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authorshennetsind <shennetsind@54d463be-8e91-2dee-dedb-b68131a5f0ec>2012-07-08 19:30:07 +0000
committershennetsind <shennetsind@54d463be-8e91-2dee-dedb-b68131a5f0ec>2012-07-08 19:30:07 +0000
commit31825ccc2dde034a218d9ad466dd721c40b5651d (patch)
tree961b976e45988f7f7158d33b3f11a18688f34b1f /npc/guild2/schg_cas02.txt
parent22c75b070526de8b103032f5bf13504af81e0095 (diff)
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Okie ladies and gentleman if this commit breaks anything it's jman's and maki's fault, yes, blame them.
Fixing pre-re / re npc support, moving /config/ folder to src root so other servers may also make use of the #define renewal dir and other stuff. git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@16382 54d463be-8e91-2dee-dedb-b68131a5f0ec
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diff --git a/npc/guild2/schg_cas02.txt b/npc/guild2/schg_cas02.txt
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@@ -1,2869 +0,0 @@
-//===== rAthena Script =======================================
-//= War of Emperium Second Edition
-//===== By: ==================================================
-//= L0ne_W0lf
-//===== Current Version: =====================================
-//= 2.2
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
-//= WoE SE Schwaltzvalt Castle 2
-//===== Additional Comments: =================================
-//= 1.0 First Version [L0ne_W0lf]
-//= 1.1 Fixed setcell range of first barricade. [L0ne_W0lf]
-//= 1.2 Fixed first Barricade being desotryable. [L0ne_W0lf]
-//= 1.3 Swaped an end for a close in eco investing. [L0ne_W0lf]
-//= 1.4 Fixed 3rd Control Device wasting supplies. [L0ne_W0lf]
-//= 1.5 Fixed double message in defense investing. [L0ne_W0lf]
-//= Corrected a minor typo in the guild steward.
-//= 1.6 Fixed a guardian spawning NPCs. [L0ne_W0lf]
-//= 1.7 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.
-//= 1.8 Fixed error with control devices. [L0ne_W0lf]
-//= 1.9 Replaced effect numerics with constants. [L0ne_W0lf]
-//= 2.0 Applied updated eco/def systems. [L0ne_W0lf]
-//= 2.0a Corrected investment data being reset before applied.
-//= 2.1 Fixed eco/def not actually incrementing. [L0ne_W0lf]
-//= Can no longer gain eco/def higher than 100.
-//= 2.2 Fixed a possible exploit in guild castle investment. [Brian]
-//============================================================
-
-schg_cas02,1,1,0 script Manager#sch02_02 111,{
- end;
-
-OnAgitInit2:
-OnRecvCastlesc02:
- if (GetCastleData("schg_cas02",1) == 0) {
- donpcevent "Manager#sch02_02::Onstart";
- }
- end;
-
-OnAgitStart2:
- if (agitcheck2()) {
- MapRespawnGuildID "schg_cas02",GetCastleData("schg_cas02",1),2;
- GvgOn "schg_cas02";
- donpcevent "Manager#sch02_02::Onstart";
- }
- else {
- donpcevent "#sch02_RL00::OnDisable";
- donpcevent "#sch02_RL01::OnDisable";
- donpcevent "#sch02_RL02::OnDisable";
- donpcevent "#sch02_RL03::OnDisable";
- }
- end;
-
-OnAgitEnd2:
- GvgOff "schg_cas02";
- if (GetCastleData("schg_cas02",1)) {
- KillMonster "schg_cas02","Steward#sch02::OnStartArena";
- donpcevent "Manager#sch02_02::Onreset";
- donpcevent "Steward#sch02::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("schg_cas02",1)) {
- setarray $agit_sc02[0],0,0,0,0,0,0;
- donpcevent "#sch02_df01::OnEnable";
- donpcevent "#sch02_df02::OnEnable";
- donpcevent "#sch02_RL00::OnEnable";
- donpcevent "#sch02_RL01::OnEnable";
- donpcevent "#sch02_RL02::OnEnable";
- donpcevent "#sch02_RL03::OnEnable";
- }
- monster "schg_cas02",162,193,"Emperium",1288,1,"Steward#sch02::OnStartArena";
- end;
-
-Onreset:
- donpcevent "#sch02_df01::OnDisable";
- donpcevent "#sch02_df02::OnDisable";
- donpcevent "#sch02_gard01::Onreset";
- donpcevent "#sch02_gard02::Onreset";
- donpcevent "#sch02_RL00::OnDisable";
- donpcevent "#sch02_RL01::OnDisable";
- donpcevent "#sch02_RL02::OnDisable";
- donpcevent "#sch02_RL03::OnDisable";
- donpcevent "1st Guardian Stone#sch02::OnDisable";
- donpcevent "2nd Guardian Stone#sch02::OnDisable";
- donpcevent "Control Device01#sch02::OnDisable";
- donpcevent "Control Device02#sch02::OnDisable";
- donpcevent "Control Device03#sch02::OnDisable";
- if (agitcheck2()) {
- setarray $agit_sc02[0],0,0,1,1,1,0;
- }
- end;
-
-Onchange:
- setarray $agit_sc02[0],2,2,1,1,2,0;
- monster "schg_cas02",162,193,"Emperium",1288,1,"Steward#sch02::OnStartArena";
- donpcevent "Control Device03#sch02::OnEnable";
- donpcevent "1st Guardian Stone#sch02::OnEnable";
- donpcevent "2nd Guardian Stone#sch02::OnEnable";
- end;
-
-OnClock0001:
- if (!GetCastleData("schg_cas02",1)) end;
- killmonster "schg_cas02","Manager#sch02_02::OnTreasureDied";
-
- if (GetCastleData("schg_cas02",4)) {
- set .@Economy,GetCastleData("schg_cas02",2);
- SetCastleData "schg_cas02",2,.@Economy + GetCastleData("schg_cas02",4) + (rand(2) && getgdskilllv(.@GID,10014));
