,149,218,0 duplicate(LF_ar02_1) Cyr#LF_ar02_5 HIDDEN_NPC
+arug_cas02,162,218,0 duplicate(LF_ar02_1) Cyr#LF_ar02_6 HIDDEN_NPC
+arug_cas02,128,350,0 duplicate(LF_ar02_1) Cyr#LF_ar02_7 HIDDEN_NPC
+arug_cas02,128,341,0 duplicate(LF_ar02_1) Cyr#LF_ar02_8 HIDDEN_NPC
+arug_cas02,49,317,0 duplicate(LF_ar02_1) Cyr#LF_ar02_9 HIDDEN_NPC
+arug_cas02,30,317,0 duplicate(LF_ar02_1) Cyr#LF_ar02_10 HIDDEN_NPC
+arug_cas02,9,190,0 duplicate(LF_ar02_1) Cyr#LF_ar02_11 HIDDEN_NPC
+arug_cas02,271,190,0 duplicate(LF_ar02_1) Cyr#LF_ar02_12 HIDDEN_NPC
+arug_cas02,129,178,4 script Cyr#LF_ar02_13::LF_ar02_2 GUILD_FLAG,{
+ callfunc "LinkFlag","Emperium Center",43,256;
+ end;
+OnAgitInit2:
+OnRecvCastleAr02:
+ flagemblem getcastledata("arug_cas02",1);
+ end;
+}
+arug_cas02,149,178,4 duplicate(LF_ar02_2) Cyr#LF_ar02_14 GUILD_FLAG
+arug_cas02,132,38,4 duplicate(LF_ar02_2) Cyr#LF_ar02_15 GUILD_FLAG
+arug_cas02,147,38,4 duplicate(LF_ar02_2) Cyr#LF_ar02_16 GUILD_FLAG
+
+aru_gld,80,41,6 script Cyr#flag_Ar02_1::Ar02_Flag GUILD_FLAG,{
+ callfunc "ReturnFlag","arug_cas02",1;
+ end;
+OnAgitInit2:
+OnRecvCastleAr02:
+ flagemblem getcastledata("arug_cas02",1);
+ end;
+}
+aru_gld,80,52,6 duplicate(Ar02_Flag) Cyr#flag_Ar02_2 GUILD_FLAG
+aru_gld,120,83,5 script Cyr#flag_Ar02_3 GUILD_FLAG,{
+ callfunc "ReturnFlag","arug_cas02",0;
+ end;
+OnAgitInit2:
+OnRecvCastleAr02:
+ flagemblem getcastledata("arug_cas02",1);
+ end;
+}
diff --git a/npc/woe-se/arug_cas03.txt b/npc/woe-se/arug_cas03.txt
new file mode 100644
index 000000000..0a1665566
--- /dev/null
+++ b/npc/woe-se/arug_cas03.txt
@@ -0,0 +1,72 @@
+//===== Hercules Script ======================================
+//= War of Emperium SE - Horn
+//===== By: ==================================================
+//= Euphy
+//===== Current Version: =====================================
+//= 1.0
+//===== Additional Comments: =================================
+//= 1.0 Merged to template file.
+//============================================================
+
+- duplicate(Manager#template) Manager#arug_cas03 -1
+- duplicate(gard#template) gard1#arug_cas03 -1
+- duplicate(gard#template) gard2#arug_cas03 -1
+- duplicate(df#template) df1#arug_cas03 -1
+- duplicate(df#template) df2#arug_cas03 -1
+- duplicate(RL#template) RL0#arug_cas03 -1
+- duplicate(RL#template) RL1#arug_cas03 -1
+- duplicate(RL#template) RL2#arug_cas03 -1
+- duplicate(RL#template) RL3#arug_cas03 -1
+
+arug_cas03,328,98,3 duplicate(Steward#template) Steward#ar03 1_M_JOBTESTER
+arug_cas03,146,315,3 duplicate(Guardian#template) Yehsus#ar03 4_M_LGTGUARD
+arug_cas03,315,98,5 duplicate(Kafra#template) Kafra Employee#ar03 4_F_KAFRA1
+arug_cas03,65,171,0 duplicate(Guardian Stone#template) 1st Guardian Stone#ar03 CLEAR_NPC
+arug_cas03,212,149,0 duplicate(Guardian Stone#template) 2nd Guardian Stone#ar03 CLEAR_NPC
+arug_cas03,136,158,0 duplicate(Control#template) Control Device01#ar03 HIDDEN_NPC
+arug_cas03,135,212,0 duplicate(Control#template) Control Device02#ar03 HIDDEN_NPC
+arug_cas03,134,266,0 duplicate(Control#template) Control Device03#ar03 HIDDEN_NPC
+arug_cas03,299,277,0 duplicate(Switch#template) #aru03_switch HIDDEN_NPC
+arug_cas03,312,154,3 duplicate(Sunflower#template) Mysterious Sunflower#08 4_RED_FLOWER
+
+arug_cas03,122,314,0 script LF-01#arug_cas03 HIDDEN_NPC,{ callfunc "LinkFlag","First Gate House",84,158,"Second Gate House",197,136; }
+arug_cas03,125,314,0 script LF-02#arug_cas03 HIDDEN_NPC,{ callfunc "LinkFlag","Defense Area 1-1",65,94,"Defense Area 1-2",211,97; }
+arug_cas03,128,314,0 script LF-03#arug_cas03 HIDDEN_NPC,{ callfunc "LinkFlag","Defense Area 1-3",112,73,"Defense Area 1-4",171,73; }
+arug_cas03,131,314,0 script LF-04#arug_cas03 HIDDEN_NPC,{ callfunc "LinkFlag","Defense Area 2-1",112,152,"Defense Area 2-2",172,152; }
+arug_cas03,134,314,0 script LF-05#arug_cas03 HIDDEN_NPC,{ callfunc "LinkFlag","Defense Area 2-3",120,186,"Defense Area 2-4",162,186; }
+arug_cas03,149,314,0 script LF-06#arug_cas03 HIDDEN_NPC,{ callfunc "LinkFlag","Defense Area 3-1",116,235,"Defense Area 3-2",164,235; }
+arug_cas03,152,314,0 script LF-07#arug_cas03 HIDDEN_NPC,{ callfunc "LinkFlag","Defense Area 1-1",65,94,"Defense Area 2-1",112,152,"Defense Area 3-1",116,235; }
+arug_cas03,155,314,0 script LF-08#arug_cas03 HIDDEN_NPC,{ callfunc "LinkFlag","Defense Area 1-2",211,97,"Defense Area 2-2",172,152,"Defense Area 3-2",164,235; }
+arug_cas03,158,314,0 script LF-09#arug_cas03 HIDDEN_NPC,{ callfunc "LinkFlag","Defense Area 1-4",171,73,"Defense Area 2-4",162,186; }
+arug_cas03,161,314,0 script LF-10#arug_cas03 HIDDEN_NPC,{ callfunc "LinkFlag","Convenience Facility",321,57; }
+arug_cas03,45,158,0 script Horn#LF_ar03_01::LF_ar03_01 HIDDEN_NPC,{ callfunc "LinkFlag","Emperium Center",121,318; }
+arug_cas03,226,156,0 duplicate(LF_ar03_01) Horn#LF_ar03_01 HIDDEN_NPC
+arug_cas03,134,62,4 duplicate(LF_ar03_01) Horn#LF_ar03_02 HIDDEN_NPC
+arug_cas03,149,62,4 duplicate(LF_ar03_01) Horn#LF_ar03_03 HIDDEN_NPC
+arug_cas03,123,154,0 duplicate(LF_ar03_01) Horn#LF_ar03_04 HIDDEN_NPC
+arug_cas03,160,154,0 duplicate(LF_ar03_01) Horn#LF_ar03_05 HIDDEN_NPC
+arug_cas03,135,205,0 duplicate(LF_ar03_01) Horn#LF_ar03_06 HIDDEN_NPC
+arug_cas03,148,205,0 duplicate(LF_ar03_01) Horn#LF_ar03_07 HIDDEN_NPC
+arug_cas03,134,260,0 duplicate(LF_ar03_01) Horn#LF_ar03_08 HIDDEN_NPC
+//arug_cas03,204,142,0 duplicate(LF_ar03_01) Horn#LF_ar03_09 HIDDEN_NPC
+arug_cas03,148,103,4 script Horn#LF_ar03_10::LF_ar03_02 GUILD_FLAG,{
+ callfunc "LinkFlag","Emperium Center",121,318;
+ end;
+OnAgitInit2:
+OnRecvCastleAr03:
+ flagemblem getcastledata("arug_cas03",1);
+ end;
+}
+arug_cas03,135,103,4 duplicate(LF_ar03_02) Horn#LF_ar03_11 GUILD_FLAG
+arug_cas03,63,51,7 duplicate(LF_ar03_02) Horn#LF_ar03_12 GUILD_FLAG
+arug_cas03,214,51,1 duplicate(LF_ar03_02) Horn#LF_ar03_13 GUILD_FLAG
+
+aru_gld,60,174,0 script Horn#flag_Ar03_1::Ar03_Flag GUILD_FLAG,{
+ callfunc "ReturnFlag","arug_cas03",1;
+ end;
+OnAgitInit2:
+OnRecvCastleAr03:
+ flagemblem getcastledata("arug_cas03",1);
+ end;
+}
+aru_gld,74,174,0 duplicate(Ar03_Flag) Horn#flag_Ar03_2 GUILD_FLAG
diff --git a/npc/woe-se/arug_cas04.txt b/npc/woe-se/arug_cas04.txt
new file mode 100644
index 000000000..e6d734684
--- /dev/null
+++ b/npc/woe-se/arug_cas04.txt
@@ -0,0 +1,81 @@
+//===== Hercules Script ======================================
+//= War of Emperium SE - Gefn
+//===== By: ==================================================
+//= Euphy
+//===== Current Version: =====================================
+//= 1.0
+//===== Additional Comments: =================================
+//= 1.0 Merged to template file.
