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Diffstat (limited to 'npc/re/guild2/arug_cas01.txt')
-rw-r--r-- | npc/re/guild2/arug_cas01.txt | 2930 |
1 files changed, 0 insertions, 2930 deletions
diff --git a/npc/re/guild2/arug_cas01.txt b/npc/re/guild2/arug_cas01.txt deleted file mode 100644 index d8742b8c9..000000000 --- a/npc/re/guild2/arug_cas01.txt +++ /dev/null @@ -1,2930 +0,0 @@ -//===== rAthena Script ======================================= -//= War of Emperium Second Edition -//===== By: ================================================== -//= L0ne_W0lf -//===== Current Version: ===================================== -//= 2.0 -//===== Compatible With: ===================================== -//= rAthena SVN -//===== Description: ========================================= -//= WoE SE Arunafeltz Castle 1 -//===== Additional Comments: ================================= -//= 1.0 First Version [L0ne_W0lf] -//= 1.1 Swaped an end for a close in eco investing. [L0ne_W0lf] -//= Fixed improper label used in guaridan stone. -//= 1.2 Fixed double message in defense investing. [L0ne_W0lf] -//= 1.3 Fixed a guardian spawning NPCs. [L0ne_W0lf] -//= 1.4 Fixed investment period not resetting. [L0ne_W0lf] -//= Made it so treasure won't spawn if castle is empty. -//= Treasure will now be killed before spawning. -//= 1.5 Fixed error with control devices. [L0ne_W0lf] -//= 1.6 Implemented new Wall System. [Zephyrus] -//= 1.7 Replaced effect numerics with constants. [L0ne_W0lf] -//= 1.8 Applied updated eco/def systems. [L0ne_W0lf] -//= 1.9 Fixed eco/def not actually incrementing. [L0ne_W0lf] -//= Can no longer gain eco/def higher than 100. -//= 2.0 Fixed a possible exploit in guild castle investment. [Brian] -//============================================================ - -arug_cas01,1,1,0 script Manager#aru01_02 111,{ - end; - -OnAgitInit2: -OnRecvCastleAr01: - if (GetCastleData("arug_cas01",1) == 0) { - donpcevent "Manager#aru01_02::Onstart"; - } - end; - -OnAgitStart2: - if (agitcheck2()) { - MapRespawnGuildID "arug_cas01",GetCastleData("arug_cas01",1),2; - GvgOn "arug_cas01"; - donpcevent "Manager#aru01_02::Onstart"; - } - else { - donpcevent "#aru01_RL00::OnDisable"; - donpcevent "#aru01_RL01::OnDisable"; - donpcevent "#aru01_RL02::OnDisable"; - donpcevent "#aru01_RL03::OnDisable"; - } - end; - -OnAgitEnd2: - GvgOff "arug_cas01"; - if (GetCastleData("arug_cas01",1)) { - KillMonster "arug_cas01","Steward#aru01::OnStartArena"; - donpcevent "Manager#aru01_02::Onreset"; - donpcevent "Steward#aru01::Onstop"; - } - end; - -Onstart: - // 1st Guardian stone, 2nd Guardian stone, Barrier 1, Barrier 2, Barrier 3, Summon Guardians - // Settings for all but Summon Guardians - // 0 = Okay; 1 = Destroyed; 2 = Repairing - // Summon Guardians - // 0 = Do not Summon; 1 = Summon - if (GetCastleData("arug_cas01",1)) { - setarray $agit_ar01[0],0,0,0,0,0,0; - donpcevent "#aru01_df01::OnEnable"; - donpcevent "#aru01_df02::OnEnable"; - donpcevent "#aru01_RL00::OnEnable"; - donpcevent "#aru01_RL01::OnEnable"; - donpcevent "#aru01_RL02::OnEnable"; - donpcevent "#aru01_RL03::OnEnable"; - } - monster "arug_cas01",87,219,"Emperium",1288,1,"Steward#aru01::OnStartArena"; - end; - -Onreset: - donpcevent "#aru01_df01::OnDisable"; - donpcevent "#aru01_df02::OnDisable"; - donpcevent "#aru01_gard01::Onreset"; - donpcevent "#aru01_gard02::Onreset"; - donpcevent "#aru01_RL00::OnDisable"; - donpcevent "#aru01_RL01::OnDisable"; - donpcevent "#aru01_RL02::OnDisable"; - donpcevent "#aru01_RL03::OnDisable"; - donpcevent "1st Guardian Stone#aru01::OnDisable"; - donpcevent "2nd Guardian Stone#aru01::OnDisable"; - donpcevent "Control Device01#aru01::OnDisable"; - donpcevent "Control Device02#aru01::OnDisable"; - donpcevent "Control Device03#aru01::OnDisable"; - if (agitcheck2()) { - setarray $agit_ar01[0],0,0,1,1,1,0; - } - end; - -Onchange: - setarray $agit_ar01[0],2,2,1,1,2,0; - monster "arug_cas01",87,219,"Emperium",1288,1,"Steward#aru01::OnStartArena"; - donpcevent "Control Device03#aru01::OnEnable"; - donpcevent "1st Guardian Stone#aru01::OnEnable"; - donpcevent "2nd Guardian Stone#aru01::OnEnable"; - end; - -OnClock0001: - if (!GetCastleData("arug_cas01",1)) end; - killmonster "arug_cas01","Manager#aru01_02::OnTreasureDied"; - - if (GetCastleData("arug_cas01",4)) { - set .@Economy,GetCastleData("arug_cas01",2); - SetCastleData "arug_cas01",2,.@Economy + GetCastleData("arug_cas01",4) + (rand(2) && getgdskilllv(.@GID,10014)); - if (GetCastleData("arug_cas01",2) > 100) SetCastleData "arug_cas01",2,100; - setcastledata "arug_cas01",4,0; - } - if (GetCastleData("arug_cas01",5)) { - set .@Defence,GetCastleData("arug_cas01",3); - SetCastleData "arug_cas01",3,.@Defence + GetCastleData("arug_cas01",5); - if (GetCastleData("arug_cas01",3) > 100) SetCastleData "arug_cas01",3,100; - setcastledata "arug_cas01",5,0; - } - - set .@Treasure,GetCastleData("arug_cas01",2)/5+4; - if (.@Treasure) { - monster "arug_cas01",251,369,"Treasure Chest",1943,1,"Manager#aru01_02::OnTreasureDied"; - monster "arug_cas01",251,369,"Treasure Chest",1324,1,"Manager#aru01_02::OnTreasureDied"; - monster "arug_cas01",253,369,"Treasure Chest",1943,1,"Manager#aru01_02::OnTreasureDied"; - monster "arug_cas01",254,369,"Treasure Chest",1324,1,"Manager#aru01_02::OnTreasureDied"; - if (.@Treasure < 5) end; - monster "arug_cas01",255,368,"Treasure Chest",1943,1,"Manager#aru01_02::OnTreasureDied"; - if (.@Treasure < 6) end; - monster "arug_cas01",256,368,"Treasure Chest",1324,1,"Manager#aru01_02::OnTreasureDied"; - if (.@Treasure < 7) end; - monster "arug_cas01",257,368,"Treasure Chest",1943,1,"Manager#aru01_02::OnTreasureDied"; - if (.@Treasure < 8) end; - monster "arug_cas01",258,368,"Treasure Chest",1324,1,"Manager#aru01_02::OnTreasureDied"; - if (.@Treasure < 9) end; - monster "arug_cas01",251,367,"Treasure Chest",1943,1,"Manager#aru01_02::OnTreasureDied"; - if (.@Treasure < 10) end; - monster "arug_cas01",252,367,"Treasure Chest",1324,1,"Manager#aru01_02::OnTreasureDied"; - if (.@Treasure < 11) end; - monster "arug_cas01",253,367,"Treasure Chest",1943,1,"Manager#aru01_02::OnTreasureDied"; - if (.@Treasure < 12) end; - monster "arug_cas01",254,367,"Treasure Chest",1324,1,"Manager#aru01_02::OnTreasureDied"; - if (.@Treasure < 13) end; - monster "arug_cas01",255,366,"Treasure Chest",1943,1,"Manager#aru01_02::OnTreasureDied"; - if (.@Treasure < 14) end; - monster "arug_cas01",256,366,"Treasure Chest",1324,1,"Manager#aru01_02::OnTreasureDied"; - if (.@Treasure < 15) end; - monster "arug_cas01",257,366,"Treasure Chest",1943,1,"Manager#aru01_02::OnTreasureDied"; - if (.@Treasure < 16) end; - monster "arug_cas01",258,366,"Treasure Chest",1324,1,"Manager#aru01_02::OnTreasureDied"; - if (.@Treasure < 17) end; - monster "arug_cas01",251,365,"Treasure Chest",1943,1,"Manager#aru01_02::OnTreasureDied"; - if (.@Treasure < 18) end; - monster "arug_cas01",252,365,"Treasure Chest",1324,1,"Manager#aru01_02::OnTreasureDied"; - if (.@Treasure < 19) end; - monster "arug_cas01",253,365,"Treasure Chest",1943,1,"Manager#aru01_02::OnTreasureDied"; - if (.@Treasure < 20) end; - monster "arug_cas01",254,365,"Treasure Chest",1324,1,"Manager#aru01_02::OnTreasureDied"; - if (.@Treasure < 21) end; - monster "arug_cas01",255,364,"Treasure Chest",1943,1,"Manager#aru01_02::OnTreasureDied"; - if (.@Treasure < 22) end; - monster "arug_cas01",256,364,"Treasure Chest",1324,1,"Manager#aru01_02::OnTreasureDied"; - if (.@Treasure < 23) end; - monster "arug_cas01",257,364,"Treasure Chest",1943,1,"Manager#aru01_02::OnTreasureDied"; - if (.@Treasure < 24) end; - monster "arug_cas01",258,364,"Treasure Chest",1324,1,"Manager#aru01_02::OnTreasureDied"; - } - end; - -OnTreasureDied: - end; -} - -arug_cas01,112,193,1 script Brace#aru01_01 868,{ - set .@GID, GetCastleData("arug_cas01",1); - if (.@GID == 0) { - mes "[Brace]"; - mes "Great job. Now, all you"; - mes "need to do is destroy this"; - mes "Emperium to gain ownership"; - mes "over this stronghold."; - close; - } - if (getcharid(2) == .@GID) { - if (strcharinfo(0) != getguildmaster(.@GID)) { - mes "[Brace]"; - mes "As guardian of this"; - mes "stronghold, I answer only"; - mes "to the master of the guild"; - mes "that controls this place."; - close; - } - else { - if (agitcheck2() == 0) { - mes "[Brace]"; - mes "I am Brace, guardian of"; - mes "this stronghold. For now,"; - mes "all is quiet in this place."; - next; - switch(select("Converse:Cancel")) { - case 1: - mes "[Brace]"; - mes "Do you have any questions"; - mes "about this stronghold?"; - next; - switch(select("Guardian Stones:Fortress Gates:Link Flags:Battle Strategy:Cancel")) { - case 1: - mes "[Brace]"; - mes "There is one Emperium"; - mes "and two Guardian Stones in"; - mes "each fortress. These stones"; - mes "are the first line of defense,"; - mes "and must be destroyed before"; - mes "enemies can even enter."; - next; - mes "[Brace]"; - mes "The stones are located in"; - mes "^4D4DFFGate Houses^000000 which must be"; - mes "protected to prevent enemies"; - mes "from reaching the Emperium."; - mes "Guardian Stones can ^4D4DFFrecall"; - mes "your Guardians^000000 for protection."; - next; - mes "[Brace]"; - mes "Fortresses with higher levels"; - mes "of defense can summon more"; - mes "Guardians: this is why it is"; - mes "so important for guilds to"; - mes "invest in Defense Growth."; - next; - mes "[Brace]"; - mes "Guardian Stones that have"; - mes "been destroyed can be revived"; - mes "after a certain time, but one of^FFFFFF ^000000 the guild members must give"; - mes "me the order. I can also report^FFFFFF ^000000 the status of the Guardian Stones."; - close; - case 2: - mes "[Brace]"; - mes "^4D4DFFFortress Gates^000000 are the second ^FFFFFF ^000000 line of guild stronghold defense,"; - mes "and are protected by extra barricades activated by the Guardian Stones."; - mes "These gates are located in three different parts of the fortress."; - next; - mes "[Brace]"; - mes "Barricades are protected by"; - mes "Guardian Stones, and are"; - mes "restored when the Guardian"; - mes "Stones are retrieved. However,"; - mes "it is not as easy to restore"; - mes "destroyed Fortress Gates."; - next; - mes "[Brace]"; - mes "Fortress Gates can only be"; - mes "restored when the ^4D4DFFguild"; - mes "master of a stronghold"; - mes "changes^000000, or if ^4D4DFFrestoration"; - mes "is requested by the guild"; - mes "master of the stronghold^000000."; - close; - case 3: - mes "[Brace]"; - mes "Strongholds have many"; - mes "Link Flags that allow you"; - mes "to access vital areas within"; - mes "restrictions placed by the"; - mes "Barricades. Usually, ^4D4DFFFlag 1"; - mes "links to the Gate House^000000."; - next; - mes "[Brace]"; - mes "Many flags link directly to"; - mes "the flag near the Emperium."; - mes "The final numbered flag is"; - mes "linked to the Convenience"; - mes "Facility of the stronghold's"; - mes "owner. Keep this in mind."; - close; - case 4: - mes "[Brace]"; - mes "Strategy? It would be better"; - mes "to develop your battle plan to"; - mes "exploit your guild's advantages"; - mes "and your enemies' weaknesses."; - mes "Use the Gate Houses and Barricades, and rebuild as quickly as you can!"; - close; - case 5: - mes "[Brace]"; - mes "You have no questions"; - mes "to ask of me? Well, I'm"; - mes "here to serve your needs."; - close; - } - case 2: - mes "[Brace]"; - mes "I'm always here, so"; - mes "feel free to request my"; - mes "assistance whenever"; - mes "the need arises."; - close; - } - } - else { - mes "[Brace]"; - mes "Greetings, "+strcharinfo(0)+"."; - mes "What are your orders?"; - next; - switch(select("Increase Stronghold Defense:Situational Briefing:Cancel")) { - case 1: - if ($agit_ar01[5] == 0) { - if (getgdskilllv(.