- if (GetCastleData("schg_cas02",2) > 100) SetCastleData "schg_cas02",2,100;
- setcastledata "schg_cas02",4,0;
- }
- if (GetCastleData("schg_cas02",5)) {
- set .@Defence,GetCastleData("schg_cas02",3);
- SetCastleData "schg_cas02",3,.@Defence + GetCastleData("schg_cas02",5);
- if (GetCastleData("schg_cas02",3) > 100) SetCastleData "schg_cas02",3,100;
- setcastledata "schg_cas02",5,0;
- }
-
- set .@Treasure,GetCastleData("schg_cas02",2)/5+4;
- if (.@Treasure) {
- monster "schg_cas02",249,378,"Treasure Chest",1939,1,"Manager#sch02_02::OnTreasureDied";
- monster "schg_cas02",250,378,"Treasure Chest",1324,1,"Manager#sch02_02::OnTreasureDied";
- monster "schg_cas02",251,378,"Treasure Chest",1939,1,"Manager#sch02_02::OnTreasureDied";
- monster "schg_cas02",252,378,"Treasure Chest",1324,1,"Manager#sch02_02::OnTreasureDied";
- if (.@Treasure < 5) end;
- monster "schg_cas02",253,378,"Treasure Chest",1939,1,"Manager#sch02_02::OnTreasureDied";
- if (.@Treasure < 6) end;
- monster "schg_cas02",246,376,"Treasure Chest",1324,1,"Manager#sch02_02::OnTreasureDied";
- if (.@Treasure < 7) end;
- monster "schg_cas02",247,376,"Treasure Chest",1939,1,"Manager#sch02_02::OnTreasureDied";
- if (.@Treasure < 8) end;
- monster "schg_cas02",248,376,"Treasure Chest",1324,1,"Manager#sch02_02::OnTreasureDied";
- if (.@Treasure < 9) end;
- monster "schg_cas02",249,376,"Treasure Chest",1939,1,"Manager#sch02_02::OnTreasureDied";
- if (.@Treasure < 10) end;
- monster "schg_cas02",250,376,"Treasure Chest",1324,1,"Manager#sch02_02::OnTreasureDied";
- if (.@Treasure < 11) end;
- monster "schg_cas02",250,374,"Treasure Chest",1939,1,"Manager#sch02_02::OnTreasureDied";
- if (.@Treasure < 12) end;
- monster "schg_cas02",251,374,"Treasure Chest",1324,1,"Manager#sch02_02::OnTreasureDied";
- if (.@Treasure < 13) end;
- monster "schg_cas02",252,374,"Treasure Chest",1939,1,"Manager#sch02_02::OnTreasureDied";
- if (.@Treasure < 14) end;
- monster "schg_cas02",253,374,"Treasure Chest",1324,1,"Manager#sch02_02::OnTreasureDied";
- if (.@Treasure < 15) end;
- monster "schg_cas02",246,372,"Treasure Chest",1939,1,"Manager#sch02_02::OnTreasureDied";
- if (.@Treasure < 16) end;
- monster "schg_cas02",247,372,"Treasure Chest",1324,1,"Manager#sch02_02::OnTreasureDied";
- if (.@Treasure < 17) end;
- monster "schg_cas02",248,372,"Treasure Chest",1939,1,"Manager#sch02_02::OnTreasureDied";
- if (.@Treasure < 18) end;
- monster "schg_cas02",249,372,"Treasure Chest",1324,1,"Manager#sch02_02::OnTreasureDied";
- if (.@Treasure < 19) end;
- monster "schg_cas02",250,372,"Treasure Chest",1939,1,"Manager#sch02_02::OnTreasureDied";
- if (.@Treasure < 20) end;
- monster "schg_cas02",249,370,"Treasure Chest",1324,1,"Manager#sch02_02::OnTreasureDied";
- if (.@Treasure < 21) end;
- monster "schg_cas02",250,370,"Treasure Chest",1939,1,"Manager#sch02_02::OnTreasureDied";
- if (.@Treasure < 22) end;
- monster "schg_cas02",251,370,"Treasure Chest",1324,1,"Manager#sch02_02::OnTreasureDied";
- if (.@Treasure < 23) end;
- monster "schg_cas02",252,270,"Treasure Chest",1939,1,"Manager#sch02_02::OnTreasureDied";
- if (.@Treasure < 24) end;
- monster "schg_cas02",253,370,"Treasure Chest",1324,1,"Manager#sch02_02::OnTreasureDied";
- }
- end;
-
-OnTreasureDied:
- end;
-}
-
-schg_cas02,140,184,3 script Endeef#sch02_01 868,{
- set .@GID, GetCastleData("schg_cas02",1);
- if (.@GID == 0) {
- mes "[Endeef]";
- 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 "[Endeef]";
- 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 "[Endeef]";
- mes "I am Endeef, guardian of";
- mes "this stronghold. For now,";
- mes "all is quiet in this place.";
- next;
- switch(select("Converse:Cancel")) {
- case 1:
- mes "[Endeef]";
- 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 "[Endeef]";
- 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 "[Endeef]";
- 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 "[Endeef]";
- 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 "[Endeef]";
- 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 "[Endeef]";
- 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 "[Endeef]";
- 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 "[Endeef]";
- 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 "[Endeef]";
- 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 "[Endeef]";
- 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 "[Endeef]";
- 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 "[Endeef]";
- mes "You have no questions";
- mes "to ask of me? Well, I'm";
- mes "here to serve your needs.";
- close;
- }
- case 2:
- mes "[Endeef]";
- mes "I'm always here, so";
- mes "feel free to request my";
- mes "assistance whenever";
- mes "the need arises.";
- close;
- }
- }
- else {
- mes "[Endeef]";
- mes "Greetings, "+strcharinfo(0)+".";
- mes "What are your orders?";