+//============================================================
+
+- duplicate(Manager#template) Manager#arug_cas04 -1
+- duplicate(gard#template) gard1#arug_cas04 -1
+- duplicate(gard#template) gard2#arug_cas04 -1
+- duplicate(df#template) df1#arug_cas04 -1
+- duplicate(df#template) df2#arug_cas04 -1
+- duplicate(RL#template) RL0#arug_cas04 -1
+- duplicate(RL#template) RL1#arug_cas04 -1
+- duplicate(RL#template) RL2#arug_cas04 -1
+- duplicate(RL#template) RL3#arug_cas04 -1
+
+arug_cas04,328,98,3 duplicate(Steward#template) Steward#ar04 1_M_JOBTESTER
+arug_cas04,146,315,3 duplicate(Guardian#template) Nios#ar04 4_M_LGTGUARD
+arug_cas04,315,98,5 duplicate(Kafra#template) Kafra Employee#ar04 4_F_KAFRA1
+arug_cas04,65,171,0 duplicate(Guardian Stone#template) 1st Guardian Stone#ar04 CLEAR_NPC
+arug_cas04,212,149,0 duplicate(Guardian Stone#template) 2nd Guardian Stone#ar04 CLEAR_NPC
+arug_cas04,136,158,0 duplicate(Control#template) Control Device01#ar04 HIDDEN_NPC
+arug_cas04,135,212,0 duplicate(Control#template) Control Device02#ar04 HIDDEN_NPC
+arug_cas04,134,266,0 duplicate(Control#template) Control Device03#ar04 HIDDEN_NPC
+arug_cas04,299,277,0 duplicate(Switch#template) #aru04_switch HIDDEN_NPC
+arug_cas04,312,154,3 duplicate(Sunflower#template) Mysterious Sunflower#09 4_RED_FLOWER
+
+arug_cas04,122,314,0 script LF-01#arug_cas04 HIDDEN_NPC,{ callfunc "LinkFlag","First Gate House",84,158,"Second Gate House",197,136; }
+arug_cas04,125,314,0 script LF-02#arug_cas04 HIDDEN_NPC,{ callfunc "LinkFlag","Defense Area 1-1",65,94,"Defense Area 1-2",211,97; }
+arug_cas04,128,314,0 script LF-03#arug_cas04 HIDDEN_NPC,{ callfunc "LinkFlag","Defense Area 1-3",112,73,"Defense Area 1-4",171,73; }
+arug_cas04,131,314,0 script LF-04#arug_cas04 HIDDEN_NPC,{ callfunc "LinkFlag","Defense Area 2-1",112,152,"Defense Area 2-2",172,152; }
+arug_cas04,134,314,0 script LF-05#arug_cas04 HIDDEN_NPC,{ callfunc "LinkFlag","Defense Area 2-3",120,186,"Defense Area 2-4",162,186; }
+arug_cas04,149,314,0 script LF-06#arug_cas04 HIDDEN_NPC,{ callfunc "LinkFlag","Defense Area 3-1",116,235,"Defense Area 3-2",164,235; }
+arug_cas04,152,314,0 script LF-07#arug_cas04 HIDDEN_NPC,{ callfunc "LinkFlag","Defense Area 1-1",65,94,"Defense Area 2-1",112,152,"Defense Area 3-1",116,235; }
+arug_cas04,155,314,0 script LF-08#arug_cas04 HIDDEN_NPC,{ callfunc "LinkFlag","Defense Area 1-2",211,97,"Defense Area 2-2",172,152,"Defense Area 3-2",164,235; }
+arug_cas04,158,314,0 script LF-09#arug_cas04 HIDDEN_NPC,{ callfunc "LinkFlag","Defense Area 1-4",171,73,"Defense Area 2-4",162,186; }
+arug_cas04,161,314,0 script LF-10#arug_cas04 HIDDEN_NPC,{ callfunc "LinkFlag","Convenience Facility",321,57; }
+arug_cas04,45,158,0 script Gefn#LF_ar04_01::LF_ar04_01 HIDDEN_NPC,{ callfunc "LinkFlag","Emperium Center",121,318; }
+arug_cas04,226,156,0 duplicate(LF_ar04_01) Gefn#LF_ar04_01 HIDDEN_NPC
+arug_cas04,134,62,4 duplicate(LF_ar04_01) Gefn#LF_ar04_02 HIDDEN_NPC
+arug_cas04,149,62,4 duplicate(LF_ar04_01) Gefn#LF_ar04_03 HIDDEN_NPC
+arug_cas04,123,154,0 duplicate(LF_ar04_01) Gefn#LF_ar04_04 HIDDEN_NPC
+arug_cas04,160,154,0 duplicate(LF_ar04_01) Gefn#LF_ar04_05 HIDDEN_NPC
+arug_cas04,135,205,0 duplicate(LF_ar04_01) Gefn#LF_ar04_06 HIDDEN_NPC
+arug_cas04,148,205,0 duplicate(LF_ar04_01) Gefn#LF_ar04_07 HIDDEN_NPC
+arug_cas04,134,260,0 duplicate(LF_ar04_01) Gefn#LF_ar04_08 HIDDEN_NPC
+//arug_cas04,204,142,0 duplicate(LF_ar04_01) Gefn#LF_ar04_09 HIDDEN_NPC
+arug_cas04,148,103,4 script Gefn#LF_ar04_10::LF_ar04_02 GUILD_FLAG,{
+ callfunc "LinkFlag","Emperium Center",121,318;
+ end;
+OnAgitInit2:
+OnRecvCastleAr04:
+ flagemblem getcastledata("arug_cas04",1);
+ end;
+}
+arug_cas04,135,103,4 duplicate(LF_ar04_02) Gefn#LF_ar04_11 GUILD_FLAG
+arug_cas04,63,51,7 duplicate(LF_ar04_02) Gefn#LF_ar04_12 GUILD_FLAG
+arug_cas04,214,51,1 duplicate(LF_ar04_02) Gefn#LF_ar04_13 GUILD_FLAG
+
+aru_gld,306,359,6 script Gefn#flag_ar04_1::ar04_Flag GUILD_FLAG,{
+ callfunc "ReturnFlag","arug_cas04",1;
+ end;
+OnAgitInit2:
+OnRecvCastleAr04:
+ flagemblem getcastledata("arug_cas04",1);
+ end;
+}
+aru_gld,306,348,6 duplicate(ar04_Flag) Gefn#flag_ar04_2 GUILD_FLAG
+aru_gld,301,318,4 script Gefn#flag_ar04_3::ar04_Flag2 GUILD_FLAG,{
+ callfunc "ReturnFlag","arug_cas04",0;
+ end;
+OnAgitInit2:
+OnRecvCastleAr04:
+ flagemblem getcastledata("arug_cas04",1);
+ end;
+}
+aru_gld,313,318,4 duplicate(ar04_Flag2) Gefn#flag_ar04_4 GUILD_FLAG
diff --git a/npc/woe-se/arug_cas05.txt b/npc/woe-se/arug_cas05.txt
new file mode 100644
index 000000000..e4848b346
--- /dev/null
+++ b/npc/woe-se/arug_cas05.txt
@@ -0,0 +1,81 @@
+//===== Hercules Script ======================================
+//= War of Emperium SE - Banadis
+//===== By: ==================================================
+//= Euphy
+//===== Current Version: =====================================
+//= 1.0
+//===== Additional Comments: =================================
+//= 1.0 Merged to template file.