@GID,10002) == 0) { - mes "[Brace]"; - mes "I'm sorry, but the Guardian"; - mes "Stones aren't powerful enough"; - mes "to summon Guardians yet. We"; - mes "need to accumulate more"; - mes "knowledge before they can"; - mes "summon any Guardians."; - close; - } - else { - mes "[Brace]"; - mes "I shall endeavor to summon"; - mes "a Guardian through a Guardian"; - mes "Stone. However, keep in mind"; - mes "that this will not work if the"; - mes "Guardian Stone is destroyed."; - setarray $agit_ar01[5],1; - if ($agit_ar01[0] == 0) { - donpcevent "#aru01_gard01::OnEnable"; - } - if ($agit_ar01[1] == 0) { - donpcevent "#aru01_gard02::OnEnable"; - } - close; - } - } - else { - mes "[Brace]"; - mes "You've already commanded"; - mes "me to summon a Guardian"; - mes "to defend the stronghold."; - close; - } - case 2: - mes "[Brace]"; - mes "Our defense status is..."; - if ($agit_ar01[0] == 1) { - mes "1st Guardian Stone: ^FF0000Destroyed^000000"; - } - else if ($agit_ar01[0] == 2) { - mes "1st Guardian Stone: ^008000Repairing^000000"; - } - else { - mes "1st Guardian Stone: ^4D4DFFOperational^000000"; - } - if ($agit_ar01[1] == 1) { - mes "2nd Guardian Stone: ^FF0000Destroyed^000000"; - } - else if ($agit_ar01[1] == 2) { - mes "2nd Guardian Stone: ^008000Repairing^000000"; - } - else { - mes "2nd Guardian Stone: ^4D4DFFOperational^000000"; - } - if ($agit_ar01[2] == 1) { - mes "1st Fortress Gate: ^FF0000Destroyed^000000"; - } - else if ($agit_ar01[2] == 2) { - mes "1st Fortress Gate: ^008000Repairing^000000"; - } - else { - mes "1st Fortress Gate: ^4D4DFFOperational^000000"; - } - if ($agit_ar01[3] == 1) { - mes "2nd Fortress Gate: ^FF0000Destroyed^000000"; - } - else if ($agit_ar01[3] == 2) { - mes "2nd Fortress Gate: ^008000Repairing^000000"; - } - else { - mes "2nd Fortress Gate: ^4D4DFFOperational^000000"; - } - if ($agit_ar01[4] == 1) { - mes "3rd Fortress Gate: ^FF0000Destroyed^000000"; - } - else if ($agit_ar01[4] == 2) { - mes "3rd Fortress Gate: ^008000Repairing^000000"; - } - else { - mes "3rd Fortress Gate: ^4D4DFFOperational^000000"; - } - close; - case 3: - mes "[Brace]"; - mes "I'll be standing by,"; - mes "awaiting your orders."; - close; - } - } - } - } - else { - mes "[Brace]"; - mes "Who are you? Scoundrel!"; - mes "Leave this stronghold now!"; - close; - } - -OnInit: - setarray $agit_ar01[0],0,0,0,0,0,0; - end; -} - -arug_cas01,1,1,0 script #aru01_gard01 -1,{ -OnEnable: - set .@defence,GetCastleData("arug_cas01",3); - guardian "arug_cas01",233,83,"Guardian Soldier",1899,"#aru01_gard01::OnGuardianDied"; //0; - if ((.@defence > 10) && (.@defence < 31)) { - set .MyMobCount,2; - guardian "arug_cas01",252,81,"Guardian Soldier",1899,"#aru01_gard01::OnGuardianDied"; //1; - } - else if ((.@defence > 30) && (.@defence < 51)) { - set .MyMobCount,3; - guardian "arug_cas01",252,81,"Guardian Soldier",1899,"#aru01_gard01::OnGuardianDied"; //1; - guardian "arug_cas01",232,108,"Guardian Soldier",1899,"#aru01_gard01::OnGuardianDied"; //2; - } - else if ((.@defence > 50) && (.@defence < 71)) { - set .MyMobCount,4; - guardian "arug_cas01",252,81,"Guardian Soldier",1899,"#aru01_gard01::OnGuardianDied"; //1; - guardian "arug_cas01",232,108,"Guardian Soldier",1899,"#aru01_gard01::OnGuardianDied"; //2; - guardian "arug_cas01",201,130,"Guardian Soldier",1899,"#aru01_gard01::OnGuardianDied"; //3; - } - else if (.@defence > 70) { - set .MyMobCount,5; - guardian "arug_cas01",252,81,"Guardian Soldier",1899,"#aru01_gard01::OnGuardianDied"; //1; - guardian "arug_cas01",232,108,"Guardian Soldier",1899,"#aru01_gard01::OnGuardianDied"; //2; - guardian "arug_cas01",201,130,"Guardian Soldier",1899,"#aru01_gard01::OnGuardianDied"; //3; - guardian "arug_cas01",224,168,"Guardian Soldier",1899,"#aru01_gard01::OnGuardianDied"; //4; - } - else { - set .MyMobCount,2; - guardian "arug_cas01",195,250,"Guardian Soldier",1899,"#aru01_gard01::OnGuardianDied"; //1; - } - initnpctimer; - end; - -OnTimer300000: - set .MyMobCount,.MyMobCount+1; - guardian "arug_cas01",196,137,"Guardian Soldier",1899,"#aru01_gard01::OnGuardianDied"; //5; - mapannounce "arug_cas01","The 1st Guardian has been summoned from the Gate House.",bc_map,"0xff4500"; - end; - -OnTimer900000: - set .MyMobCount,.MyMobCount+1; - guardian "arug_cas01",269,89,"Guardian Soldier",1899,"#aru01_gard01::OnGuardianDied"; //6; - mapannounce "arug_cas01","The 2nd Guardian has been summoned from the Gate House.",bc_map,"0xff4500"; - end; - -OnTimer1800000: - set .MyMobCount,.MyMobCount+1; - guardian "arug_cas01",252,81,"Guardian Soldier",1899,"#aru01_gard01::OnGuardianDied"; //7; - mapannounce "arug_cas01","The 3rd Guardian has been summoned from the Gate House.",bc_map,"0xff4500"; - end; - -OnTimer2700000: - set .MyMobCount,.MyMobCount+1; - guardian "arug_cas01",201,130,"Guardian Soldier",1899,"#aru01_gard01::OnGuardianDied"; //8; - mapannounce "arug_cas01","The 4th Guardian has been summoned from the Gate House.",bc_map,"0xff4500"; - end; - -OnTimer3600000: - set .MyMobCount,.MyMobCount+1; - guardian "arug_cas01",224,168,"Guardian Soldier",1899,"#aru01_gard01::OnGuardianDied"; //9; - mapannounce "arug_cas01","The 5th Guardian has been summoned from the Gate House.",bc_map,"0xff4500"; - stopnpctimer; - end; - -OnGuardianDied: - set .MyMobCount,.MyMobCount-1; - if (.MyMobCount < 2) { - set .MyMobCount,.MyMobCount+1; - guardian "arug_cas01",222,129,"Guardian Soldier",1899,"#aru01_gard01::OnGuardianDied"; //10; - } - end; - -Onreset: - stopnpctimer; - killmonster "arug_cas01","#aru01_gard01::OnGuardianDied"; - end; -} - -arug_cas01,1,2,0 script #aru01_gard02 -1,{ -OnEnable: - set .@defence,GetCastleData("arug_cas01",3); - guardian "arug_cas01",294,210,"Guardian Soldier",1899,"#aru01_gard02::OnGuardianDied"; //11; - if ((.@defence > 10) && (.@defence < 31)) { - set .MyMobCount,2; - guardian "arug_cas01",256,203,"Guardian Soldier",1899,"#aru01_gard02::OnGuardianDied"; //12; - } - else if ((.@defence > 30) && (.@defence < 51)) { - set .MyMobCount,3; - guardian "arug_cas01",256,203,"Guardian Soldier",1899,"#aru01_gard02::OnGuardianDied"; //12; - guardian "arug_cas01",240,133,"Guardian Soldier",1899,"#aru01_gard02::OnGuardianDied"; //13; - } - else if ((.@defence > 50) && (.@defence < 71)) { - set .MyMobCount,4; - guardian "arug_cas01",256,203,"Guardian Soldier",1899,"#aru01_gard02::OnGuardianDied"; //12; - guardian "arug_cas01",240,133,"Guardian Soldier",1899,"#aru01_gard02::OnGuardianDied"; //13; - guardian "arug_cas01",246,92,"Guardian Soldier",1899,"#aru01_gard02::OnGuardianDied"; //14; - } - else if (.@defence > 70) { - set .MyMobCount,5; - guardian "arug_cas01",256,203,"Guardian Soldier",1899,"#aru01_gard02::OnGuardianDied"; //12; - guardian "arug_cas01",240,133,"Guardian Soldier",1899,"#aru01_gard02::OnGuardianDied"; //13; - guardian "arug_cas01",246,92,"Guardian Soldier",1899,"#aru01_gard02::OnGuardianDied"; //14; - guardian "arug_cas01",235,132,"Guardian Soldier",1899,"#aru01_gard02::OnGuardianDied"; //15; - } - else { - set .MyMobCount,2; - guardian "arug_cas01",292,188,"Guardian Soldier",1899,"#aru01_gard02::OnGuardianDied"; //12; - } - initnpctimer; - end; - -OnTimer600000: - set .MyMobCount,.MyMobCount+1; - guardian "arug_cas01",235,132,"Guardian Soldier",1899,"#aru01_gard02::OnGuardianDied"; //16; - end; - -OnTimer1200000: - set .MyMobCount,.MyMobCount+1; - guardian "arug_cas01",246,92,"Guardian Soldier",1899,"#aru01_gard02::OnGuardianDied"; //17; - end; - -OnTimer2100000: - set .MyMobCount,.MyMobCount+1; - guardian "arug_cas01",240,133,"Guardian Soldier",1899,"#aru01_gard02::OnGuardianDied"; //18; - end; - -OnTimer3000000: - set .MyMobCount,.MyMobCount+1; - guardian "arug_cas01",256,203,"Guardian Soldier",1899,"#aru01_gard02::OnGuardianDied"; //19; - end; - -OnTimer3900000: - set .MyMobCount,.MyMobCount+1; - guardian "arug_cas01",254,95,"Guardian Soldier",1899,"#aru01_gard02::OnGuardianDied"; //20; - stopnpctimer; - end; - -OnGuardianDied: - set .MyMobCount,.MyMobCount-1; - if (.MyMobCount < 2) { - set .MyMobCount,.MyMobCount+1; - guardian "arug_cas01",242,151,"Guardian Soldier",1899,"#aru01_gard02::OnGuardianDied"; //21; - } - end; - -Onreset: - stopnpctimer; - killmonster "arug_cas01","#aru01_gard02::OnGuardianDied"; - end; -} - -arug_cas01,1,3,0 script #aru01_df01 -1,{ -OnEnable: - guardian "arug_cas01",210,234,"1st Guardian Stone",1907,"#aru01_df01::OnGuardianStoneDied"; //22; - end; - -OnDisable: - killmonster "arug_cas01","#aru01_df01::OnGuardianStoneDied"; - setarray $agit_ar01[0],1; //Global Variable - stopnpctimer; - end; - -OnGuardianStoneDied: - // 1st Guardian Stone is Destroyed - setarray $agit_ar01[0],1; - if (($agit_ar01[0] == 1) || ($agit_ar01[0] == 2)) { - set .@destroyed,.@destroyed + 1; - } - if (($agit_ar01[1] == 1) || ($agit_ar01[1] == 2)) { - set .@destroyed,.@destroyed + 1; - } - if (.@destroyed == 2) { - mapannounce "arug_cas01","All of the Guardian Stones have been destroyed!",bc_map,"0x00ff00"; - donpcevent "#aru01_RL00::OnDisable"; - donpcevent "#aru01_gard01::Onreset"; - } - else { - mapannounce "arug_cas01","The 1st Guardian Stone has been destroyed!",bc_map,"0x00ff00"; - donpcevent "#aru01_gard01::Onreset"; - } - initnpctimer; - end; - -OnTimer300000: - donpcevent "1st Guardian Stone#aru01::OnEnable"; - setarray $agit_ar01[0],2; //Global Variable - stopnpctimer; - end; -} - -arug_cas01,211,234,0 script 1st Guardian Stone#aru01 844,{ - set .@GID, GetCastleData("arug_cas01",1); - if (getcharid(2) == .