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authoreuphyy <euphyy@54d463be-8e91-2dee-dedb-b68131a5f0ec>2012-08-03 21:28:27 +0000
committereuphyy <euphyy@54d463be-8e91-2dee-dedb-b68131a5f0ec>2012-08-03 21:28:27 +0000
commit16766b4f0911470f7e7568a952364e772ba22da1 (patch)
tree52c7ec779148c945c51338f019d5ee1262ce3b21 /npc/guild2
parent3eb7cd3c8c1291e3792dec9abf34facab4f05014 (diff)
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* You may notice that your /guild2/ folder shrunk considerably - you're welcome. x.x
* You may also notice that your /guild2/ folder no longer functions. If that's the case... blame Maki (you can find him on the forums, IRC, TS, TSR, etc...) git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@16571 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'npc/guild2')
-rw-r--r--npc/guild2/agit_main_se.txt1796
-rw-r--r--npc/guild2/arug_cas01.txt2935
-rw-r--r--npc/guild2/arug_cas02.txt2921
-rw-r--r--npc/guild2/arug_cas03.txt2940
-rw-r--r--npc/guild2/arug_cas04.txt2975
-rw-r--r--npc/guild2/arug_cas05.txt2977
-rw-r--r--npc/guild2/guild_dungeon.txt172
-rw-r--r--npc/guild2/schg_cas01.txt2942
-rw-r--r--npc/guild2/schg_cas02.txt2877
-rw-r--r--npc/guild2/schg_cas03.txt2935
-rw-r--r--npc/guild2/schg_cas04.txt2939
-rw-r--r--npc/guild2/schg_cas05.txt2939
12 files changed, 2198 insertions, 29150 deletions
diff --git a/npc/guild2/agit_main_se.txt b/npc/guild2/agit_main_se.txt
new file mode 100644
index 000000000..c8ae4e252
--- /dev/null
+++ b/npc/guild2/agit_main_se.txt
@@ -0,0 +1,1796 @@
+//===== rAthena Script =======================================
+//= War of Emperium SE - Template File
+//===== By: ==================================================
+//= Euphy
+//===== Current Version: =====================================
+//= 1.0
+//===== Compatible With: =====================================
+//= rAthena SVN
+//===== Description: =========================================
+//= Like agit_main, this file is required
+//= for SE castles to function.
+//===== Additional Comments: =================================
+//= 0.x Previous authors: L0ne_W0lf, Zephyrus, Brian.
+//= 1.0 If anything breaks, blame Maki. [Euphy]
+//============================================================
+
+// Core, triggers all other events
+- script Manager#template -1,{
+OnAgitInit2:
+OnRecvCastle2:
+ if (strnpcinfo(2) == "template") end;
+ if (!getcastledata(strnpcinfo(2),1)) {
+ donpcevent strnpcinfo(0)+"::OnStart";
+ // Monster spawns are identical for all castles.
+ monster strnpcinfo(2),0,0,"Evil Druid",1117,10;
+ monster strnpcinfo(2),0,0,"Khalitzburg",1132,4;
+ monster strnpcinfo(2),0,0,"Abysmal Knight",1219,3;
+ monster strnpcinfo(2),0,0,"Executioner",1205,1;
+ monster strnpcinfo(2),0,0,"Penomena",1216,10;
+ monster strnpcinfo(2),0,0,"Alarm",1193,18;
+ monster strnpcinfo(2),0,0,"Clock",1269,9;
+ monster strnpcinfo(2),0,0,"Raydric Archer",1276,12;
+ monster strnpcinfo(2),0,0,"Wanderer",1208,3;
+ monster strnpcinfo(2),0,0,"Alice",1275,1;
+ monster strnpcinfo(2),0,0,"Bloody Knight",1268,2;
+ monster strnpcinfo(2),0,0,"Dark Lord",1272,2;
+ monster strnpcinfo(2),0,0,"Tower Keeper",1270,4;
+ }
+ if (getcastledata(strnpcinfo(2),9) < 1)
+ disablenpc "Kafra Employee#"+substr(strnpcinfo(2),0,1)+substr(strnpcinfo(2),8,9);
+ end;
+
+OnAgitStart2:
+ if (strnpcinfo(2) == "template") end;
+ if (agitcheck2()) {
+ maprespawnguildid strnpcinfo(2),getcastledata(strnpcinfo(2),1),2;
+ gvgon strnpcinfo(2);
+ donpcevent strnpcinfo(0)+"::OnStart";
+ }
+ else for(set .@i,0; .@i<4; set .@i,.@i+1)
+ donpcevent "RL"+.@i+"#"+strnpcinfo(2)+"::OnDisable";
+ end;
+
+OnAgitEnd2:
+ if (strnpcinfo(2) == "template") end;
+ gvgoff strnpcinfo(2);
+ if (getcastledata(strnpcinfo(2),1)) {
+ set .@str$,substr(strnpcinfo(2),0,1)+substr(strnpcinfo(2),8,9);
+ killmonster strnpcinfo(2),"Steward#"+.@str$+"::OnStartArena";
+ donpcevent strnpcinfo(0)+"::OnReset";
+ donpcevent "Steward#"+.@str$+"::OnStop";
+ }
+ end;
+
+OnStart:
+ // $agit_ar0x[] - $agit_sc0x[]
+ // 1st Guardian stone, 2nd Guardian stone, Barrier 1, Barrier 2, Barrier 3, Summon Guardians
+ // Settings for all but Summon Guardians: 0 = Okay | 1 = Destroyed | 2 = Repairing
+ // Summon Guardians: 0 = Do not Summon | 1 = Summon
+ if (getcastledata(strnpcinfo(2),1)) {
+ setarray getd("$agit_"+substr(strnpcinfo(2),0,1)+substr(strnpcinfo(2),8,9)+"[0]"),0,0,0,0,0,0;
+ donpcevent "df1#"+strnpcinfo(2)+"::OnEnable";
+ donpcevent "df2#"+strnpcinfo(2)+"::OnEnable";
+ for(set .@i,0; .@i<4; set .@i,.@i+1)
+ donpcevent "RL"+.@i+"#"+strnpcinfo(2)+"::OnEnable";
+ }
+OnEmpSpawn:
+ if (compare(strnpcinfo(2),"arug")) {
+ if (strnpcinfo(2) == "arug_cas01") setarray .@i[0],87,219;
+ else if (strnpcinfo(2) == "arug_cas02") setarray .@i[0],89,256;
+ else setarray .@i[0],141,293; // Castles 3,4,5 are identical.