+//============================================================
+
+- duplicate(Manager#template) Manager#arug_cas05 -1
+- duplicate(gard#template) gard1#arug_cas05 -1
+- duplicate(gard#template) gard2#arug_cas05 -1
+- duplicate(df#template) df1#arug_cas05 -1
+- duplicate(df#template) df2#arug_cas05 -1
+- duplicate(RL#template) RL0#arug_cas05 -1
+- duplicate(RL#template) RL1#arug_cas05 -1
+- duplicate(RL#template) RL2#arug_cas05 -1
+- duplicate(RL#template) RL3#arug_cas05 -1
+
+arug_cas05,328,98,3 duplicate(Steward#template) Steward#ar05 1_M_JOBTESTER
+arug_cas05,146,315,3 duplicate(Guardian#template) Eeos#ar05 4_M_LGTGUARD
+arug_cas05,315,98,5 duplicate(Kafra#template) Kafra Employee#ar05 4_F_KAFRA1
+arug_cas05,65,171,0 duplicate(Guardian Stone#template) 1st Guardian Stone#ar05 CLEAR_NPC
+arug_cas05,212,149,0 duplicate(Guardian Stone#template) 2nd Guardian Stone#ar05 CLEAR_NPC
+arug_cas05,136,158,0 duplicate(Control#template) Control Device01#ar05 HIDDEN_NPC
+arug_cas05,135,212,0 duplicate(Control#template) Control Device02#ar05 HIDDEN_NPC
+arug_cas05,134,266,0 duplicate(Control#template) Control Device03#ar05 HIDDEN_NPC
+arug_cas05,299,277,0 duplicate(Switch#template) #aru05_switch HIDDEN_NPC
+arug_cas05,312,154,3 duplicate(Sunflower#template) Mysterious Sunflower#10 4_RED_FLOWER
+
+arug_cas05,122,314,0 script LF-01#arug_cas05 HIDDEN_NPC,{ callfunc "LinkFlag","First Gate House",84,158,"Second Gate House",197,136; }
+arug_cas05,125,314,0 script LF-02#arug_cas05 HIDDEN_NPC,{ callfunc "LinkFlag","Defense Area 1-1",65,94,"Defense Area 1-2",211,97; }
+arug_cas05,128,314,0 script LF-03#arug_cas05 HIDDEN_NPC,{ callfunc "LinkFlag","Defense Area 1-3",112,73,"Defense Area 1-4",171,73; }
+arug_cas05,131,314,0 script LF-04#arug_cas05 HIDDEN_NPC,{ callfunc "LinkFlag","Defense Area 2-1",112,152,"Defense Area 2-2",172,152; }
+arug_cas05,134,314,0 script LF-05#arug_cas05 HIDDEN_NPC,{ callfunc "LinkFlag","Defense Area 2-3",120,186,"Defense Area 2-4",162,186; }
+arug_cas05,149,314,0 script LF-06#arug_cas05 HIDDEN_NPC,{ callfunc "LinkFlag","Defense Area 3-1",116,235,"Defense Area 3-2",164,235; }
+arug_cas05,152,314,0 script LF-07#arug_cas05 HIDDEN_NPC,{ callfunc "LinkFlag","Defense Area 1-1",65,94,"Defense Area 2-1",112,152,"Defense Area 3-1",116,235; }
+arug_cas05,155,314,0 script LF-08#arug_cas05 HIDDEN_NPC,{ callfunc "LinkFlag","Defense Area 1-2",211,97,"Defense Area 2-2",172,152,"Defense Area 3-2",164,235; }
+arug_cas05,158,314,0 script LF-09#arug_cas05 HIDDEN_NPC,{ callfunc "LinkFlag","Defense Area 1-4",171,73,"Defense Area 2-4",162,186; }
+arug_cas05,161,314,0 script LF-10#arug_cas05 HIDDEN_NPC,{ callfunc "LinkFlag","Convenience Facility",321,57; }
+arug_cas05,45,158,0 script Banadis#LF_ar05_01::LF_ar05_01 HIDDEN_NPC,{ callfunc "LinkFlag","Emperium Center",121,318; }
+arug_cas05,226,156,0 duplicate(LF_ar05_01) Banadis#LF_ar05_01 HIDDEN_NPC
+arug_cas05,134,62,4 duplicate(LF_ar05_01) Banadis#LF_ar05_02 HIDDEN_NPC
+arug_cas05,149,62,4 duplicate(LF_ar05_01) Banadis#LF_ar05_03 HIDDEN_NPC
+arug_cas05,123,154,0 duplicate(LF_ar05_01) Banadis#LF_ar05_04 HIDDEN_NPC
+arug_cas05,160,154,0 duplicate(LF_ar05_01) Banadis#LF_ar05_05 HIDDEN_NPC
+arug_cas05,135,205,0 duplicate(LF_ar05_01) Banadis#LF_ar05_06 HIDDEN_NPC
+arug_cas05,148,205,0 duplicate(LF_ar05_01) Banadis#LF_ar05_07 HIDDEN_NPC
+arug_cas05,134,260,0 duplicate(LF_ar05_01) Banadis#LF_ar05_08 HIDDEN_NPC
+//arug_cas05,204,142,0 duplicate(LF_ar05_01) Banadis#LF_ar05_09 HIDDEN_NPC
+arug_cas05,148,103,4 script Banadis#LF_ar05_10::LF_ar05_02 GUILD_FLAG,{
+ callfunc "LinkFlag","Emperium Center",121,318;
+ end;
+OnAgitInit2:
+OnRecvCastleAr05:
+ flagemblem getcastledata("arug_cas05",1);
+ end;
+}
+arug_cas05,135,103,4 duplicate(LF_ar05_02) Banadis#LF_ar05_11 GUILD_FLAG
+arug_cas05,63,51,7 duplicate(LF_ar05_02) Banadis#LF_ar05_12 GUILD_FLAG
+arug_cas05,214,51,1 duplicate(LF_ar05_02) Banadis#LF_ar05_13 GUILD_FLAG
+
+aru_gld,289,103,6 script Banadis#flag_ar05_1::ar05_Flag GUILD_FLAG,{
+ callfunc "ReturnFlag","arug_cas05",1;
+ end;
+OnAgitInit2:
+OnRecvCastleAr05:
+ flagemblem getcastledata("arug_cas05",1);
+ end;
+}
+aru_gld,289,112,6 duplicate(ar05_Flag) Banadis#flag_ar05_2 GUILD_FLAG
+aru_gld,350,98,6 script Banadis#flag_ar05_3::ar05_Flag2 GUILD_FLAG,{
+ callfunc "ReturnFlag","arug_cas05",0;
+ end;
+OnAgitInit2:
+OnRecvCastleAr05:
+ flagemblem getcastledata("arug_cas05",1);
+ end;
+}
+aru_gld,350,88,6 duplicate(ar05_Flag2) Banadis#flag_ar05_4 GUILD_FLAG
diff --git a/npc/woe-se/guild_flags.txt b/npc/woe-se/guild_flags.txt
new file mode 100644
index 000000000..bfbca227d
--- /dev/null
+++ b/npc/woe-se/guild_flags.txt
@@ -0,0 +1,103 @@
+//===== Hercules Script ======================================
+//= War of Emperium Second Edition
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.0
+//===== Description: =========================================
+//= WoE SE Guild Flags in Juno and Rachel
+//===== Additional Comments: =================================
+//= 1.0 First Version [L0ne_W0lf]
+//============================================================
+
+// Juno
+yuno,109,167,5 script Himinn GUILD_FLAG,{
+ end;
+
+OnAgitInit2:
+OnRecvCastleSc01:
+ flagemblem getcastledata("schg_cas01",1);
+ end;
+}
+
+yuno,110,171,5 script Andlangr GUILD_FLAG,{
+ end;
+
+OnAgitInit2:
+OnRecvCastleSc02:
+ flagemblem getcastledata("schg_cas02",1);
+ end;
+}
+
+yuno,111,175,5 script Viblainn GUILD_FLAG,{
+ end;
+
+OnAgitInit2:
+OnRecvCastleSc03:
+ flagemblem getcastledata("schg_cas03",1);
+ end;
+}
+
+yuno,112,179,5 script Hljod GUILD_FLAG,{
+ end;
+
+OnAgitInit2:
+OnRecvCastleSc04:
+ flagemblem getcastledata("schg_cas04",1);
+ end;
+}
+
+yuno,114,183,5 script Skidbladnir GUILD_FLAG,{
+ end;
+
+OnAgitInit2:
+OnRecvCastleSc05:
+ flagemblem getcastledata("schg_cas05",1);
+ end;
+}
+
+// Arunafeltz
+rachel,124,120,3 script Mardol GUILD_FLAG,{
+ end;
+
+OnAgitInit2:
+OnRecvCastleAr01:
+ flagemblem getcastledata("arug_cas01",1);
+ end;
+}
+
+rachel,136,120,5 script Cyr GUILD_FLAG,{
+ end;
+
+OnAgitInit2:
+OnRecvCastleAr02:
+ flagemblem getcastledata("arug_cas02",1);
+ end;
+}
+
+rachel,138,126,6 script Horn GUILD_FLAG,{
+ end;
+
+OnAgitInit2:
+OnRecvCastleAr03:
+ flagemblem getcastledata("arug_cas03",1);
+ end;
+}
+
+rachel,135,131,7 script Gefn GUILD_FLAG,{
+ end;
+
+OnAgitInit2:
+OnRecvCastleAr04:
+ flagemblem getcastledata("arug_cas04",1);
+ end;
+}
+
+rachel,124,130,1 script Banadis GUILD_FLAG,{
+ end;
+
+OnAgitInit2:
+OnRecvCastleAr05:
+ flagemblem getcastledata("arug_cas05",1);
+ end;
+}
diff --git a/npc/woe-se/schg_cas01.txt b/npc/woe-se/schg_cas01.txt
new file mode 100644
index 000000000..ba9da886b
--- /dev/null
+++ b/npc/woe-se/schg_cas01.txt
@@ -0,0 +1,72 @@
+//===== Hercules Script ======================================
+//= War of Emperium SE - Himinn
+//===== By: ==================================================
+//= Euphy
+//===== Current Version: =====================================
+//= 1.0
+//===== Additional Comments: =================================
+//= 1.0 Merged to template file.
+//============================================================
+
+- duplicate(Manager#template) Manager#schg_cas01 -1
+- duplicate(gard#template) gard1#schg_cas01 -1
+- duplicate(gard#template) gard2#schg_cas01 -1
+- duplicate(df#template) df1#schg_cas01 -1
+- duplicate(df#template) df2#schg_cas01 -1
+- duplicate(RL#template) RL0#schg_cas01 -1
+- duplicate(RL#template) RL1#schg_cas01 -1
+- duplicate(RL#template) RL2#schg_cas01 -1
+- duplicate(RL#template) RL3#schg_cas01 -1
+
+schg_cas01,247,305,3 duplicate(Steward#template) Steward#sc01 1_M_JOBTESTER
+schg_cas01,123,306,3 duplicate(Guardian#template) Ef#sc01 4_M_LGTGUARD
+schg_cas01,300,287,5 duplicate(Kafra#template) Kafra Employee#sc01 4_F_KAFRA1
+schg_cas01,27,36,0 duplicate(Guardian Stone#template) 1st Guardian Stone#sc01 CLEAR_NPC
+schg_cas01,208,75,0 duplicate(Guardian Stone#template) 2nd Guardian Stone#sc01 CLEAR_NPC
+schg_cas01,124,52,0 duplicate(Control#template) Control Device01#sc01 HIDDEN_NPC
+schg_cas01,128,157,0 duplicate(Control#template) Control Device02#sc01 HIDDEN_NPC
+schg_cas01,109,247,0 duplicate(Control#template) Control Device03#sc01 HIDDEN_NPC
+schg_cas01,391,391,0 duplicate(Switch#template) #sch01_switch HIDDEN_NPC
+schg_cas01,280,391,3 duplicate(Sunflower#template) Mysterious Sunflower#01 4_BLUE_FLOWER
+
+schg_cas01,106,302,0 script LF-01#schg_cas01 HIDDEN_NPC,{ callfunc "LinkFlag","First Gate House",19,26,"Second Gate House",219,90; }
+schg_cas01,109,302,0 script LF-02#schg_cas01 HIDDEN_NPC,{ callfunc "LinkFlag","Defense Area 1-1",89,43,"Defense Area 1-2",141,45; }
+schg_cas01,112,302,0 script LF-03#schg_cas01 HIDDEN_NPC,{ callfunc "LinkFlag","Defense Area 2-1",137,54,"Defense Area 2-2",102,54; }
+schg_cas01,115,302,0 script LF-04#schg_cas01 HIDDEN_NPC,{ callfunc "LinkFlag","Defense Area 2-3",94,147,"Defense Area 2-4",163,140; }
+schg_cas01,118,302,0 script LF-05#schg_cas01 HIDDEN_NPC,{ callfunc "LinkFlag","Defense Area 2-3",87,220,"Defense Area 2-4",151,220; }
+schg_cas01,121,302,0 script LF-06#schg_cas01 HIDDEN_NPC,{ callfunc "LinkFlag","Defense Area 3-1",100,242,"Defense Area 3-2",136,242; }
+schg_cas01,124,302,0 script LF-07#schg_cas01 HIDDEN_NPC,{ callfunc "LinkFlag","Center 1 Area",120,168,"Center 2 Area",119,211; }
+schg_cas01,127,302,0 script LF-08#schg_cas01 HIDDEN_NPC,{ callfunc "LinkFlag","Area 1-1",89,43,"Area 2-1",94,147,"Area 3-1",100,242; }
+schg_cas01,130,302,0 script LF-09#schg_cas01 HIDDEN_NPC,{ callfunc "LinkFlag","Area 1-2",141,45,"Area 2-3",163,140,"Area 3-2",136,243; }
+schg_cas01,133,302,0 script LF-10#schg_cas01 HIDDEN_NPC,{ callfunc "LinkFlag","Convenience Facility",275,244; }
+schg_cas01,17,45,0 script Himinn#LF_sc01_1::LF_sc01_1 HIDDEN_NPC,{ callfunc "LinkFlag","Emperium Center",120,290; }
+schg_cas01,207,95,0 duplicate(LF_sc01_1) Himinn#LF_sc01_2 HIDDEN_NPC
+schg_cas01,111,46,4 script Himinn#LF_sc01_3::LF_sc01_2 GUILD_FLAG,{
+ callfunc "LinkFlag","Emperium Center",120,290;
+ end;
+OnAgitInit2:
+OnRecvCastleSc01:
+ flagemblem getcastledata("schg_cas01",1);
+ end;
+}
+schg_cas01,129,46,4 duplicate(LF_sc01_2) Himinn#LF_sc01_4 GUILD_FLAG
+schg_cas01,99,77,0 duplicate(LF_sc01_1) Himinn#LF_sc01_5 HIDDEN_NPC
+schg_cas01,140,77,0 duplicate(LF_sc01_1) Himinn#LF_sc01_6 HIDDEN_NPC