@GID) { - mes "^3355FFYou will need the"; - mes "following materials to"; - mes "rebuild a destroyed"; - mes "Guardian Stone.^000000"; - next; - mes "1 Oridecon"; - mes "1 Elunium"; - mes "30 Stones"; - mes "5 Blue Gemstones"; - mes "5 Yellow Gemstones"; - mes "5 Red Gemstones"; - next; - mes "^3355FFDo you want to continue?^000000"; - switch(select("No:Continue")) { - case 1: - mes "^3355FFWork canceled.^000000"; - close; - case 2: - if ((countitem(984) > 0) && (countitem(985) > 0) && (countitem(7049) > 29) && (countitem(717) > 4) && (countitem(715) > 4) && (countitem(716) > 4)) { - mes "^3355FFArrange Stones, Elunium, and"; - mes "Oridecon, in that order, in the"; - mes "center. Then you must arrange"; - mes "the enchanted Gemstones to"; - mes "rebuild the Guardian Stone.^000000"; - next; - switch(select("Elunium:Oridecon:Stone")) { - case 1: - mes "^3355FFElunium has been"; - mes "placed in the center.^000000"; - next; - break; - case 2: - mes "^3355FFOridecon has been"; - mes "placed in the center.^000000"; - next; - break; - case 3: - mes "^3355FFStones have been"; - mes "placed in the center.^000000"; - set .@nice,.@nice+10; - next; - break; - } - switch(select("Elunium:Oridecon:Stone")) { - case 1: - mes "^3355FFYou have lined the"; - mes "outside of the center"; - mes "with some Elunium.^000000"; - set .@nice,.@nice+10; - next; - break; - case 2: - mes "^3355FFYou have lined the"; - mes "outside of the center"; - mes "with some Oridecon.^000000"; - next; - break; - case 3: - mes "^3355FFYou have lined the"; - mes "outside of the center"; - mes "with some Stones.^000000"; - next; - break; - } - switch(select("Elunium:Oridecon:Stone")) { - case 1: - mes "^3355FFYou covered the"; - mes "rest of the materials"; - mes "with some Elunium.^000000"; - next; - break; - case 2: - mes "^3355FFYou covered the"; - mes "rest of the materials"; - mes "with some Oridecon.^000000"; - set .@nice,.@nice+10; - next; - break; - case 3: - mes "^3355FFYou covered the"; - mes "rest of the materials"; - mes "with some Stones.^000000"; - next; - break; - } - mes "^3355FFNow you need to arrange"; - mes "the enchanted Gemstones"; - mes "accordingly. You can identify"; - mes "their Magic properties by"; - mes "their casting effect.^000000"; - next; - while(1) { - if (.@roof0 > 7) { - break; - } - else { - switch(rand(1,3)) { - case 1: - specialeffect EF_BEGINSPELL2; - mes "^3355FFThe Gemstones must"; - mes "be arranged in the correct"; - mes "order according to their"; - mes "magic properties and power.^000000"; - next; - switch(select("Red Gemstone:Yellow Gemstone:Blue Gemstone")) { - case 1: - mes "^3355FFYou placed the Red Gemstone."; - mes "However, the Guardian Stone"; - mes "Repair System failed because"; - mes "of a magic power conflict.^000000"; - close; - case 2: - mes "^3355FFYou placed the Yellow Gemstone."; - mes "However, the Guardian Stone"; - mes "Repair System failed because"; - mes "of a magic power conflict.^000000"; - close; - case 3: - mes "^3355FFYou placed the Blue Gemstone.^000000"; - set .@nice,.@nice+10; - set .@roof0,.@roof0 + 1; - specialeffect EF_STEAL; - next; - break; - } - break; - case 2: - specialeffect EF_VOLCANO; - mes "^3355FFThe Gemstones must"; - mes "be arranged in the correct"; - mes "order according to their"; - mes "magic properties and power.^000000"; - next; - switch(select("Red Gemstone:Yellow Gemstone:Blue Gemstone")) { - case 1: - mes "^3355FFYou placed the Red Gemstone.^000000"; - set .@nice,.@nice+10; - set .@roof0,.@roof0 + 1; - specialeffect EF_STEAL; - next; - break; - case 2: - mes "^3355FFYou placed the Yellow Gemstone."; - mes "However, the Guardian Stone"; - mes "Repair System failed because"; - mes "of a magic power conflict.^000000"; - close; - case 3: - mes "^3355FFYou placed the Blue Gemstone."; - mes "However, the Guardian Stone"; - mes "Repair System failed because"; - mes "of a magic power conflict.^000000"; - close; - } - break; - case 3: - specialeffect EF_BEGINSPELL4; - mes "^3355FFThe Gemstones must"; - mes "be arranged in the correct"; - mes "order according to their"; - mes "magic properties and power.^000000"; - next; - switch(select("Red Gemstone:Yellow Gemstone:Blue Gemstone")) { - case 1: - mes "^3355FFYou placed the Red Gemstone."; - mes "However, the Guardian Stone"; - mes "Repair System failed because"; - mes "of a magic power conflict.^000000"; - close; - case 2: - mes "^3355FFYou placed the Yellow Gemstone.^000000"; - set .@nice,.@nice+10; - set .@roof0,.@roof0 + 1; - specialeffect EF_STEAL; - next; - break; - case 3: - mes "^3355FFYou placed the Blue Gemstone."; - mes "However, the Guardian Stone"; - mes "Repair System failed because"; - mes "of a magic power conflict.^000000"; - close; - } - } - } - } - if (.@nice > 90) { - if ($agit_ar01[0] == 0) { - mes "^3355FFThe Guardian Stone"; - mes "Repair System has"; - mes "already completed.^000000"; - close; - } - else { - if (agitcheck2() == 0) { - mes "^3355FFIt is impossible to"; - mes "rebuild the Guardian"; - mes "Stone because the"; - mes "Emperium is not present.^000000"; - close; - } - else { - mes "^3355FFThe Gemstones have been"; - mes "arranged, and the Guardian"; - mes "Stone is successfully repaired.^000000"; - delitem 984,1; //Oridecon - delitem 985,1; //Elunium - delitem 7049,30; //Stone - delitem 717,5; //Blue_Gemstone - delitem 715,5; //Yellow_Gemstone - delitem 716,5; //Red_Gemstone - close2; - donpcevent "#aru01_df01::OnEnable"; - specialeffect EF_ICECRASH; - disablenpc "1st Guardian Stone#aru01"; - setarray $agit_ar01[0],0; - set .@df_all,$agit_ar01[0]+$agit_ar01[1]; - if (.@df_all == 0) { - mapannounce "arug_cas01","Both Guardian Stones have been erected, bolstering this stronghold's defenses!",bc_map,"0x00ff00"; - donpcevent "#aru01_RL00::OnEnable"; - } - else { - mapannounce "arug_cas01","The 1st Guardian Stone has been repaired successfully.",bc_map,"0x00ff00"; - } - if ($agit_ar01[5] == 1) { - donpcevent "#aru01_gard01::OnEnable"; - } - end; - } - } - } - else { - mes "^3355FFAfter all of that work..."; - mes "It looks like you failed"; - mes "to fix the Guardian Stone,"; - mes "and lost some materials.^000000"; - delitem 7049,10; //Stone - delitem 717,2; //Blue_Gemstone - delitem 715,2; //Yellow_Gemstone - delitem 716,2; //Red_Gemstone - close; - } - } - else { - mes "^3355FFYou don't have enough"; - mes "materials to repair"; - mes "the Guardian Stone.^000000"; - close; - } - } - } - end; - -OnInit: - disablenpc "1st Guardian Stone#aru01"; - end; - -OnEnable: - enablenpc "1st Guardian Stone#aru01"; - specialeffect EF_MAPPILLAR2; - end; - -OnDisable: - disablenpc "1st Guardian Stone#aru01"; - end; -} - -arug_cas01,1,4,0 script #aru01_df02 -1,{ -OnEnable: - guardian "arug_cas01",308,189,"2nd Guardian Stone",1908,"#aru01_df02::OnGuardianStoneDied"; //23; - end; - -OnDisable: - killmonster "arug_cas01","#aru01_df02::OnGuardianStoneDied"; - setarray $agit_ar01[1],1; //Global Variable - stopnpctimer; - end; - -OnGuardianStoneDied: - // 2nd Guardian Stone is Destroyed - setarray $agit_ar01[1],1; - if (($agit_ar01[0] == 1) || ($agit_ar01[0] == 2)) { - set .@destroyed,.@destroyed + 1; - } - if (($agit_ar01[1] == 1) || ($agit_ar01[1] == 2)) { - set .@destroyed,.@destroyed + 1; - } - if (.@destroyed == 2) { - mapannounce "arug_cas01","All of the Guardian Stones have been destroyed!",bc_map,"0x00ff00"; - donpcevent "#aru01_RL00::OnDisable"; - donpcevent "#aru01_gard02::Onreset"; - } - else { - mapannounce "arug_cas01","The 2nd Guardian Stone have been destroyed!",bc_map,"0x00ff00"; - donpcevent "#aru01_gard02::Onreset"; - } - initnpctimer; - end; - -OnTimer300000: - donpcevent "2nd Guardian Stone#aru01::OnEnable"; - setarray $agit_ar01[1],2; //Global Variable - stopnpctimer; - end; -} - -arug_cas01,308,189,0 script 2nd Guardian Stone#aru01 844,{ - set .@GID, GetCastleData("arug_cas01",1); - if (getcharid(2) == .@GID) { - mes "^3355FFYou will need the"; - mes "following materials to"; - mes "rebuild a destroyed"; - mes "Guardian Stone.^000000"; - next; - mes "1 Oridecon"; - mes "1 Elunium"; - mes "30 Stones"; - mes "5 Blue Gemstones"; - mes "5 Yellow Gemstones"; - mes "5 Red Gemstones"; - next; - mes "^3355FFDo you want to continue?^000000"; - switch(select("No:Continue")) { - case 1: - mes "^3355FFWork canceled.^000000"; - close; - case 2: - if ((countitem(984) > 0) && (countitem(985) > 0) && (countitem(7049) > 29) && (countitem(717) > 4) && (countitem(715) > 4) && (countitem(716) > 4)) { - mes "^3355FFArrange Stones, Elunium, and"; - mes "Oridecon, in that order, in the"; - mes "center. Then you must arrange"; - mes "the enchanted Gemstones to"; - mes "rebuild the Guardian Stone.^000000"; - next; - switch(select("Elunium:Oridecon:Stone")) { - case 1: - mes "^3355FFElunium has been"; - mes "placed in the center.^000000"; - next; - break; - case 2: - mes "^3355FFOridecon has been"; - mes "placed in the center.^000000"; - next; - break; - case 3: - mes "^3355FFStones have been"; - mes "placed in the center.^000000"; - set .@nice,.@nice+10; - next; - break; - } - switch(select("Elunium:Oridecon:Stone")) { - case 1: - mes "^3355FFYou have lined the"; - mes "outside of the center"; - mes "with some Elunium.^000000"; - set .@nice,.@nice+10; - next; - break; - case 2: - mes "^3355FFYou have lined the"; - mes "outside of the center"; - mes "with some Oridecon.^000000"; - next; - break; - case 3: - mes "^3355FFYou have lined the"; - mes "outside of the center"; - mes "with some Stones.^000000"; - next; - break; - } - switch(select("Elunium:Oridecon:Stone")) { - case 1: - mes "^3355FFYou covered the"; - mes "rest of the materials"; - mes "with some Elunium.^000000"; - next; - break; - case 2: - mes "^3355FFYou covered the"; - mes "rest of the materials"; - mes "with some Oridecon.^000000"; - set .@nice,.@nice+10; - next; - break; - case 3: - mes "^3355FFYou covered the"; - mes "rest of the materials"; - mes "with some Stones.^000000"; - next; - break; - } - mes "^3355FFNow you need to arrange"; - mes "the enchanted Gemstones"; - mes "accordingly. You can identify"; - mes "their Magic properties by"; - mes "their casting effect.^000000"; - next; - while(1) { - if (.@roof0 > 7) { - break; - } - else { - switch(rand(1,3)) { - case 1: - specialeffect EF_BEGINSPELL2; - mes "^3355FFThe Gemstones must"; - mes "be arranged in the correct"; - mes "order according to their"; - mes "magic properties and power.^000000"; - next; - switch(select("Red Gemstone:Yellow Gemstone:Blue Gemstone")) { - case 1: - mes "^3355FFYou placed the Red Gemstone."; - mes "However, the Guardian Stone"; - mes "Repair System failed because"; - mes "of a magic power conflict.