+ }
+ else {
+ if (strnpcinfo(2) == "schg_cas02") setarray .@i[0],162,193;
+ else if (strnpcinfo(2) == "schg_cas03") setarray .@i[0],338,202;
+ else setarray .@i[0],120,272; // Castles 1,4,5 are identical.
+ }
+ monster strnpcinfo(2),.@i[0],.@i[1],"Emperium",1288,1,"Steward#"+substr(strnpcinfo(2),0,1)+substr(strnpcinfo(2),8,9)+"::OnStartArena";
+ end;
+
+OnReset:
+ set .@str$, substr(strnpcinfo(2),0,1)+substr(strnpcinfo(2),8,9);
+ donpcevent "df1#"+strnpcinfo(2)+"::OnEnable";
+ donpcevent "df2#"+strnpcinfo(2)+"::OnEnable";
+ donpcevent "gard1#"+strnpcinfo(2)+"::OnReset";
+ donpcevent "gard2#"+strnpcinfo(2)+"::OnReset";
+ donpcevent "1st Guardian Stone#"+.@str$+"::OnDisable";
+ donpcevent "2nd Guardian Stone#"+.@str$+"::OnDisable";
+ for(set .@i,1; .@i<4; set .@i,.@i+1)
+ donpcevent "Control Device0"+.@i+"#"+.@str$+"::OnDisable";
+ for(set .@i,0; .@i<4; set .@i,.@i+1)
+ donpcevent "RL"+.@i+"#"+strnpcinfo(2)+"::OnEnable";
+ if (agitcheck2())
+ setarray getd("$agit_"+substr(strnpcinfo(2),0,1)+substr(strnpcinfo(2),8,9)+"[0]"),0,0,1,1,1,0;
+ end;
+
+OnChange:
+ set .@str$, substr(strnpcinfo(2),0,1)+substr(strnpcinfo(2),8,9);
+ setarray getd("$agit_"+.@str$+"[0]"),2,2,1,1,2,0;
+ donpcevent strnpcinfo(0)+"::OnEmpSpawn";
+ donpcevent "Control Device03#"+.@str$+"::OnEnable";
+ donpcevent "1st Guardian Stone#"+.@str$+"::OnEnable";
+ donpcevent "2nd Guardian Stone#"+.@str$+"::OnEnable";
+ end;
+
+OnClock0001:
+ // Spawn Treasure Chests based on castle economy.
+ if (strnpcinfo(2) == "template") end;
+ if (!getcastledata(strnpcinfo(2),1)) end;
+ killmonster strnpcinfo(2),strnpcinfo(0)+"::OnTreasureDied";
+ if (getcastledata(strnpcinfo(2),4)) {
+ set .@Economy,getcastledata(strnpcinfo(2),2);
+ setcastledata strnpcinfo(2),2,.@Economy+getcastledata(strnpcinfo(2),4)+(rand(2) && getgdskilllv(getcastledata(strnpcinfo(2),1),10014));
+ if (getcastledata(strnpcinfo(2),2) > 100) setcastledata strnpcinfo(2),2,100;
+ setcastledata strnpcinfo(2),4,0;
+ }
+ if (getcastledata(strnpcinfo(2),5)) {
+ set .@Defence,getcastledata(strnpcinfo(2),3);
+ setcastledata strnpcinfo(2),3,.@Defence+getcastledata(strnpcinfo(2),5);
+ if (getcastledata(strnpcinfo(2),3) > 100) setcastledata strnpcinfo(2),3,100;
+ setcastledata strnpcinfo(2),5,0;
+ }
+ set .@Treasure,getcastledata(strnpcinfo(2),2)/5+4;
+ if (!.@Treasure) end;
+ freeloop(1);
+ if (compare(strnpcinfo(2),"arug")) {
+ if (strnpcinfo(2) == "arug_cas01") {
+ set .@treasurebox,1943;
+ setarray .@treasurex[0],251,252,253,254,255,256,257,258,251,252,253,254,255,256,257,258,251,252,253,254,255,256,257,258;
+ setarray .@treasurey[0],369,369,369,369,368,368,368,368,367,367,367,367,366,366,366,366,365,365,365,365,364,364,364,364;
+ }
+ else if (strnpcinfo(2) == "arug_cas02") {
+ set .@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.
+ set .@treasurebox,(strnpcinfo(2) == "arug_cas04")?1946:1945;
+ setarray .@treasurex[0],291,292,293,294,295,296,293,294,295,296,297,298,291,292,293,294,295,296,293,294,295,296,297,298;
+ setarray .@treasurey[0],276,276,276,276,276,276,274,274,274,274,274,274,272,272,272,272,272,272,269,269,269,269,269,269;
+ }
+ }
+ else {
+ if (strnpcinfo(2) == "schg_cas02") {
+ set .@treasurebox,1939;
+ setarray .@treasurex[0],249,250,251,252,253,246,247,248,249,250,250,251,252,253,246,247,248,249,250,249,250,251,252,253;
+ setarray .@treasurey[0],378,378,378,378,378,376,376,376,376,376,374,374,374,374,372,372,372,372,372,370,370,370,370,370;
+ }
+ else if (strnpcinfo(2) == "schg_cas03") {
+ set .@treasurebox,1940;
+ setarray .@treasurex[0],189,190,191,192,193,194,189,190,191,192,193,194,189,190,191,192,193,194,189,190,191,192,193,194;
+ setarray .@treasurey[0], 21, 21, 21, 21, 21, 21, 19, 19, 19, 19, 19, 19, 17, 17, 17, 17, 17, 17, 15, 15, 15, 15, 15, 15;
+ }
+ else { // Castles 1,4,5 are identical, except treasures.