- next;
- switch(select("Increase Stronghold Defense:Situational Briefing:Cancel")) {
- case 1:
- if ($agit_sc02[5] == 0) {
- if (getgdskilllv(.@GID,10002) == 0) {
- mes "[Endeef]";
- 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 "[Endeef]";
- 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 $agit_sc02[5],1;
- if ($agit_sc02[0] == 0) {
- donpcevent "#sch02_gard01::OnEnable";
- }
- if ($agit_sc02[1] == 0) {
- donpcevent "#sch02_gard02::OnEnable";
- }
- close;
- }
- }
- else {
- mes "[Endeef]";
- mes "You've already commanded";
- mes "me to summon a Guardian";
- mes "to defend the stronghold.";
- close;
- }
- case 2:
- mes "[Endeef]";
- mes "Our defense status is...";
- if ($agit_sc02[0] == 1) {
- mes "1st Guardian Stone: ^FF0000Destroyed^000000";
- }
- else if ($agit_sc02[0] == 2) {
- mes "1st Guardian Stone: ^008000Repairing^000000";
- }
- else {
- mes "1st Guardian Stone: ^4D4DFFOperational^000000";
- }
- if ($agit_sc02[1] == 1) {
- mes "2nd Guardian Stone: ^FF0000Destroyed^000000";
- }
- else if ($agit_sc02[1] == 2) {
- mes "2nd Guardian Stone: ^008000Repairing^000000";
- }
- else {
- mes "2nd Guardian Stone: ^4D4DFFOperational^000000";
- }
- if ($agit_sc02[2] == 1) {
- mes "1st Fortress Gate: ^FF0000Destroyed^000000";
- }
- else if ($agit_sc02[2] == 2) {
- mes "1st Fortress Gate: ^008000Repairing^000000";
- }
- else {
- mes "1st Fortress Gate: ^4D4DFFOperational^000000";
- }
- if ($agit_sc02[3] == 1) {
- mes "2nd Fortress Gate: ^FF0000Destroyed^000000";
- }
- else if ($agit_sc02[3] == 2) {
- mes "2nd Fortress Gate: ^008000Repairing^000000";
- }
- else {
- mes "2nd Fortress Gate: ^4D4DFFOperational^000000";
- }
- if ($agit_sc02[4] == 1) {
- mes "3rd Fortress Gate: ^FF0000Destroyed^000000";
- }
- else if ($agit_sc02[4] == 2) {
- mes "3rd Fortress Gate: ^008000Repairing^000000";
- }
- else {
- mes "3rd Fortress Gate: ^4D4DFFOperational^000000";
- }
- close;
- case 3:
- mes "[Endeef]";
- mes "I'll be standing by,";
- mes "awaiting your orders.";
- close;
- }
- }
- }
- }
- else {
- mes "[Endeef]";
- mes "Who are you? Scoundrel!";
- mes "Leave this stronghold now!";
- close;
- }
-
-OnInit:
- setarray $agit_sc02[0],0,0,0,0,0,0;
- end;
-}
-
-schg_cas02,1,1,0 script #sch02_gard01 -1,{
-OnEnable:
- set .@defence,GetCastleData("schg_cas02",3);
- guardian "schg_cas02",326,83,"Guardian Soldier",1899,"#sch02_gard01::OnGuardianDied"; //0;
- if ((.@defence > 10) && (.@defence < 31)) {
- set .MyMobCount,2;
- guardian "schg_cas02",337,95,"Guardian Soldier",1899,"#sch02_gard01::OnGuardianDied"; //1;
- }
- else if ((.@defence > 30) && (.@defence < 51)) {
- set .MyMobCount,3;
- guardian "schg_cas02",337,95,"Guardian Soldier",1899,"#sch02_gard01::OnGuardianDied"; //1;
- guardian "schg_cas02",334,119,"Guardian Soldier",1899,"#sch02_gard01::OnGuardianDied"; //2;
- }
- else if ((.@defence > 50) && (.@defence < 71)) {
- set .MyMobCount,4;
- guardian "schg_cas02",337,95,"Guardian Soldier",1899,"#sch02_gard01::OnGuardianDied"; //1;
- guardian "schg_cas02",334,119,"Guardian Soldier",1899,"#sch02_gard01::OnGuardianDied"; //2;
- guardian "schg_cas02",296,82,"Guardian Soldier",1899,"#sch02_gard01::OnGuardianDied"; //3;
- }
- else if (.@defence > 70) {
- set .MyMobCount,5;
- guardian "schg_cas02",337,95,"Guardian Soldier",1899,"#sch02_gard01::OnGuardianDied"; //1;
- guardian "schg_cas02",334,119,"Guardian Soldier",1899,"#sch02_gard01::OnGuardianDied"; //2;
- guardian "schg_cas02",296,82,"Guardian Soldier",1899,"#sch02_gard01::OnGuardianDied"; //3;
- guardian "schg_cas02",285,40,"Guardian Soldier",1899,"#sch02_gard01::OnGuardianDied"; //4;
- }
- else {
- set .MyMobCount,2;
- guardian "schg_cas02",337,95,"Guardian Soldier",1899,"#sch02_gard01::OnGuardianDied"; //1;
- }
- initnpctimer;
- end;
-
-OnTimer300000:
- set .MyMobCount,.MyMobCount+1;
- guardian "schg_cas02",236,41,"Guardian Soldier",1899,"#sch02_gard01::OnGuardianDied"; //5;
- mapannounce "schg_cas02","The 1st Guardian has been summoned from the Gate House.",bc_map,"0xff4500";
- end;
-
-OnTimer900000:
- set .MyMobCount,.MyMobCount+1;
- guardian "schg_cas02",285,40,"Guardian Soldier",1899,"#sch02_gard01::OnGuardianDied"; //6;
- mapannounce "schg_cas02","The 2nd Guardian has been summoned from the Gate House.",bc_map,"0xff4500";
- end;
-
-OnTimer1800000:
- set .MyMobCount,.MyMobCount+1;
- guardian "schg_cas02",296,82,"Guardian Soldier",1899,"#sch02_gard01::OnGuardianDied"; //7;
- mapannounce "schg_cas02","The 3rd Guardian has been summoned from the Gate House.",bc_map,"0xff4500";
- end;
-
-OnTimer2700000:
- set .MyMobCount,.MyMobCount+1;
- guardian "schg_cas02",334,119,"Guardian Soldier",1899,"#sch02_gard01::OnGuardianDied"; //8;
- mapannounce "schg_cas02","The 4th Guardian has been summoned from the Gate House.",bc_map,"0xff4500";
- end;
-
-OnTimer3600000:
- set .MyMobCount,.MyMobCount+1;