^000000"; - close; - case 2: - mes "^3355FFYou placed the Yellow Gemstone."; - mes "However, the Guardian Stone"; - mes "Repair System failed because"; - mes "of a magic power conflict.^000000"; - close; - case 3: - mes "^3355FFYou placed the Blue Gemstone.^000000"; - set .@nice,.@nice+10; - set .@roof0,.@roof0 + 1; - specialeffect EF_STEAL; - next; - break; - } - break; - case 2: - specialeffect EF_VOLCANO; - mes "^3355FFThe Gemstones must"; - mes "be arranged in the correct"; - mes "order according to their"; - mes "magic properties and power.^000000"; - next; - switch(select("Red Gemstone:Yellow Gemstone:Blue Gemstone")) { - case 1: - mes "^3355FFYou placed the Red Gemstone.^000000"; - set .@nice,.@nice+10; - set .@roof0,.@roof0 + 1; - specialeffect EF_STEAL; - next; - break; - case 2: - mes "^3355FFYou placed the Yellow Gemstone."; - mes "However, the Guardian Stone"; - mes "Repair System failed because"; - mes "of a magic power conflict.^000000"; - close; - case 3: - mes "^3355FFYou placed the Blue Gemstone."; - mes "However, the Guardian Stone"; - mes "Repair System failed because"; - mes "of a magic power conflict.^000000"; - close; - } - break; - case 3: - specialeffect EF_BEGINSPELL4; - mes "^3355FFThe Gemstones must"; - mes "be arranged in the correct"; - mes "order according to their"; - mes "magic properties and power.^000000"; - next; - switch(select("Red Gemstone:Yellow Gemstone:Blue Gemstone")) { - case 1: - mes "^3355FFYou placed the Red Gemstone."; - mes "However, the Guardian Stone"; - mes "Repair System failed because"; - mes "of a magic power conflict.^000000"; - close; - case 2: - mes "^3355FFYou placed the Yellow Gemstone.^000000"; - set .@nice,.@nice+10; - set .@roof0,.@roof0 + 1; - specialeffect EF_STEAL; - next; - break; - case 3: - mes "^3355FFYou placed the Blue Gemstone."; - mes "However, the Guardian Stone"; - mes "Repair System failed because"; - mes "of a magic power conflict.^000000"; - close; - } - } - } - } - if (.@nice > 90) { - if ($agit_ar01[1] == 0) { - mes "^3355FFThe Guardian Stone"; - mes "Repair System has"; - mes "successfully completed.^000000"; - close; - } - else { - if (agitcheck2() == 0) { - mes "^3355FFIt is impossible to"; - mes "rebuild the Guardian"; - mes "Stone because the"; - mes "Emperium is not present.^000000"; - close; - } - else { - mes "^3355FFThe Gemstones have been"; - mes "arranged, and the Guardian"; - mes "Stone is successfully repaired.^000000"; - delitem 984,1; //Oridecon - delitem 985,1; //Elunium - delitem 7049,30; //Stone - delitem 717,5; //Blue_Gemstone - delitem 715,5; //Yellow_Gemstone - delitem 716,5; //Red_Gemstone - close2; - donpcevent "#aru01_df02::OnEnable"; - specialeffect EF_ICECRASH; - disablenpc "2nd Guardian Stone#aru01"; - setarray $agit_ar01[1],0; - set .@df_all,$agit_ar01[0]+$agit_ar01[1]; - if (.@df_all == 0) { - mapannounce "arug_cas01","Both Guardian Stones have been erected, bolstering this stronghold's defenses!",bc_map,"0x00ff00"; - donpcevent "#aru01_RL00::OnEnable"; - } - else { - mapannounce "arug_cas01","The 2nd Guardian Stone has been repaired successfully.",bc_map,"0x00ff00"; - } - if ($agit_ar01[5] == 1) { - donpcevent "#aru01_gard02::OnEnable"; - } - end; - } - } - } - else { - mes "^3355FFAfter all of that work..."; - mes "It looks like you failed"; - mes "to fix the Guardian Stone,"; - mes "and lost some materials.^000000"; - delitem 7049,10; //Stone - delitem 717,2; //Blue_Gemstone - delitem 715,2; //Yellow_Gemstone - delitem 716,2; //Red_Gemstone - close; - } - } - else { - mes "^3355FFYou don't have enough"; - mes "materials to repair"; - mes "the Guardian Stone.^000000"; - close; - } - } - } - end; - -OnInit: - disablenpc "2nd Guardian Stone#aru01"; - end; - -OnEnable: - enablenpc "2nd Guardian Stone#aru01"; - specialeffect EF_MAPPILLAR2; - end; - -OnDisable: - disablenpc "2nd Guardian Stone#aru01"; - end; -} - -arug_cas01,2,1,0 script #aru01_RL00 -1,{ -OnEnable: - setwall "arug_cas01",238,74,8,6,0,"aru01_RL00"; - guardian "arug_cas01",239,73," ",1905,"#aru01_RL00::OnBarrierDestroyed"; //24; - guardian "arug_cas01",241,73," ",1905,"#aru01_RL00::OnBarrierDestroyed"; //25; - guardian "arug_cas01",243,73," ",1905,"#aru01_RL00::OnBarrierDestroyed"; //26; - guardian "arug_cas01",245,73," ",1905,"#aru01_RL00::OnBarrierDestroyed"; //27; - end; - -OnDisable: - delwall "aru01_RL00"; - killmonster "arug_cas01","#aru01_RL00::OnBarrierDestroyed"; - end; - -OnBarrierDestroyed: - end; -} - -arug_cas01,2,2,0 script #aru01_RL01 -1,{ -OnEnable: - set .MyMobCount,6; - setwall "arug_cas01",239,53,8,6,1,"aru01_RL01"; - guardian "arug_cas01",239,55," ",1905,"#aru01_RL01::OnBarrierDestroyed"; //28; - guardian "arug_cas01",241,55," ",1905,"#aru01_RL01::OnBarrierDestroyed"; //29; - guardian "arug_cas01",243,55," ",1905,"#aru01_RL01::OnBarrierDestroyed"; //30; - guardian "arug_cas01",240,54," ",1905,"#aru01_RL01::OnBarrierDestroyed"; //31; - guardian "arug_cas01",242,54," ",1905,"#aru01_RL01::OnBarrierDestroyed"; //32; - guardian "arug_cas01",244,54," ",1905,"#aru01_RL01::OnBarrierDestroyed"; //33; - end; - -OnBarrierDestroyed: - set .MyMobCount,.MyMobCount-1; - if (.MyMobCount == 0) { - setarray $agit_ar01[2],1; - mapannounce "arug_cas01","The 1st Fortress Gate is destroyed.",bc_map,"0x00ff00"; - delwall "aru01_RL01"; - } - end; - -OnDisable: - delwall "aru01_RL01"; - killmonster "arug_cas01","#aru01_RL01::OnBarrierDestroyed"; - end; -} - -arug_cas01,2,3,0 script #aru01_RL02 -1,{ -OnEnable: - set .MyMobCount,6; - setwall "arug_cas01",107,124,6,6,1,"aru01_RL02"; - guardian "arug_cas01",107,122," ",1905,"#aru01_RL02::OnBarrierDestroyed"; //34; - guardian "arug_cas01",109,122," ",1905,"#aru01_RL02::OnBarrierDestroyed"; //35; - guardian "arug_cas01",111,122," ",1905,"#aru01_RL02::OnBarrierDestroyed"; //36; - guardian "arug_cas01",108,123," ",1905,"#aru01_RL02::OnBarrierDestroyed"; //37; - guardian "arug_cas01",110,123," ",1905,"#aru01_RL02::OnBarrierDestroyed"; //38; - guardian "arug_cas01",112,123," ",1905,"#aru01_RL02::OnBarrierDestroyed"; //39; - end; - -OnBarrierDestroyed: - set .MyMobCount,.MyMobCount-1; - if (.MyMobCount == 0) { - setarray $agit_ar01[3],1; - mapannounce "arug_cas01","The 2nd Fortress Gate is destroyed.",bc_map,"0x00ff00"; - delwall "aru01_RL02"; - } - end; - -OnDisable: - delwall "aru01_RL02"; - killmonster "arug_cas01","#aru01_RL02::OnBarrierDestroyed"; - end; -} - -arug_cas01,2,4,0 script #aru01_RL03 -1,{ -OnEnable: - set .MyMobCount,4; - setwall "arug_cas01",84,171,8,6,1,"aru01_RL03"; - guardian "arug_cas01",84,170," ",1905,"#aru01_RL03::OnBarrierDestroyed"; //40; - guardian "arug_cas01",86,170," ",1905,"#aru01_RL03::OnBarrierDestroyed"; //41; - guardian "arug_cas01",88,170," ",1905,"#aru01_RL03::OnBarrierDestroyed"; //42; - guardian "arug_cas01",90,170," ",1905,"#aru01_RL03::OnBarrierDestroyed"; //43; - end; - -OnBarrierDestroyed: - set .MyMobCount,.MyMobCount-1; - if (.MyMobCount == 0) { - setarray $agit_ar01[4],1; - mapannounce "arug_cas01","The 3rd Fortress Gate is destroyed!",bc_map,"0x00ff00"; - delwall "aru01_RL03"; - } - end; - -OnDisable: - delwall "aru01_RL03"; - killmonster "arug_cas01","#aru01_RL03::OnBarrierDestroyed"; - end; -} - -arug_cas01,247,52,0 script Control Device01#aru01 111,{ - set .@GID, GetCastleData("arug_cas01",1); - if (getcharid(2) == .@GID) { - if (strcharinfo(0) == getguildmaster(.@GID)) { - if ($agit_ar01[2] == 2) { - mes "^3355FFDemolished Fortress"; - mes "Gates can be repaired,"; - mes "but you will need to gather"; - mes "the following materials.^000000"; - next; - mes "^4D4DFF10 Steel^000000,"; - mes "^4D4DFF30 Trunks^000000,"; - mes "^4D4DFF5 Oridecon^000000, and"; - mes "^4D4DFF10 Emveretarcon^000000."; - next; - select("Continue"); - if ((countitem(1019) > 29) && (countitem(999) > 9) && (countitem(1011) > 9) && (countitem(984) > 4)) { - mes "^3355FFYou will need Trunks to"; - mes "repair the support frame,"; - mes "Oridecon to enhance the"; - mes "gate's endurance, and"; - mes "Emveretarcon to basically"; - mes "hold everything together.^000000"; - next; - set .@ro_of01,rand(10,15); - while(1) { - if (.@ro_of02 == .@ro_of01) { - break; - } - else { - switch(rand(1,4)) { - case 1: - mes "^3355FFThe support frame"; - mes "is badly damaged:"; - mes "fixing this part"; - mes "is a top priority.^000000"; - next; - switch(select("Trunk:Steel:Emveretarcon:Oridecon")) { - case 1: - mes "^3355FFThe frame has been"; - mes "reinforced with wood.^000000"; - set .@rp_temp,.@rp_temp + 1; - set .@ro_of02,.@ro_of02 + 1; - specialeffect2 EF_REPAIRWEAPON; - next; - break; - case 2: - mes "^3355FFYou tried using steel,"; - mes "but it's not working very"; - mes "well. You'll have to try"; - mes "something else.^000000"; - close; - case 3: - mes "^3355FFYou tried using emveretarcon,"; - mes "but it's not working very well.^FFFFFF ^3355FF You'll have to try something else."; - close; - case 4: - mes "^3355FFYou tried using oridecon,"; - mes "but it's not working very"; - mes "well. You'll have to try"; - mes "something else.^000000"; - close; - } - break; - case 2: - mes "^3355FFIt looks like the gate's"; - mes "overall endurance needs to"; - mes "be reinforced with something.^000000"; - next; - switch(select("Trunk:Steel:Emveretarcon:Oridecon")) { - case 1: - mes "^3355FFYou tried using wood"; - mes "to reinforce the gate.^000000"; - set .@ro_of02,.@ro_of02 + 1; - next; - break; - case 2: - mes "^3355FFYou tried using steel"; - mes "to reinforce the gate, but"; - mes "it's not working well at all."; - mes "You'll have to start over.^000000"; - close; - case 3: - mes "^3355FFYou tried using emveretarcon"; - mes "to reinforce the gate, but it's"; - mes "not working well at all."; - mes "You'll have to start over.^000000"; - close; - case 4: - mes "^3355FFYou hammered the"; - mes "oridecon: it looks"; - mes "like this will work.^000000"; - set .@rp_temp,.@rp_temp + 1; - set .@ro_of02,.@ro_of02 + 1; - specialeffect2 EF_REPAIRWEAPON; - next; - break; - } - break; - case 3: - mes "^3355FFThe damage to the gate"; - mes "has caused all these"; - mes "cracks. You'll have to"; - mes "weld them solid somehow.^000000"; - next; - switch(select("Trunk:Steel:Emveretarcon:Oridecon")) { - case 1: - mes "^3355FFYou tried using wood to fix"; - mes "this problem, but it seems"; - mes "to have made it worse."; - mes "You'll have to start all over.^000000"; - close; - case 2: - mes "^3355FFYou used steel to weld"; - mes "all the cracks: the gate is"; - mes "is starting to look more solid.^000000"; - set .@rp_temp,.