+ if (strnpcinfo(2) == "schg_cas01") set .@treasurebox,1938;
+ else if (strnpcinfo(2) == "schg_cas04") set .@treasurebox,1941;
+ else set .@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(set .@i,0; .@i<4; set .@i,.@i+1)
+ monster strnpcinfo(2),.@treasurex[.@i],.@treasurey[.@i],"Treasure Chest",(.@i%2)?.@treasurebox:1324,1,strnpcinfo(0)+"::OnTreasureDied";
+ for(set .@i,4; .@i<24; set .@i,.@i+1) {
+ if (.@Treasure < .@i+1) break;
+ monster strnpcinfo(2),.@treasurex[.@i],.@treasurey[.@i],"Treasure Chest",(.@i%2)?.@treasurebox:1324,1,strnpcinfo(0)+"::OnTreasureDied";
+ }
+ freeloop(0);
+ end;
+
+OnTreasureDied:
+ end;
+}
+
+// Guild Manager
+- script Steward#template -1,{
+ set .@GID, getcastledata(strnpcinfo(4),1);
+ if (!.@GID) {
+ mes "[ Steward ]";
+ mes "I await for the master";
+ mes "whom destiny will choose";
+ mes "for me. Do you think you";
+ mes "have to courage and strength";
+ mes "to conquer this stronghold?";
+ close;
+ }
+ if (getcharid(2) != .@GID || strcharinfo(0) != getguildmaster(.@GID)) {
+ mes "[ Steward ]";
+ mes "Hmpf. Your threats don't";
+ mes "scare me! Guardians, drive";
+ mes "this infidel away from here!";
+ mes "I will always be loyal to the";
+ mes "master of this stronghold,";
+ mes "the one and only ^FF0000"+getguildmaster(.@GID)+"^000000.";
+ close;
+ }
+ mes "[ Steward ]";
+ mes "Ah, Master ^FF0000"+getguildmaster(.@GID)+"^000000...";
+ mes "How shall I serve you today?";
+ mes "Was there an aspect of this";
+ mes "stronghold's maintenance";
+ mes "you wanted to discuss?";
+ next;
+ switch(select("Stronghold Briefing:Invest in Commercial Growth:Invest in Defense growth:Hire/Fire Storage Staff:Go to Master's room")) {
+ case 1:
+ mes "[ Steward ]";
+ mes "The Commercial Growth";
+ mes "Level of the stronghold is ^0000ff"+getcastledata(strnpcinfo(4),2)+".";
+ if (getcastledata(strnpcinfo(4),4) > 0) {
+ mes "Last time, you invested in";
+ mes "Commercial Growth "+getcastledata(strnpcinfo(4),4)+".";
+ }
+ next;
+ mes "[ Steward ]";
+ mes "Our stronghold's";
+ mes "safeguard level is "+getcastledata(strnpcinfo(4),3)+".";
+ if (getcastledata(strnpcinfo(4),5) > 0) {
+ mes "Last time, you invested";
+ mes "in defense "+getcastledata(strnpcinfo(4),5)+" times.";
+ }
+ mes " ";
+ mes "That is all, master.";
+ close;
+ case 2:
+ set .@Economy,getcastledata(strnpcinfo(4),2);
+ setarray .@cost[0],5000,10000,20000,35000,55000,80000,110000,145000,185000,230000,280000,335000,395000,460000,530000,605000,685000,770000,860000,955000;
+ set .@j,0;
+ for(set .@i,6; .@i<101; set .@i,.@i+5) {
+ if (.@Economy < .@i) {
+ set .@eco_invest,.@cost[.@j];
+ break;
+ }
+ set .@j, .@j+1;
+ }
+ // Quadruple the cost of investing if you've already invested once.
+ if (getcastledata(strnpcinfo(4),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(strnpcinfo(4),4) >= 2) {
+ mes "[ Steward ]";
+ mes "You've already made two";
+ mes "investments today, so you'll";
+ mes "have to wait until tomorrow";
+ mes "to make another investment.";
+ close;
+ }
+ if (getcastledata(strnpcinfo(4),4) == 0) {
+ mes "[ Steward ]";
+ mes "You must pay ^FF0000"+.@eco_invest+"^000000 Zeny";
+ mes "to make an investment";
+ mes "Will you invest in this";
+ mes "stronghold's commerical";
+ mes "development now?";
+ }
+ else {
+ mes "[ Steward ]";
+ mes "You must pay ^FF0000"+.@eco_invest+"^000000";
+ mes "more Zeny to make a second";
+ mes "investment today. Will you";
+ mes "invest one more time?";
+ }
+ next;
+ switch(select("Invest in Commercial Growth:Cancel")) {
+ case 1:
+ if (getcastledata(strnpcinfo(4),4) >= 2) {
+ mes "[ Steward ]";
+ mes "You've already made two";
+ mes "investments today, so you'll";
+ mes "have to wait until tomorrow";
+ mes "to make another investment.";
+ close;
+ }
+ if (Zeny < .@eco_invest) {
+ mes "[ Steward ]";
+ mes "I'm sorry, Master, but";
+ mes "you do not have enough";
+ mes "Zeny to make an investment";
+ mes "for the guild today.";
+ close;
+ }
+ set Zeny, Zeny-.@eco_invest;
+ setcastledata strnpcinfo(4),4,getcastledata(strnpcinfo(4),4)+1;
+ mes "[ Steward ]";
+ mes "A wise use of the guild's";
+ mes "funds, Master. We can expect";
+ mes "to see the results of this";
+ mes "investment by tomorrow.";
+ close;
+ case 2:
+ mes "[ Steward ]";
+ mes "As you command, Master.";
+ close;
+ }
+ case 3:
+ set .@Defence,getcastledata(strnpcinfo(4),3);
+ setarray .@cost[0],10000,20000,40000,70000,110000,160000,220000,290000,370000,460000,560000,670000,790000,920000,1060000,1210000,1370000,1540000,1720000,1910000;
+ set .@j,0;
+ for(set .@i,6; .@i<101; set .@i,.@i+5) {
+ if (.@Defence < .@i) {
+ set .@def_invest,.@cost[.@j];
+ break;
+ }
+ set .@j, .@j+1;
+ }
+ // Quadruple the cost of investing if you've already invested once.