+schg_cas01,109,150,4 duplicate(LF_sc01_2) Himinn#LF_sc01_7 GUILD_FLAG
+schg_cas01,130,150,4 duplicate(LF_sc01_2) Himinn#LF_sc01_8 GUILD_FLAG
+schg_cas01,112,212,0 duplicate(LF_sc01_1) Himinn#LF_sc01_9 HIDDEN_NPC
+schg_cas01,127,212,0 duplicate(LF_sc01_1) Himinn#LF_sc01_10 HIDDEN_NPC
+schg_cas01,113,238,0 duplicate(LF_sc01_1) Himinn#LF_sc01_11 HIDDEN_NPC
+schg_cas01,126,238,0 duplicate(LF_sc01_1) Himinn#LF_sc01_12 HIDDEN_NPC
+schg_cas01,95,247,0 duplicate(LF_sc01_1) Himinn#LF_sc01_13 HIDDEN_NPC
+schg_cas01,144,247,0 duplicate(LF_sc01_1) Himinn#LF_sc01_14 HIDDEN_NPC
+
+sch_gld,290,90,0 script Himinn#flag_sc01_1::Sc01_Flag GUILD_FLAG,{
+ callfunc "ReturnFlag","schg_cas01",1;
+ end;
+OnAgitInit2:
+OnRecvCastleSc01:
+ flagemblem getcastledata("schg_cas01",1);
+ end;
+}
+sch_gld,297,90,0 duplicate(Sc01_Flag) Himinn#flag_sc01_2 GUILD_FLAG
diff --git a/npc/woe-se/schg_cas02.txt b/npc/woe-se/schg_cas02.txt
new file mode 100644
index 000000000..798fb9c8b
--- /dev/null
+++ b/npc/woe-se/schg_cas02.txt
@@ -0,0 +1,64 @@
+//===== Hercules Script ======================================
+//= War of Emperium SE - Andlangr
+//===== By: ==================================================
+//= Euphy
+//===== Current Version: =====================================
+//= 1.0
+//===== Additional Comments: =================================
+//= 1.0 Merged to template file.
+//============================================================
+
+- duplicate(Manager#template) Manager#schg_cas02 -1
+- duplicate(gard#template) gard1#schg_cas02 -1
+- duplicate(gard#template) gard2#schg_cas02 -1
+- duplicate(df#template) df1#schg_cas02 -1
+- duplicate(df#template) df2#schg_cas02 -1
+- duplicate(RL#template) RL0#schg_cas02 -1
+- duplicate(RL#template) RL1#schg_cas02 -1
+- duplicate(RL#template) RL2#schg_cas02 -1
+- duplicate(RL#template) RL3#schg_cas02 -1
+
+schg_cas02,105,378,3 duplicate(Steward#template) Steward#sc02 1_M_JOBTESTER
+schg_cas02,140,184,3 duplicate(Guardian#template) Endeef#sc02 4_M_LGTGUARD
+schg_cas02,131,365,3 duplicate(Kafra#template) Kafra Employee#sc02 4_F_KAFRA1
+schg_cas02,231,57,0 duplicate(Guardian Stone#template) 1st Guardian Stone#sc02 CLEAR_NPC
+schg_cas02,335,231,0 duplicate(Guardian Stone#template) 2nd Guardian Stone#sc02 CLEAR_NPC
+schg_cas02,288,97,0 duplicate(Control#template) Control Device01#sc02 HIDDEN_NPC
+schg_cas02,230,209,0 duplicate(Control#template) Control Device02#sc02 HIDDEN_NPC
+schg_cas02,159,143,0 duplicate(Control#template) Control Device03#sc02 HIDDEN_NPC
+schg_cas02,257,369,0 duplicate(Switch#template) #sc02_switch HIDDEN_NPC
+schg_cas02,174,328,3 duplicate(Sunflower#template) Mysterious Sunflower#02 4_BLUE_FLOWER
+
+schg_cas02,143,198,0 script LF-01#schg_cas02 HIDDEN_NPC,{ callfunc "LinkFlag","First Gate House",235,44,"Second Gate House",302,233; }
+schg_cas02,143,202,0 script LF-02#schg_cas02 HIDDEN_NPC,{ callfunc "LinkFlag","Defense Area 1-1",317,83,"Defense Area 1-2",359,83; }
+schg_cas02,143,206,0 script LF-03#schg_cas02 HIDDEN_NPC,{ callfunc "LinkFlag","Defense Area 2-1",283,79,"Defense Area 2-2",280,122; }
+schg_cas02,145,208,0 script LF-04#schg_cas02 HIDDEN_NPC,{ callfunc "LinkFlag","Defense Area 3-1",215,110,"Defense Area 3-2",255,215; }
+schg_cas02,180,208,0 script LF-05#schg_cas02 HIDDEN_NPC,{ callfunc "LinkFlag","Center 1 Area",338,153,"Center 2 Area",213,226; }
+schg_cas02,182,206,0 script LF-06#schg_cas02 HIDDEN_NPC,{ callfunc "LinkFlag","Defense Area 1-1",317,83,"Defense Area 2-1",283,79,"Defense Area 3-1",215,110; }
+schg_cas02,182,202,0 script LF-07#schg_cas02 HIDDEN_NPC,{ callfunc "LinkFlag","Area 1-2",359,83,"Area 2-2",280,122,"Area 3-2",255,215; }
+schg_cas02,182,198,0 script LF-08#schg_cas02 HIDDEN_NPC,{ callfunc "LinkFlag","Convenience Facility",101,306; }
+schg_cas02,235,222,0 script Andlangr#LF_sc02_1::LF_sc02_1 HIDDEN_NPC,{ callfunc "LinkFlag","Emperium Center",136,188; }
+schg_cas02,157,136,0 duplicate(LF_sc02_1) Andlangr#LF_sc02_2 HIDDEN_NPC
+schg_cas02,168,136,4 duplicate(LF_sc02_1) Andlangr#LF_sc02_3 HIDDEN_NPC
+schg_cas02,320,232,4 duplicate(LF_sc02_1) Andlangr#LF_sc02_4 HIDDEN_NPC
+schg_cas02,295,109,0 duplicate(LF_sc02_1) Andlangr#LF_sc02_5 HIDDEN_NPC
+schg_cas02,295,92,0 duplicate(LF_sc02_1) Andlangr#LF_sc02_6 HIDDEN_NPC
+schg_cas02,285,90,4 duplicate(LF_sc02_1) Andlangr#LF_sc02_7 HIDDEN_NPC
+schg_cas02,285,190,4 duplicate(LF_sc02_1) Andlangr#LF_sc02_8 HIDDEN_NPC
+schg_cas02,238,66,0 duplicate(LF_sc02_1) Andlangr#LF_sc02_9 HIDDEN_NPC
+schg_cas02,230,45,0 duplicate(LF_sc02_1) Andlangr#LF_sc02_10 HIDDEN_NPC
+schg_cas02,233,120,0 duplicate(LF_sc02_1) Andlangr#LF_sc02_11 HIDDEN_NPC
+schg_cas02,247,120,0 duplicate(LF_sc02_1) Andlangr#LF_sc02_12 HIDDEN_NPC
+schg_cas02,261,162,0 duplicate(LF_sc02_1) Andlangr#LF_sc02_13 HIDDEN_NPC
+schg_cas02,244,162,0 duplicate(LF_sc02_1) Andlangr#LF_sc02_14 HIDDEN_NPC
+schg_cas02,235,207,0 duplicate(LF_sc02_1) Andlangr#LF_sc02_15 HIDDEN_NPC
+
+sch_gld,296,247,4 script Andlangr#flag_sc02_1::Sc02_Flag GUILD_FLAG,{
+ callfunc "ReturnFlag","schg_cas02",1;
+ end;
+OnAgitInit2:
+OnRecvCastleSc02:
+ flagemblem getcastledata("schg_cas02",1);
+ end;
+}
+sch_gld,280,247,4 duplicate(Sc02_Flag) Andlangr#flag_sc02_2 GUILD_FLAG