@rp_temp + 1; - set .@ro_of02,.@ro_of02 + 1; - specialeffect2 EF_REPAIRWEAPON; - next; - break; - case 3: - mes "^3355FFYou tried using emveretarcon"; - mes "to reinforce the gate, but it's"; - mes "not working well at all."; - mes "You'll have to start over.^000000"; - close; - case 4: - mes "^3355FFYou tried using oridecon,"; - mes "but it's not working very"; - mes "well. You'll have to try"; - mes "something else.^000000"; - close; - } - break; - case 4: - mes "^3355FFNow you need to make"; - mes "sure that the gate is held"; - mes "together pretty solidly.^000000"; - next; - switch(select("Trunk:Steel:Emveretarcon:Oridecon")) { - case 1: - mes "^3355FFYou tried using wood to fix"; - mes "this problem, but it seems"; - mes "to have made it worse."; - mes "You'll have to start all over.^000000"; - close; - case 2: - mes "^3355FFYou tried using steel,"; - mes "but it's not working very"; - mes "well. You'll have to try"; - mes "something else.^000000"; - close; - case 3: - mes "^3355FFYou successfully used"; - mes "the emveretarcon to repair"; - mes "much of the gate's damage.^000000"; - set .@rp_temp,.@rp_temp + 1; - set .@ro_of02,.@ro_of02 + 1; - specialeffect2 EF_REPAIRWEAPON; - next; - break; - case 4: - mes "^3355FFYou tried using oridecon,"; - mes "but it's not working very"; - mes "well. You'll have to try"; - mes "something else.^000000"; - close; - } - } - } - } - mes "^3355FFWell, it looks like"; - mes "you're just about done"; - mes "with repairing the gate.^000000"; - next; - if (agitcheck2() == 0) { - mes "^3355FFUnfortunately, the Fortress"; - mes "Gate can't be reconstructed:"; - mes "the Emperium is no longer here.^000000"; - close; - } - else { - if (.@rp_temp == .@ro_of01) { - mes "^3355FFThe Fortress Gate has"; - mes "been successfully repaired!^000000"; - delitem 1019,30; //Wooden_Block - delitem 999,10; //Steel - delitem 1011,10; //Emveretarcon - delitem 984,5; //Oridecon - close2; - donpcevent "#aru01_RL01::OnEnable"; - disablenpc "Control Device01#aru01"; - mapannounce "arug_cas01","The 1st Fortress Gate has been reconstructed!",bc_map,"0x00ff00"; - setarray $agit_ar01[2],0; - end; - } - else { - mes "^3355FFThe wall has been breached,"; - mes "and the attempt to repair the"; - mes "Fortress Gate has failed."; - mes "You lost some of your"; - mes "repair resources...^000000"; - delitem 984,2; //Oridecon - delitem 999,4; //Steel - delitem 1019,14; //Wooden_Block - delitem 1011,3; //Emveretarcon - close; - } - } - } - else { - mes "^3355FFYou can't attempt to repair"; - mes "the Fortress Gate if you don't"; - mes "have all the needed materials.^000000"; - close; - } - } - } - } - end; - -OnInit: - disablenpc "Control Device01#aru01"; - end; - -OnEnable: - enablenpc "Control Device01#aru01"; - end; - -OnDisable: - disablenpc "Control Device01#aru01"; - end; -} - -arug_cas01,118,131,0 script Control Device02#aru01 111,{ - set .@GID, GetCastleData("arug_cas01",1); - if (getcharid(2) == .@GID) { - if (strcharinfo(0) == getguildmaster(.@GID)) { - if ($agit_ar01[3] == 2) { - mes "^3355FFDemolished Fortress"; - mes "Gates can be repaired,"; - mes "but you will need to gather"; - mes "the following materials.^000000"; - next; - mes "^4D4DFF10 Steel^000000,"; - mes "^4D4DFF30 Trunks^000000,"; - mes "^4D4DFF5 Oridecon^000000, and"; - mes "^4D4DFF10 Emveretarcon^000000."; - next; - select("Continue"); - if ((countitem(1019) > 29) && (countitem(999) > 9) && (countitem(1011) > 9) && (countitem(984) > 4)) { - mes "^3355FFYou will need Trunks to"; - mes "repair the support frame,"; - mes "Oridecon to enhance the"; - mes "gate's endurance, and"; - mes "Emveretarcon to basically"; - mes "hold everything together.^000000"; - next; - set .@ro_of01,rand(10,15); - while(1) { - if (.@ro_of02 == .@ro_of01) { - break; - } - else { - switch(rand(1,4)) { - case 1: - mes "^3355FFThe support frame"; - mes "is badly damaged:"; - mes "fixing this part"; - mes "is a top priority.^000000"; - next; - switch(select("Trunk:Steel:Emveretarcon:Oridecon")) { - case 1: - mes "^3355FFThe frame has been"; - mes "reinforced with wood.^000000"; - set .@rp_temp,.@rp_temp + 1; - set .@ro_of02,.@ro_of02 + 1; - specialeffect2 EF_REPAIRWEAPON; - next; - break; - case 2: - mes "^3355FFYou tried using steel,"; - mes "but it's not working very"; - mes "well. You'll have to try"; - mes "something else.^000000"; - close; - case 3: - mes "^3355FFYou tried using emveretarcon"; - mes "to reinforce the gate, but it's"; - mes "not working well at all."; - mes "You'll have to start over.^000000"; - close; - case 4: - mes "^3355FFYou tried using oridecon,"; - mes "but it's not working very"; - mes "well. You'll have to try"; - mes "something else.^000000"; - close; - } - break; - case 2: - mes "^3355FFIt looks like the gate's"; - mes "overall endurance needs to"; - mes "be reinforced with something.^000000"; - next; - switch(select("Trunk:Steel:Emveretarcon:Oridecon")) { - case 1: - mes "^3355FFYou tried using wood"; - mes "to reinforce the gate.^000000"; - set .@ro_of02,.@ro_of02 + 1; - next; - break; - case 2: - mes "^3355FFYou tried using steel"; - mes "to reinforce the gate, but"; - mes "it's not working well at all."; - mes "You'll have to start over.^000000"; - close; - case 3: - mes "^3355FFYou tried using emveretarcon"; - mes "to reinforce the gate, but it's"; - mes "not working well at all."; - mes "You'll have to start over.^000000"; - close; - case 4: - mes "^3355FFYou hammered the"; - mes "oridecon: it looks"; - mes "like this will work.^000000"; - set .@rp_temp,.@rp_temp + 1; - set .@ro_of02,.@ro_of02 + 1; - specialeffect2 EF_REPAIRWEAPON; - next; - break; - } - break; - case 3: - mes "^3355FFThe damage to the gate"; - mes "has caused all these"; - mes "cracks. You'll have to"; - mes "weld them solid somehow.^000000"; - next; - switch(select("Trunk:Steel:Emveretarcon:Oridecon")) { - case 1: - mes "^3355FFYou tried using wood to fix"; - mes "this problem, but it seems"; - mes "to have made it worse."; - mes "You'll have to start all over.^000000"; - close; - case 2: - mes "^3355FFYou used steel to weld"; - mes "all the cracks: the gate is"; - mes "is starting to look more solid.^000000"; - set .@rp_temp,.@rp_temp + 1; - set .@ro_of02,.@ro_of02 + 1; - specialeffect2 EF_REPAIRWEAPON; - next; - break; - case 3: - mes "^3355FFYou tried using emveretarcon"; - mes "to reinforce the gate, but it's"; - mes "not working well at all."; - mes "You'll have to start over.^000000"; - close; - case 4: - mes "^3355FFYou tried using oridecon,"; - mes "but it's not working very"; - mes "well. You'll have to try"; - mes "something else.^000000"; - close; - } - break; - case 4: - mes "^3355FFNow you need to make"; - mes "sure that the gate is held"; - mes "together pretty solidly.^000000"; - next; - switch(select("Trunk:Steel:Emveretarcon:Oridecon")) { - case 1: - mes "^3355FFYou tried using wood to fix"; - mes "this problem, but it seems"; - mes "to have made it worse."; - mes "You'll have to start all over.^000000"; - close; - case 2: - mes "^3355FFYou tried using steel,"; - mes "but it's not working very"; - mes "well. You'll have to try"; - mes "something else.^000000"; - close; - case 3: - mes "^3355FFYou successfully used"; - mes "the emveretarcon to repair"; - mes "much of the gate's damage.^000000"; - set .@rp_temp,.@rp_temp + 1; - set .@ro_of02,.@ro_of02 + 1; - specialeffect2 EF_REPAIRWEAPON; - next; - break; - case 4: - mes "^3355FFYou tried using oridecon,"; - mes "but it's not working very"; - mes "well. You'll have to try"; - mes "something else.^000000"; - close; - } - } - } - } - mes "^3355FFWell, it looks like"; - mes "you're just about done"; - mes "with repairing the gate.^000000"; - next; - if (agitcheck2() == 0) { - mes "^3355FFUnfortunately, the Fortress"; - mes "Gate can't be reconstructed:"; - mes "the Emperium is no longer here.^000000"; - close; - } - else { - if (.@rp_temp == .@ro_of01) { - mes "^3355FFThe Fortress Gate has"; - mes "been successfully repaired!^000000"; - delitem 1019,30; //Wooden_Block - delitem 999,10; //Steel - delitem 1011,10; //Emveretarcon - delitem 984,5; //Oridecon - close2; - donpcevent "#aru01_RL02::OnEnable"; - disablenpc "Control Device02#aru01"; - mapannounce "arug_cas01","The 2nd Fortress Gate has been reconstructed!",bc_map,"0x00ff00"; - setarray $agit_ar01[3],0; //Global Variable - setarray $agit_ar01[2],2; //Global Variable - donpcevent "Control Device01#aru01::OnEnable"; - end; - } - else { - mes "^3355FFThe wall has been breached,"; - mes "and the attempt to repair the"; - mes "Fortress Gate has failed."; - mes "You lost some of your"; - mes "repair resources...^000000"; - delitem 984,2; //Oridecon - delitem 999,4; //Steel - delitem 1019,14; //Wooden_Block - delitem 1011,3; //Emveretarcon - close; - } - } - } - else { - mes "^3355FFYou can't attempt to repair"; - mes "the Fortress Gate if you don't"; - mes "have all the needed materials.^000000"; - close; - } - } - } - } - end; - -OnInit: - disablenpc "Control Device02#aru01"; - end; - -OnEnable: - enablenpc "Control Device02#aru01"; - end; - -OnDisable: - disablenpc "Control Device02#aru01"; - end; -} - -arug_cas01,82,172,0 script Control Device03#aru01 111,{ - set .@GID, GetCastleData("arug_cas01",1); - if (getcharid(2) == .@GID) { - if (strcharinfo(0) == getguildmaster(.@GID)) { - if ($agit_ar01[4] == 2) { - mes "^3355FFDemolished Fortress"; - mes "Gates can be repaired,"; - mes "but you will need to gather"; - mes "the following materials.^000000"; - next; - mes "^4D4DFF10 Steel^000000,"; - mes "^4D4DFF30 Trunks^000000,"; - mes "^4D4DFF5 Oridecon^000000, and"; - mes "^4D4DFF10 Emveretarcon^000000."; - next; - select("Continue"); - if ((countitem(1019) > 29) && (countitem(999) > 9) && (countitem(1011) > 9) && (countitem(984) > 4)) { - mes "^3355FFYou will need Trunks to"; - mes "repair the support frame,"; - mes "Oridecon to enhance the"; - mes "gate's endurance, and"; - mes "Emveretarcon to basically"; - mes "hold everything together.^000000"; - next; - set .@ro_of01,rand(10,15); - while(1) { - if (.@ro_of02 == .@ro_of01) { - break; - } - else { - switch(rand(1,4)) { - case 1: - mes "^3355FFThe support frame"; - mes "is badly damaged:"; - mes "fixing this part"; - mes "is a top priority.^000000"; - next; - switch(select("Trunk:Steel:Emveretarcon:Oridecon")) { - case 1: - mes "^3355FFThe frame has been"; - mes "reinforced with wood.^000000"; - set .@rp_temp,.@rp_temp + 1; - set .@ro_of02,.@ro_of02 + 1; - specialeffect2 EF_REPAIRWEAPON; - next; - break; - case 2: - mes "^3355FFYou tried using steel,"; - mes "but it's not working very"; - mes "well. You'll have to try"; - mes "something else.