+ if (getcastledata(strnpcinfo(4),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(strnpcinfo(4),3) == 100) {
+ mes "The Defense Level of this";
+ mes "stronghold is 100%, and";
+ mes "cannot be increased further.";
+ close;
+ }
+ if (getcastledata(strnpcinfo(4),5) >= 2) {
+ mes "Master, you've already";
+ mes "invested in Defense twice";
+ mes "today. You'll need to wait";
+ mes "until tomorrow if you really";
+ mes "want to increase our defenses.";
+ close;
+ }
+ if (getcastledata(strnpcinfo(4),5) == 0) {
+ mes "We need ^FF0000"+.@def_invest+"^000000";
+ mes "Zeny to invest in our";
+ mes "stronghold's defenses.";
+ mes "Will you invest now?";
+ }
+ else {
+ mes "We need ^FF0000"+.@def_invest+"^000000";
+ mes "Zeny to invest in our";
+ mes "stronghold's defenses";
+ mes "a second time today.";
+ mes "Will you invest now?";
+ }
+ next;
+ switch(select("Invest in Defense:Cancel")) {
+ case 1:
+ if (getcastledata(strnpcinfo(4),5) >= 2) {
+ mes "[ Steward ]";
+ mes "Master, you've already";
+ mes "invested in Defense twice";
+ mes "today. You'll need to wait";
+ mes "until tomorrow if you really";
+ mes "want to increase our defenses.";
+ close;
+ }
+ if (Zeny < .@def_invest) {
+ mes "[ Steward ]";
+ mes "I'm sorry, Master, but";
+ mes "you do not have enough";
+ mes "Zeny to make an investment";
+ mes "for the guild today.";
+ close;
+ }
+ set Zeny, Zeny-.@def_invest;
+ setcastledata strnpcinfo(4),5,getcastledata(strnpcinfo(4),5)+1;
+ mes "[ Steward ]";
+ mes "A wise use of the guild's";
+ mes "funds, Master. Increasing";
+ mes "the frequency of treasure";
+ mes "procured by the guild will";
+ mes "definitely help us all.";
+ close;
+ case 2:
+ mes "[ Steward ]";
+ mes "As you command, Master.";
+ close;
+ }
+ case 4:
+ if (getcastledata(strnpcinfo(4),9) == 1) {
+ mes "[ Steward ]";
+ mes "Do you wish to dismiss";
+ mes "the Kafra Employee that";
+ mes "we've hired for the guild?";
+ next;
+ switch(select("Dismiss:Cancel")) {
+ case 1:
+ cutin "kafra_01",2;
+ mes "[ Hired Kafra Employee ]";
+ mes "Master, please reconsider!";
+ mes "I've been working very hard";
+ mes "for the success of the guild!";
+ mes "I'll try harder to serve the";
+ mes "guild members of this";
+ mes "stronghold, I promise!";
+ next;
+ switch(select("Dismiss:Cancel")) {
+ case 1:
+ mes "[ Hired Kafra Employee ]";
+ mes "Why?! What have I done";
+ mes "to deserve this? Waaah~!";
+ next;
+ cutin "kafra_01",255;
+ break;
+ case 2:
+ mes "[ Hired Kafra Employee ]";
+ mes "Thank you, Master!";
+ mes "I'll obey your every";
+ mes "command as best I can!";
+ mes "You won't regret this!";
+ close;
+ }
+ break;
+ case 2:
+ mes "[ Steward ]";
+ mes "She works very hard,";
+ mes "in my opinion. It was in";
+ mes "all of our best interests to";
+ mes "allow her to stay with us.";
+ close;
+ }
+ disablenpc "Kafra Employee#"+strnpcinfo(2);
+ setcastledata strnpcinfo(4),9,0;
+ mes "[ Steward ]";
+ mes "That Kafra Employee";
+ mes "has been dismissed.";
+ mes "Were really dissatisfied";
+ mes "by the quality of her service?";
+ close;
+ }
+ else {
+ mes "[ Steward ]";
+ mes "Will you hire a";
+ mes "Kafra Employee to serve";
+ mes "our stronghold? You must";
+ mes "pay ^FF000010,000 Zeny^000000 to hire one.";
+ next;
+ switch(select("Hire:Cancel")) {
+ case 1:
+ if (getgdskilllv(.@GID,10001) == 0) {
+ mes "[ Steward ]";
+ mes "Master, we cannot hire a";
+ mes "Kafra Employee because";
+ mes "you have not yet attained";
+ mes "the ^FF0000Contract with Kafra^000000";
+ mes "guild skill.";
+ close;
+ }
+ if (Zeny < 10000) {
+ mes "[ Steward ]";
+ mes "Master, we cannot hire a";
+ mes "Kafra Employee because";
+ mes "we do not have enough";
+ mes "funds to pay the contract fee.";
+ close;
+ }
+ set Zeny, Zeny-10000;
+ enablenpc "Kafra Employee#"+strnpcinfo(2);
+ setcastledata strnpcinfo(4),9,1;
+ mes "[ Steward ]";
+ mes "Very well. We have formed";
+ mes "a contract with the Kafra";
+ mes "Head Office, and hired a";
+ mes "Kafra Employee for our";
+ mes "stronghold. Here she is~";
+ next;
+ cutin "kafra_01",2;
+ mes "[ Hired Kafra Employee ]";
+ mes "How do you do? I've";
+ mes "been dispatched by the";
+ mes "Kafra Head Office to";
+ mes "serve your guild's needs.";
+ mes "I'll do my best to follow";
+ mes "your every command, Master.";
+ next;
+ cutin "kafra_01",255;
+ mes "[ Steward ]";
+ mes "Our contract will expire";
+ mes "after one month, so we must";
+ mes "pay additional fees to keep";
+ mes "this Kafra Employee in";
+ mes "the service of our guild.";
+ close;
+ case 2:
+ mes "[ Steward ]";
+ mes "As you command, Master.";
+ mes "However, I suggest hiring";
+ mes "a Kafra Employee as soon";
+ mes "as possible since our guild";
+ mes "would greatly benefit from";
+ mes "the convenient Kafra services.";
+ close;
+ }
+ }
+ case 5:
+ mes "[ Steward ]";
+ mes "Do you wish to enter the";
+ mes "Guild Treasure Room?";
+ mes "Only you, the Guild Master,";
+ mes "are permitted to enter.";
+ next;
+ mes "[ Steward ]";
+ mes "Please remember to open";
+ mes "the Treasure Boxes at the";
+ mes "proper time. Otherwise, the";
+ mes "treasure may disappear if";
+ mes "something unexpected happens.";
+ next;
+ switch(select("Go to Treasure Room:Cancel")) {
+ case 1:
+ mes "[ Steward ]";
+ mes "Allow me to guide you";
+ mes "on the secret path to";
+ mes "the Treasure Room.";
+ mes "Press the secret switch";
+ mes "when you wish to return here.";
+ close2;
+ if (compare(strnpcinfo(4),"arug")) {
+ if (strnpcinfo(4) == "arug_cas01") setarray .@i[0],250,363;
+ else if (strnpcinfo(4) == "arug_cas02") setarray .@i[0],382,227;
+ else setarray .@i[0],292,266; // Castles 3,4,5 are identical.
+ }
+ else {
+ if (strnpcinfo(4) == "schg_cas02") setarray .@i[0],249,373;
+ else if (strnpcinfo(4) == "schg_cas03") setarray .@i[0],190,16;
+ else setarray .@i[0],381,381; // Castles 1,4,5 are identical.