diff --git a/npc/woe-se/schg_cas03.txt b/npc/woe-se/schg_cas03.txt
new file mode 100644
index 000000000..77d50195e
--- /dev/null
+++ b/npc/woe-se/schg_cas03.txt
@@ -0,0 +1,72 @@
+//===== Hercules Script ======================================
+//= War of Emperium SE - Vidblainn
+//===== By: ==================================================
+//= Euphy
+//===== Current Version: =====================================
+//= 1.0
+//===== Additional Comments: =================================
+//= 1.0 Merged to template file.
+//============================================================
+
+- duplicate(Manager#template) Manager#schg_cas03 -1
+- duplicate(gard#template) gard1#schg_cas03 -1
+- duplicate(gard#template) gard2#schg_cas03 -1
+- duplicate(df#template) df1#schg_cas03 -1
+- duplicate(df#template) df2#schg_cas03 -1
+- duplicate(RL#template) RL0#schg_cas03 -1
+- duplicate(RL#template) RL1#schg_cas03 -1
+- duplicate(RL#template) RL2#schg_cas03 -1
+- duplicate(RL#template) RL3#schg_cas03 -1
+
+schg_cas03,88,90,3 duplicate(Steward#template) Steward#sc03 1_M_JOBTESTER
+schg_cas03,287,226,5 duplicate(Guardian#template) Elzee#sc03 4_M_LGTGUARD
+schg_cas03,50,50,3 duplicate(Kafra#template) Kafra Employee#sc03 4_F_KAFRA1
+schg_cas03,242,309,0 duplicate(Guardian Stone#template) 1st Guardian Stone#sc03 CLEAR_NPC
+schg_cas03,376,250,0 duplicate(Guardian Stone#template) 2nd Guardian Stone#sc03 CLEAR_NPC
+schg_cas03,335,298,0 duplicate(Control#template) Control Device01#sc03 HIDDEN_NPC
+schg_cas03,200,227,0 duplicate(Control#template) Control Device02#sc03 HIDDEN_NPC
+schg_cas03,273,205,0 duplicate(Control#template) Control Device03#sc03 HIDDEN_NPC
+schg_cas03,199,25,0 duplicate(Switch#template) #sch03_switch HIDDEN_NPC
+schg_cas03,25,22,3 duplicate(Sunflower#template) Mysterious Sunflower#03 4_BLUE_FLOWER
+
+schg_cas03,346,211,0 script LF-01#schg_cas03 HIDDEN_NPC,{ callfunc "LinkFlag","First Gate House",262,323,"Second Gate House",378,263; }
+schg_cas03,346,207,0 script LF-02#schg_cas03 HIDDEN_NPC,{ callfunc "LinkFlag","Center 1 Area",306,320; }
+schg_cas03,346,203,0 script LF-03#schg_cas03 HIDDEN_NPC,{ callfunc "LinkFlag","Defense Area 2-1",309,292,"Defense Area 2-2",348,292; }
+schg_cas03,346,199,0 script LF-04#schg_cas03 HIDDEN_NPC,{ callfunc "LinkFlag","Center 2 Area",266,263; }
+schg_cas03,346,195,0 script LF-05#schg_cas03 HIDDEN_NPC,{ callfunc "LinkFlag","Defense Area 3-1",226,220,"Defense Area 3-2",185,249; }
+schg_cas03,346,191,0 script LF-06#schg_cas03 HIDDEN_NPC,{ callfunc "LinkFlag","Center 3 Area",271,226; }
+schg_cas03,301,213,0 script LF-07#schg_cas03 HIDDEN_NPC,{ callfunc "LinkFlag","Area 1-2",262,323,"Area 2-2",378,263,"Area 3-2",306,320; }
+schg_cas03,301,209,0 script LF-08#schg_cas03 HIDDEN_NPC,{ callfunc "LinkFlag","Area 2-1",309,292,"Area 2-2",348,292,"Center 2 Area",326,263; }
+schg_cas03,301,194,0 script LF-09#schg_cas03 HIDDEN_NPC,{ callfunc "LinkFlag","Area 3-1",226,220,"Area 3-2",185,249,"Center 3 Area",271,226; }
+schg_cas03,301,190,0 script LF-10#schg_cas03 HIDDEN_NPC,{ callfunc "LinkFlag","Convenience Facility",57,13; }
+schg_cas03,335,305,0 script Vidblainn#LF_sc03_1::LF_sc03_1 HIDDEN_NPC,{ callfunc "LinkFlag","Emperium Center",308,202; }
+schg_cas03,322,305,0 duplicate(LF_sc03_1) Vidblainn#LF_sc03_2 HIDDEN_NPC
+schg_cas03,352,248,0 duplicate(LF_sc03_1) Vidblainn#LF_sc03_3 HIDDEN_NPC
+schg_cas03,320,283,0 duplicate(LF_sc03_1) Vidblainn#LF_sc03_4 HIDDEN_NPC
+schg_cas03,337,283,0 duplicate(LF_sc03_1) Vidblainn#LF_sc03_5 HIDDEN_NPC
+schg_cas03,233,320,0 duplicate(LF_sc03_1) Vidblainn#LF_sc03_6 HIDDEN_NPC
+schg_cas03,207,239,0 duplicate(LF_sc03_1) Vidblainn#LF_sc03_7 HIDDEN_NPC
+schg_cas03,207,228,0 duplicate(LF_sc03_1) Vidblainn#LF_sc03_8 HIDDEN_NPC
+schg_cas03,266,206,0 duplicate(LF_sc03_1) Vidblainn#LF_sc03_9 HIDDEN_NPC
+schg_cas03,266,197,0 duplicate(LF_sc03_1) Vidblainn#LF_sc03_10 HIDDEN_NPC
+schg_cas03,283,206,2 script Vidblainn#LF_sc03_11::LF_sc03_2 GUILD_FLAG,{
+ callfunc "LinkFlag","Emperium Center",308,202;
+ end;
+OnAgitInit2:
+OnRecvCastleSc03:
+ flagemblem getcastledata("schg_cas03",1);
+ end;
+}
+schg_cas03,283,197,2 duplicate(LF_sc03_2) Vidblainn#LF_sc03_12 GUILD_FLAG
+schg_cas03,332,323,6 duplicate(LF_sc03_2) Vidblainn#LF_sc03_13 GUILD_FLAG
+schg_cas03,343,323,2 duplicate(LF_sc03_2) Vidblainn#LF_sc03_14 GUILD_FLAG
+
+sch_gld,91,191,0 script Vidblainn#flag_sc03_1::Sc03_Flag GUILD_FLAG,{
+ callfunc "ReturnFlag","schg_cas03",1;
+ end;
+OnAgitInit2:
+OnRecvCastleSc03:
+ flagemblem getcastledata("schg_cas03",1);
+ end;
+}
+sch_gld,104,191,0 duplicate(Sc03_Flag) Bidblind#flag_sc03_2 GUILD_FLAG
diff --git a/npc/woe-se/schg_cas04.txt b/npc/woe-se/schg_cas04.txt
new file mode 100644
index 000000000..dd81e16c6
--- /dev/null
+++ b/npc/woe-se/schg_cas04.txt
@@ -0,0 +1,72 @@
+//===== Hercules Script ======================================
+//= War of Emperium SE - Hljod
+//===== By: ==================================================
+//= Euphy
+//===== Current Version: =====================================
+//= 1.0
+//===== Additional Comments: =================================
+//= 1.0 Merged to template file.
