//================= Hercules Script =======================================
//= _ _ _
//= | | | | | |
//= | |_| | ___ _ __ ___ _ _| | ___ ___
//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
//= | | | | __/ | | (__| |_| | | __/\__ \
//= \_| |_/\___|_| \___|\__,_|_|\___||___/
//================= License ===============================================
//= This file is part of Hercules.
//= http://herc.ws - http://github.com/HerculesWS/Hercules
//=
//= Copyright (C) 2012-2015 Hercules Dev Team
//= Copyright (C) Cookie
//= Copyright (C) Euphy
//= Copyright (C) Brian
//= Copyright (C) Zephyrus
//= Copyright (C) L0ne_W0lf
//=
//= Hercules is free software: you can redistribute it and/or modify
//= it under the terms of the GNU General Public License as published by
//= the Free Software Foundation, either version 3 of the License, or
//= (at your option) any later version.
//=
//= This program is distributed in the hope that it will be useful,
//= but WITHOUT ANY WARRANTY; without even the implied warranty of
//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
//= GNU General Public License for more details.
//=
//= You should have received a copy of the GNU General Public License
//= along with this program. If not, see .
//=========================================================================
//= War of Emperium SE - Template File
//================= Description ===========================================
//= Like agit_main, this file is required for SE castles to function.
//================= Current Version =======================================
//= 1.4a
//=========================================================================
//== Core, triggers all other events =======================
- script Manager#template FAKE_NPC,{
OnAgitInit2:
OnRecvCastle2:
if (strnpcinfo(NPC_NAME_HIDDEN) == "template") end;
if (!getcastledata(strnpcinfo(NPC_NAME_HIDDEN),1)) {
donpcevent strnpcinfo(NPC_NAME)+"::OnStart";
// Monster spawns are identical for all castles.
monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Evil Druid",1117,10;
monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Khalitzburg",1132,4;
monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Abysmal Knight",1219,3;
monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Executioner",1205,1;
monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Penomena",1216,10;
monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Alarm",1193,18;
monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Clock",1269,9;
monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Raydric Archer",1276,12;
monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Wanderer",1208,3;
monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Alice",1275,1;
monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Bloody Knight",1268,2;
monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Dark Lord",1272,2;
monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Tower Keeper",1270,4;
}
if (getcastledata(strnpcinfo(NPC_NAME_HIDDEN),9) < 1)
disablenpc "Kafra Employee#"+substr(strnpcinfo(NPC_NAME_HIDDEN),0,1)+substr(strnpcinfo(NPC_NAME_HIDDEN),8,9);
end;
OnAgitStart2:
if (strnpcinfo(NPC_NAME_HIDDEN) == "template") end;
if (agitcheck2()) {
maprespawnguildid strnpcinfo(NPC_NAME_HIDDEN),getcastledata(strnpcinfo(NPC_NAME_HIDDEN),1),2;
gvgon strnpcinfo(NPC_NAME_HIDDEN);
donpcevent strnpcinfo(NPC_NAME)+"::OnStart";
}
else for(.@i = 0; .@i<4; ++.@i)
donpcevent "RL"+.@i+"#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnDisable";
end;
OnAgitEnd2:
if (strnpcinfo(NPC_NAME_HIDDEN) == "template") end;
gvgoff strnpcinfo(NPC_NAME_HIDDEN);
if (getcastledata(strnpcinfo(NPC_NAME_HIDDEN),1)) {
.@str$ = substr(strnpcinfo(NPC_NAME_HIDDEN),0,1)+substr(strnpcinfo(NPC_NAME_HIDDEN),8,9);
killmonster strnpcinfo(NPC_NAME_HIDDEN),"Steward#"+.@str$+"::OnStartArena";