- guardian "schg_cas02",337,95,"Guardian Soldier",1899,"#sch02_gard01::OnGuardianDied"; //9;
- mapannounce "schg_cas02","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 "schg_cas02",334,119,"Guardian Soldier",1899,"#sch02_gard01::OnGuardianDied"; //10;
- }
- end;
-
-Onreset:
- stopnpctimer;
- killmonster "schg_cas02","#sch02_gard01::OnGuardianDied";
- end;
-}
-
-schg_cas02,1,2,0 script #sch02_gard02 -1,{
-OnEnable:
- set .@defence,GetCastleData("schg_cas02",3);
- guardian "schg_cas02",359,85,"Guardian Soldier",1899,"#sch02_gard02::OnGuardianDied"; //11;
- if ((.@defence > 10) && (.@defence < 31)) {
- set .MyMobCount,2;
- guardian "schg_cas02",300,119,"Guardian Soldier",1899,"#sch02_gard02::OnGuardianDied"; //12;
- }
- else if ((.@defence > 30) && (.@defence < 51)) {
- set .MyMobCount,3;
- guardian "schg_cas02",300,119,"Guardian Soldier",1899,"#sch02_gard02::OnGuardianDied"; //12;
- guardian "schg_cas02",337,154,"Guardian Soldier",1899,"#sch02_gard02::OnGuardianDied"; //13;
- }
- else if ((.@defence > 50) && (.@defence < 71)) {
- set .MyMobCount,4;
- guardian "schg_cas02",300,119,"Guardian Soldier",1899,"#sch02_gard02::OnGuardianDied"; //12;
- guardian "schg_cas02",337,154,"Guardian Soldier",1899,"#sch02_gard02::OnGuardianDied"; //13;
- guardian "schg_cas02",317,183,"Guardian Soldier",1899,"#sch02_gard02::OnGuardianDied"; //14;
- }
- else if (.@defence > 70) {
- set .MyMobCount,5;
- guardian "schg_cas02",300,119,"Guardian Soldier",1899,"#sch02_gard02::OnGuardianDied"; //12;
- guardian "schg_cas02",337,154,"Guardian Soldier",1899,"#sch02_gard02::OnGuardianDied"; //13;
- guardian "schg_cas02",317,183,"Guardian Soldier",1899,"#sch02_gard02::OnGuardianDied"; //14;
- guardian "schg_cas02",307,222,"Guardian Soldier",1899,"#sch02_gard02::OnGuardianDied"; //15;
- }
- else {
- set .MyMobCount,2;
- guardian "schg_cas02",307,222,"Guardian Soldier",1899,"#sch02_gard02::OnGuardianDied"; //12;
- }
- initnpctimer;
- end;
-
-OnTimer600000:
- set .MyMobCount,.MyMobCount+1;
- guardian "schg_cas02",300,119,"Guardian Soldier",1899,"#sch02_gard02::OnGuardianDied"; //16;
- end;
-
-OnTimer1200000:
- set .MyMobCount,.MyMobCount+1;
- guardian "schg_cas02",337,154,"Guardian Soldier",1899,"#sch02_gard02::OnGuardianDied"; //17;
- end;
-
-OnTimer2100000:
- set .MyMobCount,.MyMobCount+1;
- guardian "schg_cas02",317,183,"Guardian Soldier",1899,"#sch02_gard02::OnGuardianDied"; //18;
- end;
-
-OnTimer3000000:
- set .MyMobCount,.MyMobCount+1;
- guardian "schg_cas02",307,222,"Guardian Soldier",1899,"#sch02_gard02::OnGuardianDied"; //19;
- end;
-
-OnTimer3900000:
- set .MyMobCount,.MyMobCount+1;
- guardian "schg_cas02",359,85,"Guardian Soldier",1899,"#sch02_gard02::OnGuardianDied"; //20;
- stopnpctimer;
- end;
-
-OnGuardianDied:
- set .MyMobCount,.MyMobCount-1;
- if (.MyMobCount < 2) {
- set .MyMobCount,.MyMobCount+1;
- guardian "schg_cas02",236,41,"Guardian Soldier",1899,"#sch02_gard02::OnGuardianDied"; //21;
- }
- end;
-
-Onreset:
- stopnpctimer;
- killmonster "schg_cas02","#sch02_gard02::OnGuardianDied";
- end;
-}
-
-schg_cas02,1,3,0 script #sch02_df01 -1,{
-OnEnable:
- guardian "schg_cas02",231,58,"1st Guardian Stone",1907,"#sch02_df01::OnGuardianStoneDied"; //22;
- end;
-
-OnDisable:
- killmonster "schg_cas02","#sch02_df01::OnGuardianStoneDied";
- setarray $agit_sc02[0],1; //Global Variable
- stopnpctimer;
- end;
-
-OnGuardianStoneDied:
- // 1st Guardian Stone is Destroyed
- setarray $agit_sc02[0],1;
- if (($agit_sc02[0] == 1) || ($agit_sc02[0] == 2)) {
- set .@destroyed,.@destroyed + 1;
- }
- if (($agit_sc02[1] == 1) || ($agit_sc02[1] == 2)) {
- set .@destroyed,.@destroyed + 1;
- }
- if (.@destroyed == 2) {
- mapannounce "schg_cas02","All of the Guardian Stones have been destroyed!",bc_map,"0x00ff00";
- donpcevent "#sch02_RL00::OnDisable";
- donpcevent "#sch02_gard01::Onreset";
- }
- else {
- mapannounce "schg_cas02","The 1st Guardian Stone has been destroyed!",bc_map,"0x00ff00";
- donpcevent "#sch02_gard01::Onreset";
- }
- initnpctimer;
- end;
-
-OnTimer300000:
- donpcevent "1st Guardian Stone#sch02::OnEnable";
- setarray $agit_sc02[0],2; //Global Variable
- stopnpctimer;
- end;
-}
-
-schg_cas02,231,57,0 script 1st Guardian Stone#sch02 844,{
- set .@GID, GetCastleData("schg_cas02",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_sc02[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 "#sch02_df01::OnEnable";
- specialeffect EF_ICECRASH;
- disablenpc "1st Guardian Stone#sch02";
- setarray $agit_sc02[0],0;
- set .@df_all,$agit_sc02[0]+$agit_sc02[1];
- if (.@df_all == 0) {
- mapannounce "schg_cas02","The Guardian Stones have been erected, bolstering this stronghold's defenses!",bc_map,"0x00ff00";
- donpcevent "#sch02_RL00::OnEnable";
- }
- else {
- mapannounce "schg_cas02","The 1st Guardian Stone has been repaired successfully.",bc_map,"0x00ff00";
- }
- if ($agit_sc02[5] == 1) {