+//============================================================
+
+- duplicate(Manager#template) Manager#schg_cas04 -1
+- duplicate(gard#template) gard1#schg_cas04 -1
+- duplicate(gard#template) gard2#schg_cas04 -1
+- duplicate(df#template) df1#schg_cas04 -1
+- duplicate(df#template) df2#schg_cas04 -1
+- duplicate(RL#template) RL0#schg_cas04 -1
+- duplicate(RL#template) RL1#schg_cas04 -1
+- duplicate(RL#template) RL2#schg_cas04 -1
+- duplicate(RL#template) RL3#schg_cas04 -1
+
+schg_cas04,247,305,3 duplicate(Steward#template) Steward#sc04 1_M_JOBTESTER
+schg_cas04,123,306,3 duplicate(Guardian#template) Ef#sc04 4_M_LGTGUARD
+schg_cas04,300,287,5 duplicate(Kafra#template) Kafra Employee#sc04 4_F_KAFRA1
+schg_cas04,27,36,0 duplicate(Guardian Stone#template) 1st Guardian Stone#sc04 CLEAR_NPC
+schg_cas04,208,75,0 duplicate(Guardian Stone#template) 2nd Guardian Stone#sc04 CLEAR_NPC
+schg_cas04,124,52,0 duplicate(Control#template) Control Device01#sc04 HIDDEN_NPC
+schg_cas04,128,157,0 duplicate(Control#template) Control Device02#sc04 HIDDEN_NPC
+schg_cas04,109,247,0 duplicate(Control#template) Control Device03#sc04 HIDDEN_NPC
+schg_cas04,391,391,0 duplicate(Switch#template) #sch04_switch HIDDEN_NPC
+schg_cas04,280,391,3 duplicate(Sunflower#template) Mysterious Sunflower#04 4_BLUE_FLOWER
+
+schg_cas04,106,302,0 script LF-01#schg_cas04 HIDDEN_NPC,{ callfunc "LinkFlag","First Gate House",19,26,"Second Gate House",219,90; }
+schg_cas04,109,302,0 script LF-02#schg_cas04 HIDDEN_NPC,{ callfunc "LinkFlag","Defense Area 1-1",89,43,"Defense Area 1-2",141,45; }
+schg_cas04,112,302,0 script LF-03#schg_cas04 HIDDEN_NPC,{ callfunc "LinkFlag","Defense Area 2-1",137,54,"Defense Area 2-2",102,54; }
+schg_cas04,115,302,0 script LF-04#schg_cas04 HIDDEN_NPC,{ callfunc "LinkFlag","Defense Area 2-3",94,147,"Defense Area 2-4",163,140; }
+schg_cas04,118,302,0 script LF-05#schg_cas04 HIDDEN_NPC,{ callfunc "LinkFlag","Defense Area 2-3",87,220,"Defense Area 2-4",151,220; }
+schg_cas04,121,302,0 script LF-06#schg_cas04 HIDDEN_NPC,{ callfunc "LinkFlag","Defense Area 3-1",100,242,"Defense Area 3-2",136,242; }
+schg_cas04,124,302,0 script LF-07#schg_cas04 HIDDEN_NPC,{ callfunc "LinkFlag","Center 1 Area",120,168,"Center 2 Area",119,211; }
+schg_cas04,127,302,0 script LF-08#schg_cas04 HIDDEN_NPC,{ callfunc "LinkFlag","Area 1-1",89,43,"Area 2-1",94,147,"Area 3-1",100,242; }
+schg_cas04,130,302,0 script LF-09#schg_cas04 HIDDEN_NPC,{ callfunc "LinkFlag","Area 1-2",141,45,"Area 2-3",163,140,"Area 3-2",136,243; }
+schg_cas04,133,302,0 script LF-10#schg_cas04 HIDDEN_NPC,{ callfunc "LinkFlag","Convenience Facility",275,244; }
+schg_cas04,17,45,0 script Hljod#LF_sc04_1::LF_sc04_1 HIDDEN_NPC,{ callfunc "LinkFlag","Emperium Center",120,290; }
+schg_cas04,207,95,0 duplicate(LF_sc04_1) Hljod#LF_sc04_2 HIDDEN_NPC
+schg_cas04,111,46,4 script Hljod#LF_sc04_3::LF_sc04_2 GUILD_FLAG,{
+ callfunc "LinkFlag","Emperium Center",120,290;
+ end;
+OnAgitInit2:
+OnRecvCastleSc04:
+ flagemblem getcastledata("schg_cas04",1);
+ end;
+}
+schg_cas04,129,46,4 duplicate(LF_sc04_2) Hljod#LF_sc04_4 GUILD_FLAG
+schg_cas04,99,77,0 duplicate(LF_sc04_1) Hljod#LF_sc04_5 HIDDEN_NPC
+schg_cas04,140,77,0 duplicate(LF_sc04_1) Hljod#LF_sc04_6 HIDDEN_NPC
+schg_cas04,109,150,4 duplicate(LF_sc04_2) Hljod#LF_sc04_7 GUILD_FLAG
+schg_cas04,130,150,4 duplicate(LF_sc04_2) Hljod#LF_sc04_8 GUILD_FLAG
+schg_cas04,112,212,0 duplicate(LF_sc04_1) Hljod#LF_sc04_9 HIDDEN_NPC
+schg_cas04,127,212,0 duplicate(LF_sc04_1) Hljod#LF_sc04_10 HIDDEN_NPC
+schg_cas04,113,238,0 duplicate(LF_sc04_1) Hljod#LF_sc04_11 HIDDEN_NPC
+schg_cas04,126,238,0 duplicate(LF_sc04_1) Hljod#LF_sc04_12 HIDDEN_NPC
+schg_cas04,95,247,0 duplicate(LF_sc04_1) Hljod#LF_sc04_13 HIDDEN_NPC
+schg_cas04,144,247,0 duplicate(LF_sc04_1) Hljod#LF_sc04_14 HIDDEN_NPC
+
+sch_gld,134,97,4 script Hljod#flag_sc04_1::sc04_Flag GUILD_FLAG,{
+ callfunc "ReturnFlag","schg_cas04",1;
+ end;
+OnAgitInit2:
+OnRecvCastleSc04:
+ flagemblem getcastledata("schg_cas04",1);
+ end;
+}
+sch_gld,141,97,4 duplicate(sc04_Flag) Hljod#flag_sc04_2 GUILD_FLAG
diff --git a/npc/woe-se/schg_cas05.txt b/npc/woe-se/schg_cas05.txt
new file mode 100644
index 000000000..ca69a2dd6
--- /dev/null
+++ b/npc/woe-se/schg_cas05.txt
@@ -0,0 +1,74 @@
+//===== Hercules Script ======================================
+//= War of Emperium SE - Skidbladnir
+//===== By: ==================================================
+//= Euphy
+//===== Current Version: =====================================
+//= 1.0
+//===== Additional Comments: =================================
+//= 1.0 Merged to template file.