+ }
+ warp strnpcinfo(4),.@i[0],.@i[1];
+ end;
+ case 2:
+ mes "[ Steward ]";
+ mes "Items in the Treasure Room";
+ mes "are produced once each day.";
+ mes "Therefore, you must obtain";
+ mes "the treasure items everyday.";
+ mes "For the sake of the guild,";
+ mes "prioritize treasure harvesting!";
+ close;
+ }
+ }
+
+OnStop:
+ stopnpctimer;
+ end;
+
+OnStartArena:
+ set .@GID,getcharid(2);
+ set .@region$, (compare(strnpcinfo(4),"arug"))?"Valfreyja":"Nithafjoll";
+ // Lower castle Economy
+ set .@Economy,getcastledata(strnpcinfo(4),2)-5;
+ if (.@Economy < 0) set .@Economy, 0;
+ setcastledata strnpcinfo(4),2,.@Economy;
+ // Lower Castle Defence
+ set .@Defence,getcastledata(strnpcinfo(4),3)-5;
+ if (.@Defence < 0) set .@Defence, 0;
+ setcastledata strnpcinfo(4),3,.@Defence;
+ // Set new owner
+ setcastledata strnpcinfo(4),1,.@GID;
+ // Clear castle's data.
+ for(set .@i,4; .@i<10; set .@i,.@i+1)
+ setcastledata strnpcinfo(4),.@i,0;
+ // Disable Kafra
+ disablenpc "Kafra Employee#"+strnpcinfo(2);
+
+ announce "The ["+getguildname(.@GID)+"] conquered the ["+.@region$+" "+charat(strnpcinfo(2),3)+"] stronghold of "+getcastlename(strnpcinfo(4)),bc_all|bc_woe;
+ mapannounce strnpcinfo(4),"The emperium has been shattered!",bc_map,"0x00FF00",FW_NORMAL,20,0,40;
+ donpcevent "Manager#"+strnpcinfo(4)+"::OnReset";
+ if (agitcheck2()) initnpctimer;
+ else stopnpctimer;
+ maprespawnguildid strnpcinfo(4),getcastledata(strnpcinfo(4),1),2;
+ donpcevent "Manager#"+strnpcinfo(4)+"::OnRecvCastle2";
+ donpcevent "::OnRecvCastle"+strnpcinfo(2);
+ end;
+
+OnTimer10000:
+ donpcevent "Manager#"+strnpcinfo(4)+"::OnChange";
+ mapannounce strnpcinfo(4),"Rebuild this stronghold's Guardian Stones and Fortress Gates to secure your guild's new aquisition!",bc_map,"0x00FF00",FW_NORMAL,20,0,40;
+ end;
+}
+
+// Castle Guardians
+- script Guardian#template -1,{
+ set .@GID, getcastledata(strnpcinfo(4),1);
+ set .@n$, "["+strnpcinfo(1)+"]";
+ if (!.@GID) {
+ mes .@n$;
+ mes "Great job. Now, all you";
+ mes "need to do is destroy this";
+ mes "Emperium to gain ownership";
+ mes "over this stronghold.";
+ close;
+ }
+ if (getcharid(2) == .@GID) {
+ if (strcharinfo(0) != getguildmaster(.@GID)) {
+ mes .@n$;
+ mes "As guardian of this";
+ mes "stronghold, I answer only";
+ mes "to the master of the guild";
+ mes "that controls this place.";
+ close;
+ }
+ else {
+ if (!agitcheck2()) {
+ mes .@n$;
+ mes "I am "+strnpcinfo(1)+", guardian of";
+ mes "this stronghold. For now,";
+ mes "all is quiet in this place.";
+ next;
+ switch(select("Converse:Cancel")) {
+ case 1:
+ mes .@n$;
+ mes "Do you have any questions";
+ mes "about this stronghold?";
+ next;
+ switch(select("Guardian Stones:Fortress Gates:Link Flags:Battle Strategy:Cancel")) {
+ case 1:
+ mes .@n$;
+ mes "There is one Emperium";
+ mes "and two Guardian Stones in";
+ mes "each fortress. These stones";
+ mes "are the first line of defense,";
+ mes "and must be destroyed before";
+ mes "enemies can even enter.";
+ next;
+ mes .@n$;
+ mes "The stones are located in";
+ mes "^4D4DFFGate Houses^000000 which must be";
+ mes "protected to prevent enemies";
+ mes "from reaching the Emperium.";
+ mes "Guardian Stones can ^4D4DFFrecall";
+ mes "your Guardians^000000 for protection.";
+ next;
+ mes .@n$;
+ mes "Fortresses with higher levels";
+ mes "of defense can summon more";
+ mes "Guardians: this is why it is";
+ mes "so important for guilds to";
+ mes "invest in Defense Growth.";
+ next;
+ mes .@n$;
+ mes "Guardian Stones that have";
+ mes "been destroyed can be revived";
+ mes "after a certain time, but one of^FFFFFF ^000000 the guild members must give";
+ mes "me the order. I can also report^FFFFFF ^000000 the status of the Guardian Stones.";
+ close;
+ case 2:
+ mes .@n$;
+ mes "^4D4DFFFortress Gates^000000 are the second ^FFFFFF ^000000 line of guild stronghold defense,";
+ mes "and are protected by extra barricades activated by the Guardian Stones.";
+ mes "These gates are located in three different parts of the fortress.";
+ next;
+ mes .@n$;
+ mes "Barricades are protected by";
+ mes "Guardian Stones, and are";
+ mes "restored when the Guardian";
+ mes "Stones are retrieved. However,";
+ mes "it is not as easy to restore";
+ mes "destroyed Fortress Gates.";
+ next;
+ mes .@n$;
+ mes "Fortress Gates can only be";
+ mes "restored when the ^4D4DFFguild";
+ mes "master of a stronghold";
+ mes "changes^000000, or if ^4D4DFFrestoration";
+ mes "is requested by the guild";
+ mes "master of the stronghold^000000.";
+ close;
+ case 3:
+ mes .@n$;
+ mes "Strongholds have many";
+ mes "Link Flags that allow you";
+ mes "to access vital areas within";
+ mes "restrictions placed by the";
+ mes "Barricades. Usually, ^4D4DFFFlag 1";
+ mes "links to the Gate House^000000.";
+ next;
+ mes .@n$;
+ mes "Many flags link directly to";
+ mes "the flag near the Emperium.";
+ mes "The final numbered flag is";
+ mes "linked to the Convenience";
+ mes "Facility of the stronghold's";
+ mes "owner. Keep this in mind.";
+ close;
+ case 4:
+ mes .@n$;
+ mes "Strategy? It would be better";