donpcevent strnpcinfo(NPC_NAME)+"::OnReset";
donpcevent "Steward#"+.@str$+"::OnStop";
}
end;
OnGuildBreak:
if (strnpcinfo(NPC_NAME_HIDDEN) == "template") end;
killmonster strnpcinfo(NPC_NAME_HIDDEN),"gard1#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnGuardianDied";
killmonster strnpcinfo(NPC_NAME_HIDDEN),"gard2#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnGuardianDied";
disablenpc "Kafra Employee#"+substr(strnpcinfo(NPC_NAME_HIDDEN),0,1)+substr(strnpcinfo(NPC_NAME_HIDDEN),8,9);
setcastledata strnpcinfo(NPC_NAME_HIDDEN),1,0;
sleep 7000;
announce "Guild Base ["+getcastlename(strnpcinfo(NPC_NAME_HIDDEN))+"] has been abandoned.",0;
donpcevent strnpcinfo(NPC_NAME)+"::OnRecvCastle2";
end;
OnStart:
// $agit_ar0x[] - $agit_sc0x[]
// 1st Guardian stone, 2nd Guardian stone, Barrier 1, Barrier 2, Barrier 3, Summon Guardians
// Settings for all but Summon Guardians: 0 = Okay | 1 = Destroyed | 2 = Repairing
// Summon Guardians: 0 = Do not Summon | 1 = Summon
if (getcastledata(strnpcinfo(NPC_NAME_HIDDEN),1)) {
setarray getd("$agit_"+substr(strnpcinfo(NPC_NAME_HIDDEN),0,1)+substr(strnpcinfo(NPC_NAME_HIDDEN),8,9)+"[0]"),0,0,0,0,0,0;
donpcevent "df1#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnEnable";
donpcevent "df2#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnEnable";
for (.@i = 0; .@i<4; ++.@i)
donpcevent "RL"+.@i+"#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnEnable";
}
OnEmpSpawn:
.@str$ = substr(strnpcinfo(NPC_NAME_HIDDEN),0,1)+substr(strnpcinfo(NPC_NAME_HIDDEN),8,9);
if (mobcount(strnpcinfo(NPC_NAME_HIDDEN),"Steward#"+.@str$+"::OnStartArena")) end;
if (compare(strnpcinfo(NPC_NAME_HIDDEN),"arug")) {
if (strnpcinfo(NPC_NAME_HIDDEN) == "arug_cas01") setarray .@i[0],87,219;
else if (strnpcinfo(NPC_NAME_HIDDEN) == "arug_cas02") setarray .@i[0],89,256;
else setarray .@i[0],141,293; // Castles 3,4,5 are identical.
}
else {
if (strnpcinfo(NPC_NAME_HIDDEN) == "schg_cas02") setarray .@i[0],162,193;
else if (strnpcinfo(NPC_NAME_HIDDEN) == "schg_cas03") setarray .@i[0],338,202;
else setarray .@i[0],120,272; // Castles 1,4,5 are identical.
}
monster strnpcinfo(NPC_NAME_HIDDEN),.@i[0],.@i[1],"Emperium",1288,1,"Steward#"+.@str$+"::OnStartArena";
end;
OnReset:
.@str$ = substr(strnpcinfo(NPC_NAME_HIDDEN),0,1)+substr(strnpcinfo(NPC_NAME_HIDDEN),8,9);
donpcevent "df1#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnDisable";
donpcevent "df2#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnDisable";
donpcevent "gard1#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnReset";
donpcevent "gard2#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnReset";
donpcevent "1st Guardian Stone#"+.@str$+"::OnDisable";
donpcevent "2nd Guardian Stone#"+.@str$+"::OnDisable";
for(.@i = 1; .@i<4; ++.@i)
donpcevent "Control Device0"+.@i+"#"+.@str$+"::OnDisable";
for(.@i = 0; .@i<4; ++.@i)
donpcevent "RL"+.@i+"#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnDisable";
if (agitcheck2())
setarray getd("$agit_"+substr(strnpcinfo(NPC_NAME_HIDDEN),0,1)+substr(strnpcinfo(NPC_NAME_HIDDEN),8,9)+"[0]"),0,0,1,1,1,0;
end;
OnChange:
.@str$ = substr(strnpcinfo(NPC_NAME_HIDDEN),0,1)+substr(strnpcinfo(NPC_NAME_HIDDEN),8,9);
setarray getd("$agit_"+.@str$+"[0]"),2,2,1,1,2,0;
donpcevent strnpcinfo(NPC_NAME)+"::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(NPC_NAME_HIDDEN) == "template") end;
if (!getcastledata(strnpcinfo(NPC_NAME_HIDDEN),1)) end;
killmonster strnpcinfo(NPC_NAME_HIDDEN),strnpcinfo(NPC_NAME)+"::OnTreasureDied";
if (getcastledata(strnpcinfo(NPC_NAME_HIDDEN),4)) {
.@Economy = getcastledata(strnpcinfo(NPC_NAME_HIDDEN),2);
setcastledata strnpcinfo(NPC_NAME_HIDDEN),2,.@Economy+getcastledata(strnpcinfo(NPC_NAME_HIDDEN),4)+(rand(2) && getgdskilllv(getcastledata(strnpcinfo(NPC_NAME_HIDDEN),1),10014));