^000000"; - close; - case 3: - mes "^3355FFYou tried using emveretarcon"; - mes "to reinforce the gate, but it's"; - mes "not working well at all."; - mes "You'll have to start over.^000000"; - close; - case 4: - mes "^3355FFYou tried using oridecon,"; - mes "but it's not working very"; - mes "well. You'll have to try"; - mes "something else.^000000"; - close; - } - break; - case 2: - mes "^3355FFIt looks like the gate's"; - mes "overall endurance needs to"; - mes "be reinforced with something.^000000"; - next; - switch(select("Trunk:Steel:Emveretarcon:Oridecon")) { - case 1: - mes "^3355FFYou tried using wood"; - mes "to reinforce the gate.^000000"; - set .@ro_of02,.@ro_of02 + 1; - next; - break; - case 2: - mes "^3355FFYou tried using steel"; - mes "to reinforce the gate, but"; - mes "it's not working well at all."; - mes "You'll have to start over.^000000"; - close; - case 3: - mes "^3355FFYou tried using emveretarcon"; - mes "to reinforce the gate, but it's"; - mes "not working well at all."; - mes "You'll have to start over.^000000"; - close; - case 4: - mes "^3355FFYou hammered the"; - mes "oridecon: it looks"; - mes "like this will work.^000000"; - set .@rp_temp,.@rp_temp + 1; - set .@ro_of02,.@ro_of02 + 1; - specialeffect2 EF_REPAIRWEAPON; - next; - break; - } - break; - case 3: - mes "^3355FFThe damage to the gate"; - mes "has caused all these"; - mes "cracks. You'll have to"; - mes "weld them solid somehow.^000000"; - next; - switch(select("Trunk:Steel:Emveretarcon:Oridecon")) { - case 1: - mes "^3355FFYou tried using wood to fix"; - mes "this problem, but it seems"; - mes "to have made it worse."; - mes "You'll have to start all over.^000000"; - close; - case 2: - mes "^3355FFYou used steel to weld"; - mes "all the cracks: the gate is"; - mes "is starting to look more solid.^000000"; - set .@rp_temp,.@rp_temp + 1; - set .@ro_of02,.@ro_of02 + 1; - specialeffect2 EF_REPAIRWEAPON; - next; - break; - case 3: - mes "^3355FFYou tried using emveretarcon"; - mes "to reinforce the gate, but it's"; - mes "not working well at all."; - mes "You'll have to start over.^000000"; - close; - case 4: - mes "^3355FFYou tried using oridecon,"; - mes "but it's not working very"; - mes "well. You'll have to try"; - mes "something else.^000000"; - close; - } - break; - case 4: - mes "^3355FFNow you need to make"; - mes "sure that the gate is held"; - mes "together pretty solidly.^000000"; - next; - switch(select("Trunk:Steel:Emveretarcon:Oridecon")) { - case 1: - mes "^3355FFYou tried using wood to fix"; - mes "this problem, but it seems"; - mes "to have made it worse."; - mes "You'll have to start all over.^000000"; - close; - case 2: - mes "^3355FFYou tried using steel,"; - mes "but it's not working very"; - mes "well. You'll have to try"; - mes "something else.^000000"; - close; - case 3: - mes "^3355FFYou successfully used"; - mes "the emveretarcon to repair"; - mes "much of the gate's damage.^000000"; - set .@rp_temp,.@rp_temp + 1; - set .@ro_of02,.@ro_of02 + 1; - specialeffect2 EF_REPAIRWEAPON; - next; - break; - case 4: - mes "^3355FFYou tried using oridecon,"; - mes "but it's not working very"; - mes "well. You'll have to try"; - mes "something else.^000000"; - close; - } - } - } - } - mes "^3355FFWell, it looks like"; - mes "you're just about done"; - mes "with repairing the gate.^000000"; - next; - if (agitcheck2() == 0) { - mes "^3355FFUnfortunately, the Fortress"; - mes "Gate can't be reconstructed:"; - mes "the Emperium is no longer here.^000000"; - close; - } - else { - if (.@rp_temp == .@ro_of01) { - mes "^3355FFThe Fortress Gate has"; - mes "been successfully repaired!^000000"; - delitem 1019,30; //Wooden_Block - delitem 999,10; //Steel - delitem 1011,10; //Emveretarcon - delitem 984,5; //Oridecon - close2; - donpcevent "#aru01_RL03::OnEnable"; - disablenpc "Control Device03#aru01"; - mapannounce "arug_cas01","The 3rd Fortress Gate has been reconstructed!",bc_map,"0x00ff00"; - setarray $agit_ar01[4],0; - setarray $agit_ar01[3],2; - donpcevent "Control Device02#aru01::OnEnable"; - end; - } - else { - mes "^3355FFThe wall has been breached,"; - mes "and the attempt to repair the"; - mes "Fortress Gate has failed."; - mes "You lost some of your"; - mes "repair resources...^000000"; - delitem 984,2; //Oridecon - delitem 999,4; //Steel - delitem 1019,14; //Wooden_Block - delitem 1011,3; //Emveretarcon - close; - } - } - } - else { - mes "^3355FFYou can't attempt to repair"; - mes "the Fortress Gate if you don't"; - mes "have all the needed materials.^000000"; - close; - } - } - } - } - end; - -OnInit: - disablenpc "Control Device03#aru01"; - end; - -OnEnable: - enablenpc "Control Device03#aru01"; - end; - -OnDisable: - disablenpc "Control Device03#aru01"; - end; -} - -// Link Flags -arug_cas01,74,232,0 script LF-01#arug_cas01 111,{ - set .@GID, GetCastleData("arug_cas01",1); - if (getcharid(2) == .@GID) { - mes "^3355FFThis is the Stronghold"; - mes "Teleport Service. Please"; - mes "choose a destination"; - mes "within the stronghold.^000000"; - switch(select("First Gate House:Second Gate House:Cancel")) { - case 1: - warp "arug_cas01",158,237; - end; - case 2: - warp "arug_cas01",297,248; - end; - case 3: - close; - } - } - end; -} - -arug_cas01,77,232,0 script LF-02#arug_cas01 111,{ - set .@GID, GetCastleData("arug_cas01",1); - if (getcharid(2) == .@GID) { - mes "^3355FFThis is the Stronghold"; - mes "Teleport Service. Please"; - mes "choose a destination"; - mes "within the stronghold.^000000"; - switch(select("Defense Area 1-1:Defense Area 1-2:Cancel")) { - case 1: - warp "arug_cas01",197,144; - end; - case 2: - warp "arug_cas01",245,103; - end; - case 3: - close; - } - } - end; -} - -arug_cas01,80,232,0 script LF-03#arug_cas01 111,{ - set .@GID, GetCastleData("arug_cas01",1); - if (getcharid(2) == .@GID) { - mes "^3355FFThis is the Stronghold"; - mes "Teleport Service. Please"; - mes "choose a destination"; - mes "within the stronghold.^000000"; - switch(select("Defense Area 2-1:Defense Area 2-2:Cancel")) { - case 1: - warp "arug_cas01",256,35; - end; - case 2: - warp "arug_cas01",186,26; - end; - case 3: - close; - } - } - end; -} - -arug_cas01,83,232,0 script LF-04#arug_cas01 111,{ - set .@GID, GetCastleData("arug_cas01",1); - if (getcharid(2) == .@GID) { - mes "^3355FFThis is the Stronghold"; - mes "Teleport Service. Please"; - mes "choose a destination"; - mes "within the stronghold.^000000"; - switch(select("Defense Area 2-3:Defense Area 2-4:Cancel")) { - case 1: - warp "arug_cas01",146,65; - end; - case 2: - warp "arug_cas01",176,111; - end; - case 3: - close; - } - } - end; -} - -arug_cas01,86,232,0 script LF-05#arug_cas01 111,{ - set .@GID, GetCastleData("arug_cas01",1); - if (getcharid(2) == .@GID) { - mes "^3355FFThis is the Stronghold"; - mes "Teleport Service. Please"; - mes "choose a destination"; - mes "within the stronghold.^000000"; - switch(select("Defense Area 3-1:Defense Area 3-2:Cancel")) { - case 1: - warp "arug_cas01",94,126; - end; - case 2: - warp "arug_cas01",126,126; - end; - case 3: - close; - } - } - end; -} - -arug_cas01,89,232,0 script LF-06#arug_cas01 111,{ - set .@GID, GetCastleData("arug_cas01",1); - if (getcharid(2) == .@GID) { - mes "^3355FFThis is the Stronghold"; - mes "Teleport Service. Please"; - mes "choose a destination"; - mes "within the stronghold.^000000"; - switch(select("Defense Area 3-3:Defense Area 3-4:Cancel")) { - case 1: - warp "arug_cas01",68,171; - end; - case 2: - warp "arug_cas01",105,182; - end; - case 3: - close; - } - } - end; -} - -arug_cas01,92,232,0 script LF-07#arug_cas01 111,{ - set .@GID, GetCastleData("arug_cas01",1); - if (getcharid(2) == .@GID) { - mes "^3355FFThis is the Stronghold"; - mes "Teleport Service. Please"; - mes "choose a destination"; - mes "within the stronghold.^000000"; - switch(select("Gate House Fork:Cancel")) { - case 1: - warp "arug_cas01",233,130; - end; - case 2: - close; - } - } - end; -} - -arug_cas01,95,232,0 script LF-08#arug_cas01 111,{ - set .@GID, GetCastleData("arug_cas01",1); - if (getcharid(2) == .@GID) { - mes "^3355FFThis is the Stronghold"; - mes "Teleport Service. Please"; - mes "choose a destination"; - mes "within the stronghold.^000000"; - switch(select("Area 1-1:Area 2-1:Area 3-1:Cancel")) { - case 1: - warp "arug_cas01",197,144; - end; - case 2: - warp "arug_cas01",256,35; - end; - case 3: - warp "arug_cas01",146,65; - end; - case 4: - close; - } - } - end; -} - -arug_cas01,98,232,0 script LF-09#arug_cas01 111,{ - set .@GID, GetCastleData("arug_cas01",1); - if (getcharid(2) == .@GID) { - mes "^3355FFThis is the Stronghold"; - mes "Teleport Service. Please"; - mes "choose a destination"; - mes "within the stronghold.^000000"; - switch(select("Area 1-2:Area 2-2:Area 3-3:Cancel")) { - case 1: - warp "arug_cas01",245,103; - end; - case 2: - warp "arug_cas01",186,26; - end; - case 3: - warp "arug_cas01",68,171; - end; - case 4: - close; - } - } - end; -} - -arug_cas01,101,232,0 script LF-10#arug_cas01 111,{ - set .@GID, GetCastleData("arug_cas01",1); - if (getcharid(2) == .@GID) { - mes "^3355FFThis is the Stronghold"; - mes "Teleport Service. Would"; - mes "you like to teleport to the"; - mes "Convenience Facility for"; - mes "guild members?^000000"; - switch(select("Go to Convenience Facility:Cancel")) { - case 1: - warp "arug_cas01",121,357; - end; - case 2: - close; - } - } - end; -} - -arug_cas01,72,176,0 script Mardol#LF_ar01_1::LF_ar01_1 111,{ - set .@GID, GetCastleData("arug_cas01",1); - if (getcharid(2) == .@GID) { - mes "^3355FFThis is the Stronghold"; - mes "Teleport Service. Would"; - mes "you like to teleport to"; - mes "the Emperium Center?^000000"; - switch(select("Teleport:Cancel")) { - case 1: - warp "arug_cas01",67,193; - end; - case 2: - close; - } - } - end; -} - -arug_cas01,103,186,0 duplicate(LF_ar01_1) Mardol#LF_ar01_2 111,{ - -arug_cas01,92,126,4 script Mardol#LF_ar01_3::LF_ar01_2 111,{ - set .@GID, GetCastleData("arug_cas01",1); - if (getcharid(2) == .@GID) { - mes "^3355FFThis is the Stronghold"; - mes "Teleport Service. Would"; - mes "you like to teleport to"; - mes "the Emperium Center?