+ mes "to develop your battle plan to";
+ mes "exploit your guild's advantages";
+ mes "and your enemies' weaknesses.";
+ mes "Use the Gate Houses and Barricades, and rebuild as quickly as you can!";
+ close;
+ case 5:
+ mes .@n$;
+ mes "You have no questions";
+ mes "to ask of me? Well, I'm";
+ mes "here to serve your needs.";
+ close;
+ }
+ case 2:
+ mes .@n$;
+ mes "I'm always here, so";
+ mes "feel free to request my";
+ mes "assistance whenever";
+ mes "the need arises.";
+ close;
+ }
+ }
+ else {
+ mes .@n$;
+ mes "Greetings, "+strcharinfo(0)+".";
+ mes "What are your orders?";
+ next;
+ switch(select("Increase Stronghold Defense:Situational Briefing:Cancel")) {
+ case 1:
+ if (!getd("$agit_"+strnpcinfo(2)+"[5]")) {
+ if (getgdskilllv(.@GID,10002) == 0) {
+ mes .@n$;
+ mes "I'm sorry, but the Guardian";
+ mes "Stones aren't powerful enough";
+ mes "to summon Guardians yet. We";
+ mes "need to accumulate more";
+ mes "knowledge before they can";
+ mes "summon any Guardians.";
+ close;
+ }
+ else {
+ mes .@n$;
+ mes "I shall endeavor to summon";
+ mes "a Guardian through a Guardian";
+ mes "Stone. However, keep in mind";
+ mes "that this will not work if the";
+ mes "Guardian Stone is destroyed.";
+ setd "$agit_"+strnpcinfo(2)+"[5]",1;
+ if (!getd("$agit_"+strnpcinfo(2)+"[0]"))
+ donpcevent "gard1#"+strnpcinfo(4)+"::OnEnable";
+ if (!getd("$agit_"+strnpcinfo(2)+"[1]"))
+ donpcevent "gard2#"+strnpcinfo(4)+"::OnEnable";
+ close;
+ }
+ }
+ else {
+ mes .@n$;
+ mes "You've already commanded";
+ mes "me to summon a Guardian";
+ mes "to defend the stronghold.";
+ close;
+ }
+ case 2:
+ mes .@n$;
+ mes "Our defense status is...";
+ setarray .@status$[0],"^4D4DFFOperational","^FF0000Destroyed","^008000Repairing";
+ mes "1st Guardian Stone: "+.@status$[getd("$agit_"+strnpcinfo(2)+"[0]")]+"^000000";
+ mes "2nd Guardian Stone: "+.@status$[getd("$agit_"+strnpcinfo(2)+"[1]")]+"^000000";
+ mes "1st Fortress Gate: "+.@status$[getd("$agit_"+strnpcinfo(2)+"[2]")]+"^000000";
+ mes "2nd Fortress Gate: "+.@status$[getd("$agit_"+strnpcinfo(2)+"[3]")]+"^000000";
+ mes "3rd Fortress Gate: "+.@status$[getd("$agit_"+strnpcinfo(2)+"[4]")]+"^000000";
+ close;
+ case 3:
+ mes .@n$;
+ mes "I'll be standing by,";
+ mes "awaiting your orders.";
+ close;
+ }
+ }
+ }
+ }
+ else {
+ mes .@n$;
+ mes "Who are you? Scoundrel!";
+ mes "Leave this stronghold now!";
+ close;
+ }
+
+OnInit:
+ setarray getd("$agit_"+strnpcinfo(2)+"[0]"),0,0,0,0,0,0;
+ end;
+}
+
+// Guild Kafras
+- script Kafra#template -1,{
+ cutin "kafra_01",2;
+ set .@GID, getcastledata(strnpcinfo(4),1);
+ if (getcharid(2) == .@GID && getgdskilllv(.@GID,10001)) {
+ mes "[Kafra Employee]";
+ mes "Welcome, proud member";
+ mes "of the ^FF0000"+GetGuildName(.@GID)+"^000000 Guild!";
+ mes "The Kafra Corporation is ready";
+ mes "to assist you wherever you go!";
+ next;
+ switch(select("Use Storage:Use Warp Service:Rent Pushcart:Cancel")) {
+ case 1:
+ if (basicskillcheck() && getskilllv("NV_BASIC") < 6) {
+ mes "[Kafra Employee]";
+ mes "I'm so sorry, but you must";
+ mes "have at least Novice Skill";
+ mes "Lv.6 to use the Storage.";
+ }
+ else openstorage;
+ break;
+ case 2:
+ mes "[Kafra Employee]";
+ mes "Please tell me your";
+ mes "Warp destination.";
+ next;
+ switch(select("Rachel -> 200 z:Cancel")) {
+ case 1:
+ if (Zeny < 200) {
+ mes "[Kafra Employee]";
+ mes "I'm sorry, but you don't";
+ mes "have enough Zeny to pay";
+ mes "the warp fee. Would you";
+ mes "please check your funds again?";
+ close2;
+ cutin "kafra_01",255;
+ end;
+ }
+ set Zeny, 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;
+ }
+ 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;
+ }
+}
+
+// Guardian Stones (2)
+- script Guardian Stone#template -1,{
+ set .@GID, getcastledata(strnpcinfo(4),1);
+ set .@num, atoi(charat(strnpcinfo(1),0));
+ set .@var$,"$agit_"+strnpcinfo(2);
+ if (getcharid(2) == .@GID) {
+ mes "^3355FFYou will need the";
+ mes "following materials to";
+ mes "rebuild a destroyed";
+ mes "Guardian Stone.^000000";
+ next;
+ mes "1 Oridecon";
+ mes "1 Elunium";
+ mes "30 Stones";
+ mes "5 Blue Gemstones";
+ mes "5 Yellow Gemstones";
+ mes "5 Red Gemstones";
+ next;
+ mes "^3355FFDo you want to continue?^000000";
+ if(select("No:Continue") == 1) {
+ mes "^3355FFWork canceled.^000000";
+ close;
+ }
+ if ((countitem(984) > 0) && (countitem(985) > 0) && (countitem(7049) > 29) && (countitem(717) > 4) && (countitem(715) > 4) && (countitem(716) > 4)) {
+ mes "^3355FFArrange Stones, Elunium, and";
+ mes "Oridecon, in that order, in the";
+ mes "center. Then you must arrange";
+ mes "the enchanted Gemstones to";
+ mes "rebuild the Guardian Stone.^000000";
+ next;
+ setarray .@stone$[0],"Elunium","Oridecon","Stones";
+ set .@i, select("Elunium:Oridecon:Stone")-1;
+ if (.@i == 2) set .@nice,.@nice+10;
+ mes "^3355FF"+.@stone$[.@i]+" has been";
+ mes "placed in the center.^000000";
+ next;
+ set .@i, select("Elunium:Oridecon:Stone")-1;
+ if (.@i == 0) set .@nice,.@nice+10;
+ mes "^3355FFYou have lined the";
+ mes "outside of the center";
+ mes "with some "+.@stone$[.@i]+".^000000";
+ next;