if (getcastledata(strnpcinfo(NPC_NAME_HIDDEN),2) > 100) setcastledata strnpcinfo(NPC_NAME_HIDDEN),2,100;
setcastledata strnpcinfo(NPC_NAME_HIDDEN),4,0;
}
if (getcastledata(strnpcinfo(NPC_NAME_HIDDEN),5)) {
.@defence = getcastledata(strnpcinfo(NPC_NAME_HIDDEN),3);
setcastledata strnpcinfo(NPC_NAME_HIDDEN),3,.@defence+getcastledata(strnpcinfo(NPC_NAME_HIDDEN),5);
if (getcastledata(strnpcinfo(NPC_NAME_HIDDEN),3) > 100) setcastledata strnpcinfo(NPC_NAME_HIDDEN),3,100;
setcastledata strnpcinfo(NPC_NAME_HIDDEN),5,0;
}
.@Treasure = getcastledata(strnpcinfo(NPC_NAME_HIDDEN),2)/5+4;
if (!.@Treasure) end;
freeloop(1);
if (compare(strnpcinfo(NPC_NAME_HIDDEN),"arug")) {
if (strnpcinfo(NPC_NAME_HIDDEN) == "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(NPC_NAME_HIDDEN) == "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(NPC_NAME_HIDDEN) == "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(NPC_NAME_HIDDEN) == "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(NPC_NAME_HIDDEN) == "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(NPC_NAME_HIDDEN) == "schg_cas01") .@treasurebox = 1938;
else if (strnpcinfo(NPC_NAME_HIDDEN) == "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(NPC_NAME_HIDDEN),.@treasurex[.@i],.@treasurey[.@i],"Treasure Chest",(.@i%2)?.@treasurebox:1324,1,strnpcinfo(NPC_NAME)+"::OnTreasureDied";
for(.@i = 4; .@i<24; ++.@i) {
if (.@Treasure < .@i+1) break;
monster strnpcinfo(NPC_NAME_HIDDEN),.@treasurex[.@i],.@treasurey[.@i],"Treasure Chest",(.@i%2)?.@treasurebox:1324,1,strnpcinfo(NPC_NAME)+"::OnTreasureDied";
}
freeloop(0);
end;
OnTreasureDied:
end;
}
//== Guild Manager =========================================
- script Steward#template FAKE_NPC,{
.@GID = getcastledata(strnpcinfo(NPC_MAP),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(PC_NAME) != 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(NPC_MAP),2)+".";
if (getcastledata(strnpcinfo(NPC_MAP),4) > 0) {
mes "Last time, you invested in";
mes "Commercial Growth "+getcastledata(strnpcinfo(NPC_MAP),4)+".";
}
next;
mes "[ Steward ]";
mes "Our stronghold's";
mes "safeguard level is "+getcastledata(strnpcinfo(NPC_MAP),3)+".";
if (getcastledata(strnpcinfo(NPC_MAP),5) > 0) {
mes "Last time, you invested";
mes "in defense "+getcastledata(strnpcinfo(NPC_MAP),5)+" times.";
}
mes " ";
mes "That is all, master.";
close;
case 2:
.@Economy = getcastledata(strnpcinfo(NPC_MAP),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(NPC_MAP),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(NPC_MAP),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(NPC_MAP),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(NPC_MAP),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(NPC_MAP),4,getcastledata(strnpcinfo(NPC_MAP),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(NPC_MAP),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(NPC_MAP),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(NPC_MAP),3) == 100) {
mes "The Defense Level of this";
mes "stronghold is 100%, and";
mes "cannot be increased further.";
close;
}
if (getcastledata(strnpcinfo(NPC_MAP),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(NPC_MAP),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(NPC_MAP),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(NPC_MAP),5,getcastledata(strnpcinfo(NPC_MAP),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(NPC_MAP),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(NPC_NAME_HIDDEN);
setcastledata strnpcinfo(NPC_MAP),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(NPC_NAME_HIDDEN);
setcastledata strnpcinfo(NPC_MAP),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(NPC_MAP),"arug")) {
if (strnpcinfo(NPC_MAP) == "arug_cas01") setarray .@i[0],250,363;
else if (strnpcinfo(NPC_MAP) == "arug_cas02") setarray .@i[0],382,227;
else setarray .@i[0],292,266; // Castles 3,4,5 are identical.