+//============================================================
+
+- duplicate(Manager#template) Manager#schg_cas05 -1
+- duplicate(gard#template) gard1#schg_cas05 -1
+- duplicate(gard#template) gard2#schg_cas05 -1
+- duplicate(df#template) df1#schg_cas05 -1
+- duplicate(df#template) df2#schg_cas05 -1
+- duplicate(RL#template) RL0#schg_cas05 -1
+- duplicate(RL#template) RL1#schg_cas05 -1
+- duplicate(RL#template) RL2#schg_cas05 -1
+- duplicate(RL#template) RL3#schg_cas05 -1
+
+schg_cas05,247,305,3 duplicate(Steward#template) Steward#sc05 1_M_JOBTESTER
+schg_cas05,123,306,3 duplicate(Guardian#template) Ef#sc05 4_M_LGTGUARD
+schg_cas05,300,287,5 duplicate(Kafra#template) Kafra Employee#sc05 4_F_KAFRA1
+schg_cas05,27,36,0 duplicate(Guardian Stone#template) 1st Guardian Stone#sc05 CLEAR_NPC
+schg_cas05,208,75,0 duplicate(Guardian Stone#template) 2nd Guardian Stone#sc05 CLEAR_NPC
+schg_cas05,124,52,0 duplicate(Control#template) Control Device01#sc05 HIDDEN_NPC
+schg_cas05,128,157,0 duplicate(Control#template) Control Device02#sc05 HIDDEN_NPC
+schg_cas05,109,247,0 duplicate(Control#template) Control Device03#sc05 HIDDEN_NPC
+schg_cas05,391,391,0 duplicate(Switch#template) #sch05_switch HIDDEN_NPC
+schg_cas05,280,391,3 duplicate(Sunflower#template) Mysterious Sunflower#05 4_BLUE_FLOWER
+
+schg_cas05,106,302,0 script LF-01#schg_cas05 HIDDEN_NPC,{ callfunc "LinkFlag","First Gate House",19,26,"Second Gate House",219,90; }
+schg_cas05,109,302,0 script LF-02#schg_cas05 HIDDEN_NPC,{ callfunc "LinkFlag","Defense Area 1-1",89,43,"Defense Area 1-2",141,45; }
+schg_cas05,112,302,0 script LF-03#schg_cas05 HIDDEN_NPC,{ callfunc "LinkFlag","Defense Area 2-1",137,54,"Defense Area 2-2",102,54; }
+schg_cas05,115,302,0 script LF-04#schg_cas05 HIDDEN_NPC,{ callfunc "LinkFlag","Defense Area 2-3",94,147,"Defense Area 2-4",163,140; }
+schg_cas05,118,302,0 script LF-05#schg_cas05 HIDDEN_NPC,{ callfunc "LinkFlag","Defense Area 2-3",87,220,"Defense Area 2-4",151,220; }
+schg_cas05,121,302,0 script LF-06#schg_cas05 HIDDEN_NPC,{ callfunc "LinkFlag","Defense Area 3-1",100,242,"Defense Area 3-2",136,242; }
+schg_cas05,124,302,0 script LF-07#schg_cas05 HIDDEN_NPC,{ callfunc "LinkFlag","Center 1 Area",120,168,"Center 2 Area",119,211; }
+schg_cas05,127,302,0 script LF-08#schg_cas05 HIDDEN_NPC,{ callfunc "LinkFlag","Area 1-1",89,43,"Area 2-1",94,147,"Area 3-1",100,242; }
+schg_cas05,130,302,0 script LF-09#schg_cas05 HIDDEN_NPC,{ callfunc "LinkFlag","Area 1-2",141,45,"Area 2-3",163,140,"Area 3-2",136,243; }
+schg_cas05,133,302,0 script LF-10#schg_cas05 HIDDEN_NPC,{ callfunc "LinkFlag","Convenience Facility",275,244; }
+schg_cas05,17,45,0 script Skidbladnir#LF_sc05_1::LF_sc05_1 HIDDEN_NPC,{ callfunc "LinkFlag","Emperium Center",120,290; }
+schg_cas05,207,95,0 duplicate(LF_sc05_1) Skidbladnir#LF_sc05_2 HIDDEN_NPC
+schg_cas05,111,46,4 script Skidbladnir#LF_sc05_3::LF_sc05_2 GUILD_FLAG,{
+ callfunc "LinkFlag","Emperium Center",120,290;
+ end;
+OnAgitInit2:
+OnRecvCastleSc05:
+ flagemblem getcastledata("schg_cas05",1);
+ end;
+}
+schg_cas05,129,46,4 duplicate(LF_sc05_2) Skidbladnir#LF_sc05_4 GUILD_FLAG
+schg_cas05,99,77,0 duplicate(LF_sc05_1) Skidbladnir#LF_sc05_5 HIDDEN_NPC
+schg_cas05,140,77,0 duplicate(LF_sc05_1) Skidbladnir#LF_sc05_6 HIDDEN_NPC
+schg_cas05,109,150,4 duplicate(LF_sc05_2) Skidbladnir#LF_sc05_7 GUILD_FLAG
+schg_cas05,130,150,4 duplicate(LF_sc05_2) Skidbladnir#LF_sc05_8 GUILD_FLAG
+schg_cas05,112,212,0 duplicate(LF_sc05_1) Skidbladnir#LF_sc05_9 HIDDEN_NPC
+schg_cas05,127,212,0 duplicate(LF_sc05_1) Skidbladnir#LF_sc05_10 HIDDEN_NPC
+schg_cas05,113,238,0 duplicate(LF_sc05_1) Skidbladnir#LF_sc05_11 HIDDEN_NPC
+schg_cas05,126,238,0 duplicate(LF_sc05_1) Skidbladnir#LF_sc05_12 HIDDEN_NPC
+schg_cas05,95,247,0 duplicate(LF_sc05_1) Skidbladnir#LF_sc05_13 HIDDEN_NPC
+schg_cas05,144,247,0 duplicate(LF_sc05_1) Skidbladnir#LF_sc05_14 HIDDEN_NPC
+
+sch_gld,101,284,4 script Skidbladnir#flag_sc05_1::sc05_Flag GUILD_FLAG,{
+ callfunc "ReturnFlag","schg_cas05",1;
+ end;
+OnAgitInit2:
+OnRecvCastleSc05:
+ flagemblem getcastledata("schg_cas05",1);
+ end;
+}
+sch_gld,91,284,4 duplicate(sc05_Flag) Skidbladnir#flag_sc05_2 GUILD_FLAG
+sch_gld,66,320,6 duplicate(sc05_Flag) Skidbladnir#flag_sc05_3 GUILD_FLAG
+sch_gld,66,310,6 duplicate(sc05_Flag) Skidbladnir#flag_sc05_4 GUILD_FLAG