- donpcevent "#sch02_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#sch02";
- end;
-
-OnEnable:
- enablenpc "1st Guardian Stone#sch02";
- specialeffect EF_MAPPILLAR2;
- end;
-
-OnDisable:
- disablenpc "1st Guardian Stone#sch02";
- end;
-}
-
-schg_cas02,1,4,0 script #sch02_df02 -1,{
-OnEnable:
- guardian "schg_cas02",335,230,"2nd Guardian Stone",1908,"#sch02_df02::OnGuardianStoneDied"; //23;
- end;
-
-OnDisable:
- killmonster "schg_cas02","#sch02_df02::OnGuardianStoneDied";
- setarray $agit_sc02[1],1; //Global Variable
- stopnpctimer;
- end;
-
-OnGuardianStoneDied:
- // 2nd Guardian Stone is Destroyed
- setarray $agit_sc02[1],1;
- if (($agit_sc02[0] == 1) || ($agit_sc02[0] == 2)) {
- set .@destroyed,.@destroyed + 1;
- }
- if (($agit_sc02[1] == 1) || ($agit_sc02[1] == 2)) {
- set .@destroyed,.@destroyed + 1;
- }
- if (.@destroyed == 2) {
- mapannounce "schg_cas02","All of the Guardian Stones have been destroyed!",bc_map,"0x00ff00";
- donpcevent "#sch02_RL00::OnDisable";
- donpcevent "#sch02_gard02::Onreset";
- }
- else {
- mapannounce "schg_cas02","The 2nd Guardian Stone has been destroyed!",bc_map,"0x00ff00";
- donpcevent "#sch02_gard02::Onreset";
- }
- initnpctimer;
- end;
-
-OnTimer300000:
- donpcevent "2nd Guardian Stone#sch02::OnEnable";
- setarray $agit_sc02[1],2; //Global Variable
- stopnpctimer;
- end;
-}
-
-schg_cas02,335,231,0 script 2nd Guardian Stone#sch02 844,{
- set .@GID, GetCastleData("schg_cas02",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_sc02[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 "#sch02_df02::OnEnable";
- specialeffect EF_ICECRASH;
- disablenpc "2nd Guardian Stone#sch02";
- setarray $agit_sc02[1],0;
- set .@df_all,$agit_sc02[0]+$agit_sc02[1];
- if (.@df_all == 0) {
- mapannounce "schg_cas02","Both Guardian Stones have been erected, bolstering this stronghold's defenses!",bc_map,"0x00ff00";
- donpcevent "#sch02_RL00::OnEnable";
- }
- else {
- mapannounce "schg_cas02","The 2nd Guardian Stone has been repaired successfully.",bc_map,"0x00ff00";
- }
- if ($agit_sc02[5] == 1) {
- donpcevent "#sch02_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#sch02";
- end;
-
-OnEnable:
- enablenpc "2nd Guardian Stone#sch02";
- specialeffect EF_MAPPILLAR2;
- end;
-
-OnDisable:
- disablenpc "2nd Guardian Stone#sch02";
- end;
-}
-
-schg_cas02,2,1,0 script #sch02_RL00 -1,{
-OnEnable:
- setwall "schg_cas02",290,98,8,0,0,"sch02_RL00";
- guardian "schg_cas02",289,98," ",1905,"#sch02_RL00::OnBarrierDestroyed"; //24;
- guardian "schg_cas02",289,100," ",1905,"#sch02_RL00::OnBarrierDestroyed"; //25;
- guardian "schg_cas02",289,102," ",1905,"#sch02_RL00::OnBarrierDestroyed"; //26;
- guardian "schg_cas02",289,104," ",1905,"#sch02_RL00::OnBarrierDestroyed"; //27;
- end;
-
-OnDisable:
- delwall "sch02_RL00";
- killmonster "schg_cas02","#sch02_RL00::OnBarrierDestroyed";
- end;
-
-OnBarrierDestroyed:
- end;
-}
-
-schg_cas02,2,2,0 script #sch02_RL01 -1,{
-OnEnable:
- set .MyMobCount,6;
- setwall "schg_cas02",279,98,8,0,1,"sch02_RL01";
- guardian "schg_cas02",280,98," ",1905,"#sch02_RL01::OnBarrierDestroyed"; //28;
- guardian "schg_cas02",280,100," ",1905,"#sch02_RL01::OnBarrierDestroyed"; //29;
- guardian "schg_cas02",280,102," ",1905,"#sch02_RL01::OnBarrierDestroyed"; //30;
- guardian "schg_cas02",281,99," ",1905,"#sch02_RL01::OnBarrierDestroyed"; //31;
- guardian "schg_cas02",281,101," ",1905,"#sch02_RL01::OnBarrierDestroyed"; //32;
- guardian "schg_cas02",281,103," ",1905,"#sch02_RL01::OnBarrierDestroyed"; //33;
- end;
-
-OnBarrierDestroyed:
- set .MyMobCount,.MyMobCount-1;
- if (.MyMobCount == 0) {
- setarray $agit_sc02[2],1;
- mapannounce "schg_cas02","The 1st Fortress Gate is destroyed.",bc_map,"0x00ff00";
- delwall "sch02_RL01";
- }
- end;
-
-OnDisable:
- delwall "sch02_RL01";
- killmonster "schg_cas02","#sch02_RL01::OnBarrierDestroyed";
- end;
-}
-
-schg_cas02,2,3,0 script #sch02_RL02 -1,{
-OnEnable:
- set .MyMobCount,6;
- setwall "schg_cas02",230,213,6,0,1,"sch02_RL02";
- guardian "schg_cas02",231,214," ",1905,"#sch02_RL02::OnBarrierDestroyed"; //34;
- guardian "schg_cas02",231,216," ",1905,"#sch02_RL02::OnBarrierDestroyed"; //35;
- guardian "schg_cas02",231,218," ",1905,"#sch02_RL02::OnBarrierDestroyed"; //36;
- guardian "schg_cas02",232,213," ",1905,"#sch02_RL02::OnBarrierDestroyed"; //37;
- guardian "schg_cas02",232,215," ",1905,"#sch02_RL02::OnBarrierDestroyed"; //38;
- guardian "schg_cas02",232,217," ",1905,"#sch02_RL02::OnBarrierDestroyed"; //39;
- end;
-
-OnBarrierDestroyed:
- set .MyMobCount,.MyMobCount-1;
- if (.MyMobCount == 0) {
- setarray $agit_sc02[3],1;
- mapannounce "schg_cas02","The 2nd Fortress Gate is destroyed.",bc_map,"0x00ff00";
- delwall "sch02_RL02";
- }
- end;
-
-OnDisable:
- delwall "sch02_RL02";
- killmonster "schg_cas02","#sch02_RL02::OnBarrierDestroyed";
- end;
-}
-
-schg_cas02,2,4,0 script #sch02_RL03 -1,{