}
else {
if (strnpcinfo(NPC_MAP) == "schg_cas02") setarray .@i[0],249,373;
else if (strnpcinfo(NPC_MAP) == "schg_cas03") setarray .@i[0],190,16;
else setarray .@i[0],381,381; // Castles 1,4,5 are identical.
}
warp strnpcinfo(NPC_MAP),.@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(NPC_NAME);
end;
OnStartArena:
.@GID = getcharid(2);
.@region$ = (compare(strnpcinfo(NPC_MAP),"arug"))?"Valfreyja":"Nithafjoll";
// Lower castle Economy
.@Economy = getcastledata(strnpcinfo(NPC_MAP),2)-5;
if (.@Economy < 0) .@Economy = 0;
setcastledata strnpcinfo(NPC_MAP),2,.@Economy;
// Lower Castle Defence
.@defence = getcastledata(strnpcinfo(NPC_MAP),3)-5;
if (.@defence < 0) .@defence = 0;
setcastledata strnpcinfo(NPC_MAP),3,.@defence;
// Set new owner
setcastledata strnpcinfo(NPC_MAP),1,.@GID;
// Clear castle's data.
for(.@i = 4; .@i<10; ++.@i)
setcastledata strnpcinfo(NPC_MAP),.@i,0;
// Disable Kafra
disablenpc "Kafra Employee#"+strnpcinfo(NPC_NAME_HIDDEN);
announce "The ["+getguildname(.@GID)+"] guild conquered the ["+.@region$+" "+charat(strnpcinfo(NPC_NAME_HIDDEN),3)+"] stronghold of "+getcastlename(strnpcinfo(NPC_MAP))+"!",bc_all|bc_woe;
mapannounce strnpcinfo(NPC_MAP),"The emperium has been shattered!",bc_map,"0x00FF00",FW_NORMAL,20,0,40;
donpcevent "Manager#"+strnpcinfo(NPC_MAP)+"::OnReset";
maprespawnguildid strnpcinfo(NPC_MAP),getcastledata(strnpcinfo(NPC_MAP),1),2;
donpcevent "Manager#"+strnpcinfo(NPC_MAP)+"::OnRecvCastle2";
donpcevent "::OnRecvCastle"+ strtoupper( substr( strnpcinfo(NPC_NAME_HIDDEN), 0, 0 ) ) + substr( strnpcinfo(NPC_NAME_HIDDEN), 1, getstrlen( strnpcinfo(NPC_NAME_HIDDEN) ) -1 );
sleep 10000;
if (agitcheck2()) {
donpcevent "Manager#"+strnpcinfo(NPC_MAP)+"::OnChange";
mapannounce strnpcinfo(NPC_MAP),"Rebuild this stronghold's Guardian Stones and Fortress Gates to secure your guild's new aquisition!",bc_map,"0x00FF00",FW_NORMAL,20,0,40;
}
end;
}
//== Castle Guardians ======================================
- script Guardian#template FAKE_NPC,{
.@GID = getcastledata(strnpcinfo(NPC_MAP),1);
.@n$ = "["+strnpcinfo(NPC_NAME_VISIBLE)+"]";
if (!.@GID) {
mes .@n$;
mes "Great job. Now, all you";
mes "need to do is destroy this";
mes "Emperium to gain ownership";
mes "over this stronghold.";
close;
}
if (getcharid(2) == .@GID) {
if (strcharinfo(PC_NAME) != getguildmaster(.@GID)) {
mes .@n$;
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$;
mes "I am "+strnpcinfo(NPC_NAME_VISIBLE)+", guardian of";
mes "this stronghold. For now,";
mes "all is quiet in this place.";
next;
switch(select("Converse", "Cancel")) {
case 1:
mes .@n$;
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 the guild members must give";
mes "me the order. I can also report the status of the Guardian Stones.";
close;
case 2:
mes .@n$;
mes "^4D4DFFFortress Gates^000000 are the second line of guild stronghold defense,";
mes "and are protected by extra barricades activated by the Guardian Stones.";
mes "These gates are located in three different parts of the fortress.";
next;
mes .@n$;
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$;
mes "Greetings, "+strcharinfo(PC_NAME)+".";
mes "What are your orders?";