^000000"; - switch(select("Teleport:Cancel")) { - case 1: - warp "arug_cas01",67,193; - end; - case 2: - close; - } - } - end; - -OnInterIfInitOnce: -OnRecvCastleAr01: - FlagEmblem GetCastleData("arug_cas01",1); - end; -} - -arug_cas01,127,126,4 duplicate(LF_ar01_2) Mardol#LF_ar01_3 111 -arug_cas01,150,102,0 duplicate(LF_ar01_1) Mardol#LF_ar01_4 111 -arug_cas01,208,68,0 duplicate(LF_ar01_1) Mardol#LF_ar01_5 111 -arug_cas01,249,52,0 duplicate(LF_ar01_1) Mardol#LF_ar01_6 111 -arug_cas01,234,76,0 duplicate(LF_ar01_1) Mardol#LF_ar01_7 111 -arug_cas01,249,76,0 duplicate(LF_ar01_1) Mardol#LF_ar01_8 111 -arug_cas01,204,142,0 duplicate(LF_ar01_1) Mardol#LF_ar01_9 111 -arug_cas01,183,244,0 duplicate(LF_ar01_1) Mardol#LF_ar01_10 111 -arug_cas01,292,219,0 duplicate(LF_ar01_1) Mardol#LF_ar01_11 111 -arug_cas01,102,120,4 duplicate(LF_ar01_2) Mardol#LF_ar01_12 722 -arug_cas01,117,120,4 duplicate(LF_ar01_2) Mardol#LF_ar01_13 722 -arug_cas01,233,140,4 duplicate(LF_ar01_2) Mardol#LF_ar01_14 722 - -// Guild Manager -arug_cas01,92,380,3 script Steward#aru01 55,{ - set .@GID, GetCastleData("arug_cas01",1); - if (.@GID == 0) { - mes "[ Steward ]"; - mes "I await for the master"; - mes "whom destiny will choose"; - mes "for me. Do you think you"; - mes "have to courage and strength"; - mes "to conquer this stronghold?"; - close; - } - if (getcharid(2) != .@GID || strcharinfo(0) != getguildmaster(.@GID)) { - mes "[ Steward ]"; - mes "Hmpf. Your threats don't"; - mes "scare me! Guardians, drive"; - mes "this infidel away from here!"; - mes "I will always be loyal to the"; - mes "master of this stronghold,"; - mes "the one and only ^FF0000" + getguildmaster(.@GID) + "^000000."; - close; - } - mes "[ Steward ]"; - mes "Ah, Master ^FF0000" + getguildmaster(.@GID) + "^000000..."; - mes "How shall I serve you today?"; - mes "Was there an aspect of this"; - mes "stronghold's maintenance"; - mes "you wanted to discuss?"; - next; - switch(select("Stronghold Briefing:Invest in Commercial Growth:Invest in Defense growth:Hire/Fire Storage Staff:Go to Master's room")) { - case 1: - mes "[ Steward ]"; - mes "The Commercial Growth"; - mes "Level of the stronghold is ^0000ff" + GetCastleData("arug_cas01",2) + "."; - if (GetCastleData("arug_cas01",4) > 0) { - mes "Last time, you invested in"; - mes "Commercial Growth " + GetCastleData("arug_cas01",4) + "."; - } - next; - mes "[ Steward ]"; - mes "Our stronghold's"; - mes "safeguard level is " + GetCastleData("arug_cas01",3) + "."; - if (GetCastleData("arug_cas01",5) > 0) { - mes "Last time, you invested"; - mes "in defense " + GetCastleData("arug_cas01",5) + " times."; - } - mes " "; - mes "That is all, master."; - close; - case 2: - set .@Economy,GetCastleData("arug_cas01",2); - if (.@Economy < 6) { set .@eco_invest,5000; } - else if ((.@Economy >= 6) && (.@Economy <= 10)) { set .@eco_invest,10000; } - else if ((.@Economy >= 11) && (.@Economy <= 15)) { set .@eco_invest,20000; } - else if ((.@Economy >= 16) && (.@Economy <= 20)) { set .@eco_invest,35000; } - else if ((.@Economy >= 21) && (.@Economy <= 25)) { set .@eco_invest,55000; } - else if ((.@Economy >= 26) && (.@Economy <= 30)) { set .@eco_invest,80000; } - else if ((.@Economy >= 31) && (.@Economy <= 35)) { set .@eco_invest,110000; } - else if ((.@Economy >= 36) && (.@Economy <= 40)) { set .@eco_invest,145000; } - else if ((.@Economy >= 41) && (.@Economy <= 45)) { set .@eco_invest,185000; } - else if ((.@Economy >= 46) && (.@Economy <= 50)) { set .@eco_invest,230000; } - else if ((.@Economy >= 51) && (.@Economy <= 55)) { set .@eco_invest,280000; } - else if ((.@Economy >= 56) && (.@Economy <= 60)) { set .@eco_invest,335000; } - else if ((.@Economy >= 61) && (.@Economy <= 65)) { set .@eco_invest,395000; } - else if ((.@Economy >= 66) && (.@Economy <= 70)) { set .@eco_invest,460000; } - else if ((.@Economy >= 71) && (.@Economy <= 75)) { set .@eco_invest,530000; } - else if ((.@Economy >= 76) && (.@Economy <= 80)) { set .@eco_invest,605000; } - else if ((.@Economy >= 81) && (.@Economy <= 85)) { set .@eco_invest,685000; } - else if ((.@Economy >= 86) && (.@Economy <= 90)) { set .@eco_invest,770000; } - else if ((.@Economy >= 91) && (.@Economy <= 95)) { set .@eco_invest,860000; } - else if ((.@Economy >= 96) && (.@Economy <= 100)) { set .@eco_invest,955000; } - //Quadruple the cost of investing if you've already invested once. - if (GetCastleData("arug_cas01",4)) { - set .@eco_invest,.@eco_invest*4; - } - mes "[ Steward ]"; - mes "Raising the stronghold's"; - mes "commercial growth will"; - mes "increase the quantity of"; - mes "goods produced for the guild."; - mes "Investing in commercial growth"; - mes "will help the guild's future."; - next; - mes "[ Steward ]"; - mes "You can make one investment"; - mes "each day, but if you can make"; - mes "two investments if you pay"; - mes "more zeny: this will speed"; - mes "up commercial development,"; - mes "but can be quite expensive."; - next; - if (.@Economy == 100) { - mes "[ Steward ]"; - mes "However, our stronghold's"; - mes "commerical growth level is"; - mes "at 100%. It's not possible to"; - mes "develop commercial growth"; - mes "any further than that."; - close; - } - if (GetCastleData("arug_cas01",4) >= 2) { - mes "[ Steward ]"; - mes "You've already made two"; - mes "investments today, so you'll"; - mes "have to wait until tomorrow"; - mes "to make another investment."; - close; - } - if (GetCastleData("arug_cas01",4) == 0) { - mes "[ Steward ]"; - mes "You must pay ^FF0000" + .@eco_invest + "^000000 zeny"; - mes "to make an investment"; - mes "Will you invest in this"; - mes "stronghold's commerical"; - mes "development now?"; - } - else { - mes "[ Steward ]"; - mes "You must pay ^FF0000" + .@eco_invest + "^000000"; - mes "more zeny to make a second"; - mes "investment today. Will you"; - mes "invest one more time?"; - } - next; - switch(select("Invest in Commercial Growth:Cancel")) { - case 1: - if (GetCastleData("arug_cas01",4) >= 2) { - mes "[ Steward ]"; - mes "You've already made two"; - mes "investments today, so you'll"; - mes "have to wait until tomorrow"; - mes "to make another investment."; - close; - } - if (Zeny < .@eco_invest) { - mes "[ Steward ]"; - mes "I'm sorry, Master, but"; - mes "you do not have enough"; - mes "zeny to make an investment"; - mes "for the guild today."; - close; - } - set zeny,zeny-.@eco_invest; - SetCastleData "arug_cas01",4,GetCastleData("arug_cas01",4)+1; - mes "[ Steward ]"; - mes "A wise use of the guild's"; - mes "funds, Master. We can expect"; - mes "to see the results of this"; - mes "investment by tomorrow."; - close; - case 2: - mes "[ Steward ]"; - mes "As you command, Master."; - close; - } - case 3: - set .@Defence,GetCastleData("arug_cas01",3); - if (.@Defence < 6) { set .@def_invest,10000; } - else if ((.@Defence >= 6) && (.@Defence <= 10)) { set .@def_invest,20000; } - else if ((.@Defence >= 11) && (.@Defence <= 15)) { set .@def_invest,40000; } - else if ((.@Defence >= 16) && (.@Defence <= 20)) { set .@def_invest,70000; } - else if ((.@Defence >= 21) && (.@Defence <= 25)) { set .@def_invest,110000; } - else if ((.@Defence >= 26) && (.@Defence <= 30)) { set .@def_invest,160000; } - else if ((.@Defence >= 31) && (.@Defence <= 35)) { set .@def_invest,220000; } - else if ((.@Defence >= 36) && (.@Defence <= 40)) { set .@def_invest,290000; } - else if ((.@Defence >= 41) && (.@Defence <= 45)) { set .@def_invest,370000; } - else if ((.@Defence >= 46) && (.@Defence <= 50)) { set .@def_invest,460000; } - else if ((.@Defence >= 51) && (.@Defence <= 55)) { set .@def_invest,560000; } - else if ((.@Defence >= 56) && (.@Defence <= 60)) { set .@def_invest,670000; } - else if ((.@Defence >= 61) && (.@Defence <= 65)) { set .@def_invest,790000; } - else if ((.@Defence >= 66) && (.@Defence <= 70)) { set .@def_invest,920000; } - else if ((.@Defence >= 71) && (.@Defence <= 75)) { set .@def_invest,1060000; } - else if ((.@Defence >= 76) && (.@Defence <= 80)) { set .@def_invest,1210000; } - else if ((.@Defence >= 81) && (.@Defence <= 85)) { set .@def_invest,1370000; } - else if ((.@Defence >= 86) && (.@Defence <= 90)) { set .@def_invest,1540000; } - else if ((.@Defence >= 91) && (.@Defence <= 95)) { set .@def_invest,1720000; } - else if ((.@Defence >= 96) && (.@Defence <= 100)) { set .@def_invest,1910000; } - //Quadruple the cost of investing if you've already invested once. - if (GetCastleData("arug_cas01",5)) { - set .@def_invest,.@def_invest*4; - } - mes "[ Steward ]"; - mes "Investing in our stronghold's"; - mes "defense will enhance the"; - mes "durability of our Guardians"; - mes "and the Emperium. We'll need"; - mes "every advantage to protect"; - mes "ourselves from our enemies."; - next; - mes "[ Steward ]"; - mes "You can invest in defense"; - mes "once per day, but if you pay"; - mes "more zeny, you can invest"; - mes "a maximum of two times daily."; - next; - mes "[ Steward ]"; - if (GetCastleData("arug_cas01",3) == 100) { - mes "The Defense Level of this"; - mes "stronghold is 100%, and"; - mes "cannot be increased further."; - close; - } - if (GetCastleData("arug_cas01",5) >= 2) { - mes "Master, you've already"; - mes "invested in Defense twice"; - mes "today. You'll need to wait"; - mes "until tomorrow if you really"; - mes "want to increase our defenses."; - close; - } - if (GetCastleData("arug_cas01",5) == 0) { - mes "We need ^FF0000" + .@def_invest + "^000000"; - mes "zeny to invest in our"; - mes "stronghold's defenses."; - mes "Will you invest now?"; - } - else { - mes "We need ^FF0000" + .@def_invest + "^000000"; - mes "zeny to invest in our"; - mes "stronghold's defenses"; - mes "a second time today."; - mes "Will you invest now?"; - } - next; - switch(select("Invest in Defense:Cancel")) { - case 1: - if (GetCastleData("arug_cas01",5) >= 2) { - mes "[ Steward ]"; - mes "Master, you've already"; - mes "invested in Defense twice"; - mes "today. You'll need to wait"; - mes "until tomorrow if you really"; - mes "want to increase our defenses."; - close; - } - if (Zeny < .@def_invest) { - mes "[ Steward ]"; - mes "I'm sorry, Master, but"; - mes "you do not have enough"; - mes "zeny to make an investment"; - mes "for the guild today."; - close; - } - set zeny,zeny-.