+ set .@i, select("Elunium:Oridecon:Stone")-1;
+ if (.@i == 1) set .@nice,.@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;
+ set .@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;
+ set .@j, select("Red Gemstone:Yellow Gemstone:Blue Gemstone")-1;
+ mes "^3355FFYou placed the "+.@color$[.@j]+" Gemstone.^000000";
+ if (.@i == .@j) {
+ mes "^3355FFHowever, the Guardian Stone";
+ mes "Repair System failed because";
+ mes "of a magic power conflict.^000000";
+ close;
+ }
+ set .@nice,.@nice+10;
+ set .@roof0,.@roof0+1;
+ specialeffect EF_STEAL;
+ next;
+ }
+ if (.@nice > 90) {
+ if (!getd(.@var$+"["+(.@num-1)+"]")) {
+ mes "^3355FFThe Guardian Stone";
+ mes "Repair System has";
+ mes "already completed.^000000";
+ close;
+ }
+ else {
+ if (!agitcheck2()) {
+ mes "^3355FFIt is impossible to";
+ mes "rebuild the Guardian";
+ mes "Stone because the";
+ mes "Emperium is not present.^000000";
+ close;
+ }
+ else {
+ mes "^3355FFThe Gemstones have been";
+ mes "arranged, and the Guardian";
+ mes "Stone is successfully repaired.^000000";
+ delitem 984,1; //Oridecon
+ delitem 985,1; //Elunium
+ delitem 7049,30; //Stone
+ delitem 717,5; //Blue_Gemstone
+ delitem 715,5; //Yellow_Gemstone
+ delitem 716,5; //Red_Gemstone
+ close2;
+ donpcevent "df"+.@num+"#"+strnpcinfo(4)+"::OnEnable";
+ specialeffect EF_ICECRASH;
+ disablenpc strnpcinfo(0);
+ setd .@var$+"["+(.@num-1)+"]",0;
+ set .@df_all,getd(.@var$+"[0]")+getd(.@var$+"[1]");
+ if (!.@df_all) {
+ mapannounce strnpcinfo(4),"Both Guardian Stones have been erected, bolstering this stronghold's defenses!",bc_map,"0x00ff00";
+ donpcevent "RL0#"+strnpcinfo(4)+"::OnEnable";
+ }
+ else mapannounce strnpcinfo(4),"The "+strnpcinfo(1)+" has been repaired successfully.",bc_map,"0x00ff00";
+ if (getd(.@var$+"[5]") == 1)
+ donpcevent "gard"+.@num+"#"+strnpcinfo(4)+"::OnEnable";
+ end;
+ }
+ }
+ }
+ else {
+ mes "^3355FFAfter all of that work...";
+ mes "It looks like you failed";
+ mes "to fix the Guardian Stone,";
+ mes "and lost some materials.^000000";
+ delitem 7049,10; //Stone
+ delitem 717,2; //Blue_Gemstone
+ delitem 715,2; //Yellow_Gemstone
+ delitem 716,2; //Red_Gemstone
+ close;
+ }
+ }
+ else {
+ mes "^3355FFYou don't have enough";
+ mes "materials to repair";
+ mes "the Guardian Stone.^000000";
+ close;
+ }
+ }
+ end;
+
+OnInit:
+OnDisable:
+ disablenpc strnpcinfo(0);
+ end;
+
+OnEnable:
+ enablenpc strnpcinfo(0);
+ specialeffect EF_MAPPILLAR2;
+ end;
+}
+
+// Control Devices (3)
+- script Control#template -1,{
+ set .@GID, getcastledata(strnpcinfo(4),1);
+ set .@num, atoi(charat(strnpcinfo(1),15));
+ set .@var$,"$agit_"+strnpcinfo(2);
+ if (getcharid(2) == .@GID) {
+ if (strcharinfo(0) == getguildmaster(.@GID)) {
+ if (getd(.@var$+"["+(.@num+1)+"]") == 2) {
+ mes "^3355FFDemolished Fortress";
+ mes "Gates can be repaired,";
+ mes "but you will need to gather";
+ mes "the following materials.^000000";
+ next;
+ mes "^4D4DFF10 Steel^000000,";
+ mes "^4D4DFF30 Trunks^000000,";
+ mes "^4D4DFF5 Oridecon^000000, and";
+ mes "^4D4DFF10 Emveretarcon^000000.";
+ next;
+ select("Continue");
+ if ((countitem(1019) > 29) && (countitem(999) > 9) && (countitem(1011) > 9) && (countitem(984) > 4)) {
+ mes "^3355FFYou will need Trunks to";
+ mes "repair the support frame,";
+ mes "Oridecon to enhance the";
+ mes "gate's endurance, and";
+ mes "Emveretarcon to basically";
+ mes "hold everything together.^000000";
+ next;
+ 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()) {
+ mes "^3355FFUnfortunately, the Fortress";
+ mes "Gate can't be reconstructed:";
+ mes "the Emperium is no longer here.^000000";
+ close;
+ }
+ else {
+ if (.@rp_temp == .@ro_of01) {
+ mes "^3355FFThe Fortress Gate has";
+ mes "been successfully repaired!^000000";
+ delitem 1019,30; //Wooden_Block
+ delitem 999,10; //Steel
+ delitem 1011,10; //Emveretarcon
+ delitem 984,5; //Oridecon
+ close2;
+ donpcevent "RL"+.@num+"#"+strnpcinfo(4)+"::OnEnable";
+ disablenpc strnpcinfo(0);
+ if (.@num == 1) set .@str$,"1st";
+ else if (.@num == 2) set .@str$,"2nd";
+ else if (.@num == 3) set .@str$,"3rd";
+ mapannounce strnpcinfo(4),"The "+.@str$+" Fortress Gate has been reconstructed!",bc_map,"0x00ff00";
+ if (.@num == 1) setd .@var$+"[2]",0;
+ else {
+ setarray getd(.@var$+"["+.@num+"]"),2,0;
+ donpcevent "Control Device0"+(.@num-1)+"#"+strnpcinfo(2)+"::OnEnable";
+ }
+ end;
+ }
+ else {
+ mes "^3355FFThe wall has been breached,";
+ mes "and the attempt to repair the";
+ mes "Fortress Gate has failed.";
+ mes "You lost some of your";
+ mes "repair resources...^000000";
+ delitem 984,2; //Oridecon
+ delitem 999,4; //Steel
+ delitem 1019,14; //Wooden_Block
+ delitem 1011,3; //Emveretarcon
+ close;
+ }
+ }
+ }
+ else {
+ mes "^3355FFYou can't attempt to repair";
+ mes "the Fortress Gate if you don't";
+ mes "have all the needed materials.^000000";
+ close;
+ }
+ }
+ }
+ }
+ end;
+
+OnInit:
+OnDisable:
+ disablenpc strnpcinfo(0);
+ end;
+
+OnEnable:
+ enablenpc strnpcinfo(0);
+ end;
+}
+
+// Guardian Summoners (2)
+- script gard#template -1,{
+OnEnable:
+ // .@x[i],.@y[i]: Normal coordinates, #0-21.