next;
switch(select("Increase Stronghold Defense", "Situational Briefing", "Cancel")) {
case 1:
if (!getd("$agit_"+strnpcinfo(NPC_NAME_HIDDEN)+"[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 "$agit_"+strnpcinfo(NPC_NAME_HIDDEN)+"[5]",1;
if (!getd("$agit_"+strnpcinfo(NPC_NAME_HIDDEN)+"[0]"))
donpcevent "gard1#"+strnpcinfo(NPC_MAP)+"::OnEnable";
if (!getd("$agit_"+strnpcinfo(NPC_NAME_HIDDEN)+"[1]"))
donpcevent "gard2#"+strnpcinfo(NPC_MAP)+"::OnEnable";
close;
}
}
else {
mes .@n$;
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(NPC_NAME_HIDDEN)+"[0]")]+"^000000";
mes "2nd Guardian Stone: "+.@status$[getd("$agit_"+strnpcinfo(NPC_NAME_HIDDEN)+"[1]")]+"^000000";
mes "1st Fortress Gate: "+.@status$[getd("$agit_"+strnpcinfo(NPC_NAME_HIDDEN)+"[2]")]+"^000000";
mes "2nd Fortress Gate: "+.@status$[getd("$agit_"+strnpcinfo(NPC_NAME_HIDDEN)+"[3]")]+"^000000";
mes "3rd Fortress Gate: "+.@status$[getd("$agit_"+strnpcinfo(NPC_NAME_HIDDEN)+"[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(NPC_NAME_HIDDEN)+"[0]"),0,0,0,0,0,0;
end;
}
//== Guild Kafras ==========================================
- script Kafra#template FAKE_NPC,{
cutin "kafra_01",2;
.@GID = getcastledata(strnpcinfo(NPC_MAP),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 FAKE_NPC,{
.@GID = getcastledata(strnpcinfo(NPC_MAP),1);
.@num = atoi(charat(strnpcinfo(NPC_NAME_VISIBLE),0));
.@var$ = "$agit_"+strnpcinfo(NPC_NAME_HIDDEN);
if (getcharid(2) == .@GID) {
mes "^3355FFYou will need the";
mes "following materials to";
mes "rebuild a destroyed";
mes "Guardian Stone.^000000";
next;
mes "1 Oridecon";
mes "1 Elunium";
mes "30 Stones";
mes "5 Blue Gemstones";
mes "5 Yellow Gemstones";
mes "5 Red Gemstones";
next;
mes "^3355FFDo you want to continue?^000000";
next;
if(select("No", "Continue") == 1) {
mes "^3355FFWork canceled.^000000";
close;
}
if ((countitem(Oridecon) > 0) && (countitem(Elunium) > 0) && (countitem(Stone) > 29) && (countitem(Blue_Gemstone) > 4) && (countitem(Yellow_Gemstone) > 4) && (countitem(Red_Gemstone) > 4)) {
mes "^3355FFArrange Stones, Elunium, and";
mes "Oridecon, in that order, in the";
mes "center. Then you must arrange";
mes "the enchanted Gemstones to";
mes "rebuild the Guardian Stone.^000000";
next;
setarray .@stone$[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 Oridecon,1;
delitem Elunium,1;
delitem Stone,30;
delitem Blue_Gemstone,5;
delitem Yellow_Gemstone,5;
delitem Red_Gemstone,5;
close2;
donpcevent "df"+.@num+"#"+strnpcinfo(NPC_MAP)+"::OnEnable";
specialeffect EF_ICECRASH;
disablenpc strnpcinfo(NPC_NAME);
setd .@var$+"["+(.@num-1)+"]",0;
.@df_all = getd(.@var$+"[0]")+getd(.@var$+"[1]");
if (!.@df_all) {
mapannounce strnpcinfo(NPC_MAP),"Both Guardian Stones have been erected, bolstering this stronghold's defenses!",bc_map,"0x00ff00";
donpcevent "RL0#"+strnpcinfo(NPC_MAP)+"::OnEnable";
}
else mapannounce strnpcinfo(NPC_MAP),"The "+strnpcinfo(NPC_NAME_VISIBLE)+" has been repaired successfully.",bc_map,"0x00ff00";
if (getd(.@var$+"[5]") == 1)
donpcevent "gard"+.@num+"#"+strnpcinfo(NPC_MAP)+"::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 Stone,10;
delitem Blue_Gemstone,2;