@def_invest; - SetCastleData "arug_cas01",5,GetCastleData("arug_cas01",5)+1; - mes "[ Steward ]"; - mes "A wise use of the guild's"; - mes "funds, Master. Increasing"; - mes "the frequency of treasure"; - mes "procured by the guild will"; - mes "definitely help us all."; - close; - case 2: - mes "[ Steward ]"; - mes "As you command, Master."; - close; - } - case 4: - if (GetCastleData("arug_cas01",9) == 1) { - mes "[ Steward ]"; - mes "Do you wish to dismiss"; - mes "the Kafra Employee that"; - mes "we've hired for the guild?"; - next; - switch(select("Dismiss:Cancel")) { - case 1: - cutin "kafra_01",2; - mes "[ Hired Kafra Employee ]"; - mes "Master, please reconsider!"; - mes "I've been working very hard"; - mes "for the success of the guild!"; - mes "I'll try harder to serve the"; - mes "guild members of this"; - mes "stronghold, I promise!"; - next; - switch(select("Dismiss:Cancel")) { - case 1: - mes "[ Hired Kafra Employee ]"; - mes "Why?! What have I done"; - mes "to deserve this? Waaah~!"; - next; - cutin "kafra_01",255; - break; - case 2: - mes "[ Hired Kafra Employee ]"; - mes "Thank you, Master!"; - mes "I'll obey your every"; - mes "command as best I can!"; - mes "You won't regret this!"; - close; - } - break; - case 2: - mes "[ Steward ]"; - mes "She works very hard,"; - mes "in my opinion. It was in"; - mes "all of our best interests to"; - mes "allow her to stay with us."; - close; - } - disablenpc "Kafra Employee#aru01"; - SetCastleData "arug_cas01",9,0; - mes "[ Steward ]"; - mes "That Kafra Employee"; - mes "has been dismissed."; - mes "Were really dissatisfied"; - mes "by the quality of her service?"; - close; - } - else { - mes "[ Steward ]"; - mes "Will you hire a"; - mes "Kafra Employee to serve"; - mes "our stronghold? You must"; - mes "pay ^FF000010,000 zeny^000000 to hire one."; - next; - switch(select("Hire:Cancel")) { - case 1: - if (getgdskilllv(.@GID,10001) == 0) { - mes "[ Steward ]"; - mes "Master, we cannot hire a"; - mes "Kafra Employee because"; - mes "you have not yet attained"; - mes "the ^FF0000Contract with Kafra^000000"; - mes "guild skill."; - close; - } - if (Zeny < 10000) { - mes "[ Steward ]"; - mes "Master, we cannot hire a"; - mes "Kafra Employee because"; - mes "we do not have enough"; - mes "funds to pay the contract fee."; - close; - } - set zeny,zeny-10000; - enablenpc "Kafra Employee#aru01"; - SetCastleData "arug_cas01",9,1; - mes "[ Steward ]"; - mes "Very well. We have formed"; - mes "a contract with the Kafra"; - mes "Head Office, and hired a"; - mes "Kafra Employee for our"; - mes "stronghold. Here she is~"; - next; - cutin "kafra_01",2; - mes "[ Hired Kafra Employee ]"; - mes "How do you do? I've"; - mes "been dispatched by the"; - mes "Kafra Head Office to"; - mes "serve your guild's needs."; - mes "I'll do my best to follow"; - mes "your every command, Master."; - next; - cutin "kafra_01",255; - mes "[ Steward ]"; - mes "Our contract will expire"; - mes "after one month, so we must"; - mes "pay additional fees to keep"; - mes "this Kafra Employee in"; - mes "the service of our guild."; - close; - case 2: - mes "[ Steward ]"; - mes "As you command, Master."; - mes "However, I suggest hiring"; - mes "a Kafra Employee as soon"; - mes "as possible since our guild"; - mes "would greatly benefit from"; - mes "the convenient Kafra services."; - close; - } - } - case 5: - mes "[ Steward ]"; - mes "Do you wish to enter the"; - mes "Guild Treasure Room?"; - mes "Only you, the Guild Master,"; - mes "are permitted to enter."; - next; - mes "[ Steward ]"; - mes "Please remember to open"; - mes "the Treasure Boxes at the"; - mes "proper time. Otherwise, the"; - mes "treasure may disappear if"; - mes "something unexpected happens."; - next; - switch(select("Go to Treasure Room:Cancel")) { - case 1: - mes "[ Steward ]"; - mes "Allow me to guide you"; - mes "on the secret path to"; - mes "the Treasure Room."; - mes "Press the secret switch"; - mes "when you wish to return here."; - close2; - warp "arug_cas01",250,363; - end; - case 2: - mes "[ Steward ]"; - mes "Items in the Treasure Room"; - mes "are produced once each day."; - mes "Therefore, you must obtain"; - mes "the treasure items everyday."; - mes "For the sake of the guild,"; - mes "prioritize treasure harvesting!"; - close; - } - } - -Onstop: - stopnpctimer; - end; - -OnStartArena: - set .@GID,getcharid(2); - // Lower castle Economy - set .@Economy,GetCastleData("arug_cas01",2) - 5; - if (.@Economy < 0) set .@Economy, 0; - SetCastleData "arug_cas01", 2, .@Economy; - // Lower Castle Defence - set .@Defence,GetCastleData("arug_cas01",3) - 5; - if (.@Defence < 0) set .@Defence, 0; - SetCastleData "arug_cas01", 3, .@Defence; - // Set new owner - SetCastleData "arug_cas01",1, .@GID; - // Clear castle's data. - for( set .@i, 4; .@i <= 9; set .@i, .@i+1 ) - SetCastleData "arug_cas01", .@i, 0; - // Disable Kafra - disablenpc "Kafra Employee#aru01"; - - set .msg,2; - if (.msg == 1) { - announce "Fortress [" + GetCastleName("arug_cas01") + "]'s 'Valfreyja' was captured by [" + getguildname(.@gid) + "] Guild.",bc_all|bc_woe; - donpcevent "Manager#aru01_02::Onstart"; - } - else if (.msg == 2) { - announce "The [" + getguildname(.@gid) + "] conquered the [Valfreyja 1] stronghold of " + GetCastleName("arug_cas01"),bc_all|bc_woe; - mapannounce "arug_cas01","The emperium has been shattered!",bc_map,"0x00FF00",FW_NORMAL,20,0,40; - if (agitcheck2()) { - donpcevent "Manager#aru01_02::Onreset"; - initnpctimer; - } - else { - donpcevent "Manager#aru01_02::Onreset"; - stopnpctimer; - } - } - else if (.msg == 0) { - announce "Fortress [" + GetCastleName("arug_cas01") + "]'s 'Valfreyja' was captured by [" + getguildname(.@gid) + "] Guild.",bc_all|bc_woe; - donpcevent "Manager#aru01_02::Onreset"; - stopnpctimer; - end; - } - MapRespawnGuildID "arug_cas01",GetCastleData("arug_cas01",1),2; - donpcevent "::OnRecvCastleAr01"; - end; - -OnTimer10000: - donpcevent "Manager#aru01_02::Onchange"; - mapannounce "arug_cas01","Rebuild this stronghold's Guardian Stones and Fortress Gates to secure your guild's new aquisition!",bc_map,"0x00FF00",FW_NORMAL,20,0,40; - end; -} - -// Guild Kafra -arug_cas01,31,362,3 script Kafra Employee#aru01 117,{ - cutin "kafra_01",2; - set .@GID, GetCastleData("arug_cas01",1); - if (getcharid(2) == .@GID && getgdskilllv(.@GID,10001)) { - mes "[Kafra Employee]"; - mes "Welcome, proud member"; - mes "of the ^FF0000" + GetGuildName(.@GID) + "^000000 Guild!"; - mes "The Kafra Corporation is ready"; - mes "to assist you wherever you go!"; - next; - switch(select("Use Storage:Use Warp Service:Rent Pushcart:Cancel")) { - case 1: - if (basicskillcheck() && getskilllv("NV_BASIC") < 6) { - mes "[Kafra Employee]"; - mes "I'm so sorry, but you must"; - mes "have at least Novice Skill"; - mes "Lv.6 to use the Storage."; - } - else { - openstorage; - } - break; - case 2: - mes "[Kafra Employee]"; - mes "Please tell me your"; - mes "Warp destination."; - next; - switch(select("Rachel -> 200 z:Cancel")) { - case 1: - if (Zeny < 200) { - mes "[Kafra Employee]"; - mes "I'm sorry, but you don't"; - mes "have enough zeny to pay"; - mes "the warp fee. Would you"; - mes "please check your funds again?"; - close2; - cutin "kafra_01",255; - end; - } - set zeny,zeny-200; - warp "rachel",115,125; - end; - case 2: - cutin "kafra_01",255; - } - break; - case 3: - if (BaseClass != Job_Merchant) { - mes "[Kafra Employee]"; - mes "I'm sorry, but the Pushcart"; - mes "rental service can only be"; - mes "used by Merchant, Blacksmith,"; - mes "and Alchemist class characters."; - } - else if (checkcart() == 1) { - mes "[Kafra Employee]"; - mes "Hm? You've already"; - mes "rented a Pushcart."; - } - else { - mes "[Kafra Employee]"; - mes "The Pushcart rental fee"; - mes "is 800 zeny. Would you"; - mes "like to rent a Pushcart?"; - next; - switch(select("Rent Pushcart:Cancel")) { - case 1: - if (Zeny < 800) { - mes "[Kafra Employee]"; - mes "I'm sorry, but you don't"; - mes "have enough zeny to rent"; - mes "one of our Pushcarts."; - close2; - cutin "kafra_01",255; - end; - } - set zeny,zeny-800; - setcart; - break; - case 2: - break; - } - } - break; - case 4: - mes "[Kafra Employee]"; - mes "Thank you for using the"; - mes "Kafra Service. Wherever"; - mes "you go, Kafra will be"; - mes "there to support you!"; - close2; - cutin "kafra_01",255; - end; - } - close2; - cutin "kafra_01",255; - end; - } - else { - mes "[Kafra Employee]"; - mes "I'm sorry, but I've been"; - mes "exclusively contracted"; - mes "to the members of the"; - mes "^FF0000" + GetGuildName(.@GID) + "^000000 Guild."; - mes "You'll have to ask another"; - mes "Kafra Employee to help you..."; - close2; - cutin "kafra_01",255; - end; - } - -OnRecvCastleAr01: - if (GetCastleData("arug_cas01",1) == 0) { - monster "arug_cas01",0,0,"Evil Druid",1117,10; - monster "arug_cas01",0,0,"Khalitzburg",1132,4; - monster "arug_cas01",0,0,"Abysmal Knight",1219,3; - monster "arug_cas01",0,0,"Executioner",1205,1; - monster "arug_cas01",0,0,"Penomena",1216,10; - monster "arug_cas01",0,0,"Alarm",1193,18; - monster "arug_cas01",0,0,"Clock",1269,9; - monster "arug_cas01",0,0,"Raydric Archer",1276,12; - monster "arug_cas01",0,0,"Wanderer",1208,3; - monster "arug_cas01",0,0,"Alice",1275,1; - monster "arug_cas01",0,0,"Bloody Knight",1268,2; - monster "arug_cas01",0,0,"Dark Lord",1272,2; - monster "arug_cas01",0,0,"Tower Keeper",1270,4; - } - if (GetCastleData("arug_cas01",9) < 1) { - disablenpc "Kafra Employee#aru01"; - } - end; -} - -arug_cas01,259,371,0 script #aru01_switch 111,{ - mes " "; - mes "^3355FFWill you pull"; - mes "this small lever?^000000"; - next; - switch(select("Pull Lever:Cancel")) { - case 1: - warp "arug_cas01",121,357; - end; - case 2: - close; - } -} - -aru_gld,164,270,4 script Mardol#flag_Ar01_1::Ar01_Flag 722,{ - set .@GID, GetCastleData("arug_cas01",1); - if (.@GID == 0) { - mes "[ Arunafeltz Royal Edict ]"; - mes "The Holy Kingdom of"; - mes "Arunafeltz declares that"; - mes "one has yet to claim lordship"; - mes "over this stronghold. The one"; - mes "that breaks the Emperium will"; - mes "be recognized as its new owner."; - close; - } - else { - if (getcharid(2) == .@GID) { - mes "[ Ringing Voice ]"; - mes "Courageous one,"; - mes "do you wish to return"; - mes "to your stronghold?"; - next; - switch(select("Return to the Stronghold:Cancel")) { - case 1: - set .@GID, GetCastleData("arug_cas01",1); - if (getcharid(2) == .@GID) { - warp "arug_cas01",67,193; - end; - } - close; - case 2: - close; - } - } - mes "[ Arunafeltz Royal Edict ]"; - mes "The Holy Kingdom of"; - mes "Arunafeltz decrees that"; - mes "this stronghold is owned"; - mes "by the ^FF0000" + GetGuildName(.@GID) + "^000000 Guild."; - next; - mes "[ Arunafeltz Royal Edict ]"; - mes "^FF0000" + GetGuildMaster(.@GID) + "^000000 is"; - mes "Guild Master of ^FF0000" + GetGuildName(.@GID) + "^000000."; - mes "Any that object must claim this"; - mes "stronghold through strength of"; - mes "steel and magic during the"; - mes "appointed Guild Siege times."; - close; - } - -OnInterIfInitOnce: -OnRecvCastleAr01: - FlagEmblem GetCastleData("arug_cas01",1); - end; -} - -aru_gld,142,235,4 duplicate(Ar01_Flag) Mardol#flag_Ar01_2 722 -aru_gld,164,245,5 duplicate(Ar01_Flag) Mardol#flag_Ar01_3 722 -aru_gld,182,255,5 duplicate(Ar01_Flag) Mardol#flag_Ar01_4 722 |