-OnEnable:
- set .MyMobCount,4;
- setwall "schg_cas02",160,141,6,6,1,"sch02_RL03";
- guardian "schg_cas02",160,140," ",1905,"#sch02_RL03::OnBarrierDestroyed"; //40;
- guardian "schg_cas02",162,140," ",1905,"#sch02_RL03::OnBarrierDestroyed"; //41;
- guardian "schg_cas02",164,140," ",1905,"#sch02_RL03::OnBarrierDestroyed"; //42;
- guardian "schg_cas02",166,140," ",1905,"#sch02_RL03::OnBarrierDestroyed"; //43;
- end;
-
-OnBarrierDestroyed:
- set .MyMobCount,.MyMobCount-1;
- if (.MyMobCount == 0) {
- setarray $agit_sc02[4],1;
- mapannounce "schg_cas02","The 3rd Fortress Gate is destroyed!",bc_map,"0x00ff00";
- delwall "sch02_RL03";
- }
- end;
-
-OnDisable:
- delwall "sch02_RL03";
- killmonster "schg_cas02","#sch02_RL03::OnBarrierDestroyed";
- end;
-}
-
-schg_cas02,288,97,0 script Control Device01#sch02 111,{
- set .@GID, GetCastleData("schg_cas02",1);
- if (getcharid(2) == .@GID) {
- if (strcharinfo(0) == getguildmaster(.@GID)) {
- if ($agit_sc02[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 "#sch02_RL01::OnEnable";
- disablenpc "Control Device01#sch02";
- mapannounce "schg_cas02","The 1st Fortress Gate has been reconstructed!",bc_map,"0x00ff00";
- setarray $agit_sc02[2],0;
- end;
- }
- else {
- mes "^3355FFThe wall has been breached,";
- mes "and the attempt to repair the";
- mes "Fortress Gate has failed.";
- mes "You lost some of your";
- mes "repair resources...^000000";
- delitem 984,2; //Oridecon
- delitem 999,4; //Steel
- delitem 1019,14; //Wooden_Block
- delitem 1011,3; //Emveretarcon
- close;
- }
- }
- }
- else {
- mes "^3355FFYou can't attempt to repair";
- mes "the Fortress Gate if you don't";
- mes "have all the needed materials.^000000";
- close;
- }
- }
- }
- }
- end;
-
-OnInit:
- disablenpc "Control Device01#sch02";
- end;
-
-OnEnable:
- enablenpc "Control Device01#sch02";
- end;
-
-OnDisable:
- disablenpc "Control Device01#sch02";
- end;
-}
-
-schg_cas02,230,209,0 script Control Device02#sch02 111,{
- set .@GID, GetCastleData("schg_cas02",1);
- if (getcharid(2) == .@GID) {
- if (strcharinfo(0) == getguildmaster(.@GID)) {
- if ($agit_sc02[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 "#sch02_RL02::OnEnable";
- disablenpc "Control Device02#sch02";
- mapannounce "schg_cas02","The 2nd Fortress Gate has been reconstructed!",bc_map,"0x00ff00";
- setarray $agit_sc02[3],0; //Global Variable
- setarray $agit_sc02[2],2; //Global Variable
- donpcevent "Control Device01#sch02::OnEnable";
- end;
- }
- else {
- mes "^3355FFThe wall has been breached,";
- mes "and the attempt to repair the";
- mes "Fortress Gate has failed.";
- mes "You lost some of your";
- mes "repair resources...^000000";
- delitem 984,2; //Oridecon
- delitem 999,4; //Steel
- delitem 1019,14; //Wooden_Block
- delitem 1011,3; //Emveretarcon
- close;
- }
- }
- }
- else {
- mes "^3355FFYou can't attempt to repair";
- mes "the Fortress Gate if you don't";
- mes "have all the needed materials.^000000";
- close;
- }
- }
- }
- }
- end;
-
-OnInit:
- disablenpc "Control Device02#sch02";
- end;
-
-OnEnable:
- enablenpc "Control Device02#sch02";
- end;
-
-OnDisable:
- disablenpc "Control Device02#sch02";
- end;
-}
-
-schg_cas02,159,143,0 script Control Device03#sch02 111,{
- set .@GID, GetCastleData("schg_cas02",1);
- if (getcharid(2) == .@GID) {
- if (strcharinfo(0) == getguildmaster(.@GID)) {
- if ($agit_sc02[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 "#sch02_RL03::OnEnable";
- disablenpc "Control Device03#sch02";
- mapannounce "schg_cas02","The 3rd Fortress Gate has been reconstructed!!",bc_map,"0x00ff00";
- setarray $agit_sc02[4],0;
- setarray $agit_sc02[3],2;
- donpcevent "Control Device02#sch02::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#sch02";
- end;
-
-OnEnable:
- enablenpc "Control Device03#sch02";
- end;
-
-OnDisable:
- disablenpc "Control Device03#sch02";
- end;
-}
-
-// Link Flags
-schg_cas02,143,198,0 script LF-01#schg_cas02 111,{
- set .@GID, GetCastleData("schg_cas02",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 "schg_cas02",235,44;
- end;
- case 2:
- warp "schg_cas02",302,233;
- end;
- case 3:
- close;
- }
- }
- end;
-}
-
-schg_cas02,143,202,0 script LF-02#schg_cas02 111,{
- set .@GID, GetCastleData("schg_cas02",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 "schg_cas02",317,83;
- end;
- case 2:
- warp "schg_cas02",359,83;
- end;
- case 3:
- close;
- }
- }
- end;
-}
-
-schg_cas02,143,206,0 script LF-03#schg_cas02 111,{
- set .@GID, GetCastleData("schg_cas02",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 "schg_cas02",283,79;
- end;
- case 2:
- warp "schg_cas02",280,122;
- end;
- case 3:
- close;
- }
- }
- end;
-}
-
-schg_cas02,145,208,0 script LF-04#schg_cas02 111,{
- set .@GID, GetCastleData("schg_cas02",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 "schg_cas02",215,110;
- end;
- case 2:
- warp "schg_cas02",255,215;
- end;
- case 3:
- close;
- }
- }
- end;
-}
-
-schg_cas02,180,208,0 script LF-05#schg_cas02 111,{
- set .@GID, GetCastleData("schg_cas02",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("Center 1 Area:Center 2 Area:Cancel")) {
- case 1:
- warp "schg_cas02",338,153;
- end;
- case 2:
- warp "schg_cas02",213,226;
- end;
- case 3:
- close;
- }
- }
- end;
-}
-
-schg_cas02,182,206,0 script LF-06#schg_cas02 111,{
- set .@GID, GetCastleData("schg_cas02",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 2-1:Defense area 3-1:Cancel")) {
- case 1:
- warp "schg_cas02",317,83;
- end;
- case 2:
- warp "schg_cas02",283,79;
- end;
- case 3:
- warp "schg_cas02",215,110;
- end;
- case 4:
- close;
- }
- }
- end;
-}
-
-schg_cas02,182,202,0 script LF-07#schg_cas02 111,{
- set .@GID, GetCastleData("schg_cas02",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 3-2:Cancel")) {
- case 1:
- warp "schg_cas02",359,83;
- end;
- case 2:
- warp "schg_cas02",280,122;
- end;
- case 3:
- warp "schg_cas02",255,215;
- end;
- case 4:
- close;
- }
- }
- end;
-}
-
-schg_cas02,182,198,0 script LF-08#schg_cas02 111,{
- set .@GID, GetCastleData("schg_cas02",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 "schg_cas02",101,306;
- end;
- case 2:
- close;
- }
- }
- end;
-}
-
-schg_cas02,235,222,0 script Andlangr#LF_sc02_1::LF_sc02_1 111,{
- set .@GID, GetCastleData("schg_cas02",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 "schg_cas02",136,188;
- end;
- case 2:
- close;
- }
- }
- end;
-}
-
-schg_cas02,157,136,0 duplicate(LF_sc02_1) Andlangr#LF_sc02_2 111
-schg_cas02,168,136,4 duplicate(LF_sc02_1) Andlangr#LF_sc02_3 111
-schg_cas02,320,232,4 duplicate(LF_sc02_1) Andlangr#LF_sc02_4 111
-schg_cas02,295,109,0 duplicate(LF_sc02_1) Andlangr#LF_sc02_5 111
-schg_cas02,295,92,0 duplicate(LF_sc02_1) Andlangr#LF_sc02_6 111
-schg_cas02,285,90,4 duplicate(LF_sc02_1) Andlangr#LF_sc02_7 111
-schg_cas02,285,190,4 duplicate(LF_sc02_1) Andlangr#LF_sc02_8 111
-schg_cas02,238,66,0 duplicate(LF_sc02_1) Andlangr#LF_sc02_9 111
-schg_cas02,230,45,0 duplicate(LF_sc02_1) Andlangr#LF_sc02_10 111
-schg_cas02,233,120,0 duplicate(LF_sc02_1) Andlangr#LF_sc02_11 111
-schg_cas02,247,120,0 duplicate(LF_sc02_1) Andlangr#LF_sc02_12 111
-schg_cas02,261,162,0 duplicate(LF_sc02_1) Andlangr#LF_sc02_13 111
-schg_cas02,244,162,0 duplicate(LF_sc02_1) Andlangr#LF_sc02_14 111
-schg_cas02,235,207,0 duplicate(LF_sc02_1) Andlangr#LF_sc02_15 111
-
-// Guild Manager
-schg_cas02,105,378,3 script Steward#sch02 55,{
- set .@GID, GetCastleData("schg_cas02",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("schg_cas02",2) + ".";
- if (GetCastleData("schg_cas02",4) > 0) {
- mes "Last time, you invested in";
- mes "Commercial Growth " + GetCastleData("schg_cas02",4) + ".";
- }
- next;
- mes "[ Steward ]";
- mes "Our stronghold's";
- mes "safeguard level is " + GetCastleData("schg_cas02",3) + ".";
- if (GetCastleData("schg_cas02",5) > 0) {
- mes "Last time, you invested";
- mes "in defense " + GetCastleData("schg_cas02",5) + " times.";
- }
- mes " ";
- mes "That is all, master.";
- close;
- case 2:
- set .@Economy,GetCastleData("schg_cas02",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("schg_cas02",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("schg_cas02",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("schg_cas02",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("schg_cas02",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 "schg_cas02",4,GetCastleData("schg_cas02",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("schg_cas02",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("schg_cas02",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("schg_cas02",3) == 100) {
- mes "The Defense Level of this";
- mes "stronghold is 100%, and";
- mes "cannot be increased further.";
- close;
- }
- if (GetCastleData("schg_cas02",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("schg_cas02",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("schg_cas02",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 "schg_cas02",5,GetCastleData("schg_cas02",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("schg_cas02",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#sch02";
- SetCastleData "schg_cas02",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#sch02";
- SetCastleData "schg_cas02",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 "schg_cas02",249,373;
- 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("schg_cas02",2) - 5;
- if (.@Economy < 0) set .@Economy, 0;
- SetCastleData "schg_cas02", 2, .@Economy;
- // Lower Castle Defence
- set .@Defence,GetCastleData("schg_cas02",3) - 5;
- if (.@Defence < 0) set .@Defence, 0;
- SetCastleData "schg_cas02", 3, .@Defence;
- // Set new owner
- SetCastleData "schg_cas02",1, .@GID;
- // Clear castle's data.