delitem Yellow_Gemstone,2;
delitem Red_Gemstone,2;
close;
}
}
else {
mes "^3355FFYou don't have enough";
mes "materials to repair";
mes "the Guardian Stone.^000000";
close;
}
}
end;
OnInit:
OnDisable:
disablenpc strnpcinfo(NPC_NAME);
end;
OnEnable:
enablenpc strnpcinfo(NPC_NAME);
specialeffect EF_MAPPILLAR2;
end;
}
//== Control Devices (3) ===================================
- script Control#template FAKE_NPC,{
.@GID = getcastledata(strnpcinfo(NPC_MAP),1);
.@num = atoi(charat(strnpcinfo(NPC_NAME_VISIBLE),15));
.@var$ = "$agit_"+strnpcinfo(NPC_NAME_HIDDEN);
if (getcharid(2) == .@GID) {
if (strcharinfo(PC_NAME) == getguildmaster(.@GID)) {
if (getd(.@var$+"["+(.@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(Wooden_Block) > 29) && (countitem(Steel) > 9) && (countitem(Emveretarcon) > 9) && (countitem(Oridecon) > 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 Wooden_Block,30;
delitem Steel,10;
delitem Emveretarcon,10;
delitem Oridecon,5;
close2;
donpcevent "RL"+.@num+"#"+strnpcinfo(NPC_MAP)+"::OnEnable";
disablenpc strnpcinfo(NPC_NAME);
if (.@num == 1) .@str$ = "1st";
else if (.@num == 2) .@str$ = "2nd";
else if (.@num == 3) .@str$ = "3rd";
mapannounce strnpcinfo(NPC_MAP),"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(NPC_NAME_HIDDEN)+"::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 Oridecon,2;
delitem Steel,4;
delitem Wooden_Block,14;
delitem Emveretarcon,3;
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(NPC_NAME);
end;
OnEnable:
enablenpc strnpcinfo(NPC_NAME);
end;
}
//== Guardian Summoners (2) ================================
- script gard#template FAKE_NPC,{
OnEnable:
// .@x[i],.@y[i]: Normal coordinates, #0-21.
// .@w[x],.@w[y]: Special coordinates if 'defence' is under 11.
if (compare(strnpcinfo(NPC_NAME_HIDDEN),"arug")) {
if (strnpcinfo(NPC_NAME_HIDDEN) == "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(NPC_NAME_HIDDEN) == "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(NPC_NAME_HIDDEN) == "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(NPC_NAME_HIDDEN) == "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(NPC_NAME_VISIBLE),4) == "2")
.@z = 11;
freeloop(1);
.@defence = getcastledata(strnpcinfo(NPC_NAME_HIDDEN),3);
callsub OnSummon,.@z;
if (.@defence > 70) set getd(".MyMobCount_"+charat(strnpcinfo(NPC_NAME_VISIBLE),4)+strnpcinfo(NPC_NAME_HIDDEN)),5;
else if (.@defence > 50) set getd(".MyMobCount_"+charat(strnpcinfo(NPC_NAME_VISIBLE),4)+strnpcinfo(NPC_NAME_HIDDEN)),4;
else if (.@defence > 30) set getd(".MyMobCount_"+charat(strnpcinfo(NPC_NAME_VISIBLE),4)+strnpcinfo(NPC_NAME_HIDDEN)),3;
else if (.@defence > 10) set getd(".MyMobCount_"+charat(strnpcinfo(NPC_NAME_VISIBLE),4)+strnpcinfo(NPC_NAME_HIDDEN)),2;
if (.@w[4] && .@z)
guardian strnpcinfo(NPC_NAME_HIDDEN),.@w[4],.@w[5],"Guardian Soldier",1899,strnpcinfo(NPC_NAME)+"::OnGuardianDied";
else if (.@defence < 11) {
set getd(".MyMobCount_"+charat(strnpcinfo(NPC_NAME_VISIBLE),4)+strnpcinfo(NPC_NAME_HIDDEN)),2;
.@i = (.@z)?2:0;
guardian strnpcinfo(NPC_NAME_HIDDEN),.@w[.@i],.@w[.@i+1],"Guardian Soldier",1899,strnpcinfo(NPC_NAME)+"::OnGuardianDied";
}
else for(.@i = 1; .@i