- for( set .@i, 4; .@i <= 9; set .@i, .@i+1 )
- SetCastleData "schg_cas02", .@i, 0;
- // Disable Kafra
- disablenpc "Kafra Employee#sch02";
-
- set .msg,2;
- if (.msg == 1) {
- announce "Fortress [" + GetCastleName("schg_cas02") + "]'s 'Nithafjoll' was captured by [" + getguildname(.@gid) + "] Guild.",bc_all|bc_woe;
- donpcevent "Manager#sch02_02::Onstart";
- }
- else if (.msg == 2) {
- announce "The [" + getguildname(.@gid) + "] conquered the [Nithafjoll 2] stronghold of "+GetCastleName("schg_cas02"),bc_all|bc_woe;
- mapannounce "schg_cas02","The emperium has been shattered!",bc_map,"0x00FF00",FW_NORMAL,20,0,40;
- if (agitcheck2()) {
- donpcevent "Manager#sch02_02::Onreset";
- initnpctimer;
- }
- else {
- donpcevent "Manager#sch02_02::Onreset";
- stopnpctimer;
- }
- }
- else if (.msg == 0) {
- announce "Fortress [" + GetCastleName("schg_cas02") + "]'s 'Nithafjoll' was captured by [" + getguildname(.@gid) + "] Guild.",bc_all|bc_woe;
- donpcevent "Manager#sch02_02::Onreset";
- stopnpctimer;
- end;
- }
- MapRespawnGuildID "schg_cas02",GetCastleData("schg_cas02",1),2;
- donpcevent "::OnRecvCastlesc02";
- end;
-
-OnTimer10000:
- donpcevent "Manager#sch02_02::Onchange";
- mapannounce "schg_cas02","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
-schg_cas02,131,365,3 script Kafra Employee#sch02 117,{
- cutin "kafra_01",2;
- set .@GID, GetCastleData("schg_cas02",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("Juno -> 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 "yuno",158,125;
- 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;
- }
-
-OnRecvCastlesc02:
- if (GetCastleData("schg_cas02",1) == 0) {
- monster "schg_cas02",0,0,"Evil Druid",1117,10;
- monster "schg_cas02",0,0,"Khalitzburg",1132,4;
- monster "schg_cas02",0,0,"Abysmal Knight",1219,3;
- monster "schg_cas02",0,0,"Executioner",1205,1;
- monster "schg_cas02",0,0,"Penomena",1216,10;
- monster "schg_cas02",0,0,"Alarm",1193,18;
- monster "schg_cas02",0,0,"Clock",1269,9;
- monster "schg_cas02",0,0,"Raydric Archer",1276,12;
- monster "schg_cas02",0,0,"Wanderer",1208,3;
- monster "schg_cas02",0,0,"Alice",1275,1;
- monster "schg_cas02",0,0,"Bloody Knight",1268,2;
- monster "schg_cas02",0,0,"Dark Lord",1272,2;
- monster "schg_cas02",0,0,"Tower Keeper",1270,4;
- }
- if (GetCastleData("schg_cas02",9) < 1) {
- disablenpc "Kafra Employee#sch02";
- }
- end;
-}
-
-schg_cas02,257,369,0 script #sc02_switch 111,{
- mes " ";
- mes "^3355FFWill you pull";
- mes "this small lever?^000000";
- next;
- switch(select("Pull Lever:Cancel")) {
- case 1:
- warp "schg_cas02",339,79;
- end;
- case 2:
- close;
- }
-}
-
-sch_gld,296,247,4 script Andlangr#flag_sc02_1::Sc02_Flag 722,{
- set .@GID, GetCastleData("schg_cas02",1);
- if (.@GID == 0) {
- mes "[ Schwaltzvalt Royal Edict ]";
- mes "The Holy Kingdom of";
- mes "Schwaltzvalt 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("schg_cas02",1);
- if (getcharid(2) == .@GID) {
- warp "schg_cas02",136,188;
- end;
- }
- close;
- case 2:
- close;
- }
- }
- mes "[ Schwaltzvalt Royal Edict ]";
- mes "The Holy Kingdom of";
- mes "Schwaltzvalt decrees that";
- mes "this stronghold is owned";
- mes "by the ^FF0000" + GetGuildName(.@GID) + "^000000 Guild.";
- next;
- mes "[ Schwaltzvalt 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:
-OnRecvCastlesc02:
- FlagEmblem GetCastleData("schg_cas02",1);
- end;
-}
-
-sch_gld,280,247,4 duplicate(Sc02_Flag) Andlangr#flag_sc02_2 722