+ // .@w[x],.@w[y]: Special coordinates if 'defence' is under 11.
+ if (compare(strnpcinfo(2),"arug")) {
+ if (strnpcinfo(2) == "arug_cas01") {
+ setarray .@w[0],195,250,292,188;
+ setarray .x[0],233,252,232,201,224,196,269,252,201,224,222, 294,256,240,246,235,235,246,240,256,254,242;
+ setarray .y[0], 83, 81,108,130,168,137, 89, 81,130,168,129, 210,203,133, 92,132,132, 92,133,203, 95,151;
+ }
+ else if (strnpcinfo(2) == "arug_cas02") {
+ setarray .@w[0],20,169,268,169;
+ setarray .x[0],104,67,67,113,122,67, 90, 91,122, 20,67, 175,204,211,209,161,186,183,150,161,209,211;
+ setarray .y[0], 32,36,85, 87,112,60,167,119,112,169,85, 31, 32, 63, 88, 91,170,121,110, 91, 88, 63;
+ }
+ else { // Castles 3,4,5 are identical.
+ setarray .@w[0],66,157,211,159;
+ setarray .x[0],130,128,128,128,110,91,65, 65,110,128,128, 156,172,154,156,155,187,212,211,155,156,172;
+ setarray .y[0], 60, 77, 90,100, 96,53,71,103, 96,100, 77, 101, 95, 90, 77, 60, 54, 67,105, 60, 77, 95;
+ }
+ }
+ else {
+ if (strnpcinfo(2) == "schg_cas02") {
+ setarray .@w[0],337,95,307,222;
+ setarray .x[0],326,337,334,296,285,236,285,296,334,337,334, 359,300,337,317,307,300,337,317,307,359,236;
+ setarray .y[0], 83, 95,119, 82, 40, 41, 40, 82,119, 95,119, 85,119,154,183,222,119,154,183,222, 85, 41;
+ }
+ else if (strnpcinfo(2) == "schg_cas03") {
+ setarray .@w[0],306,325,364,305;
+ setarray .x[0],323,273,288,306,323,323,273,288,306,273,273, 338,364,365,317,338,338,364,365,317,364,329;
+ setarray .y[0],308,309,306,326,308,308,309,306,325,309,309, 309,305,261,318,310,309,305,261,318,305,314;
+ }
+ else { // Castles 1,4,5 are identical.
+ setarray .@w[0],108,32,128,42,187,15; // Contains an extra pair, for whatever reason.
+ setarray .x[0],111,109,65,110,88,64,47,109,111,112,120, 130,129,151,187,128,152,187,128,130,130,151;
+ setarray .y[0], 18, 44,22, 40,20,40,43, 48, 18, 32, 37, 22, 47, 18, 15, 42, 43, 15, 42, 22, 28, 18;
+ }
+ }
+ if (charat(strnpcinfo(1),4) == "2") set .@z,11;
+ freeloop(1);
+ set .@defence,getcastledata(strnpcinfo(2),3);
+ callsub OnSummon,.@z;
+ if (.@defence > 70) set getd(".MyMobCount_"+charat(strnpcinfo(1),4)+strnpcinfo(2)),5;
+ else if (.@defence > 50) set getd(".MyMobCount_"+charat(strnpcinfo(1),4)+strnpcinfo(2)),4;
+ else if (.@defence > 30) set getd(".MyMobCount_"+charat(strnpcinfo(1),4)+strnpcinfo(2)),3;
+ else if (.@defence > 10) set getd(".MyMobCount_"+charat(strnpcinfo(1),4)+strnpcinfo(2)),2;
+ if (.@w[4] && .@z)
+ guardian strnpcinfo(2),.@w[4],.@w[5],"Guardian Soldier",1899,strnpcinfo(0)+"::OnGuardianDied";
+ else if (.@defence < 11) {
+ set getd(".MyMobCount_"+charat(strnpcinfo(1),4)+strnpcinfo(2)),2;
+ set .@i,(.@z)?2:0;
+ guardian strnpcinfo(2),.@w[.@i],.@w[.@i+1],"Guardian Soldier",1899,strnpcinfo(0)+"::OnGuardianDied";
+ }
+ else for(set .@i,1; .@i<getd(".MyMobCount_"+charat(strnpcinfo(1),4)+strnpcinfo(2)); set .@i,.@i+1)
+ callsub OnSummon,.@i+.@z;
+ freeloop(0);
+ copyarray getd(".x_"+strnpcinfo(2)+"[0]"),.@x[0],22;
+ copyarray getd(".y_"+strnpcinfo(2)+"[0]"),.@y[0],22;
+ setd ".timer_"+charat(strnpcinfo(1),4)+strnpcinfo(2),4+.@z;
+ setarray .count$[5],"1st","2nd","3rd","4th","5th";
+ initnpctimer;
+ end;
+
+OnTimer300000:
+OnTimer900000:
+OnTimer1800000:
+OnTimer2700000:
+OnTimer3600000:
+ if (charat(strnpcinfo(1),4) == "2") end;
+ set .@var$,".timer_"+charat(strnpcinfo(1),4)+strnpcinfo(2);
+ setd .@var$, getd(.@var$)+1;
+ set getd(".MyMobCount_"+charat(strnpcinfo(1),4)+strnpcinfo(2)),getd(".MyMobCount_"+charat(strnpcinfo(1),4)+strnpcinfo(2))+1;
+ callsub OnSummon,getd(.@var$);
+ setarray .count$[5],"1st","2nd","3rd","4th","5th";
+ mapannounce strnpcinfo(2),"The "+.count$[getd(.@var$)]+" Guardian has been summoned from the Gate House.",bc_map,"0xff4500";
+ if (getd(.@var$) == 9) {
+ setd .@var$,0;
+ stopnpctimer;
+ }
+ end;
+
+OnTimer600000:
+OnTimer1200000:
+OnTimer2100000:
+OnTimer3000000:
+OnTimer3900000:
+ if (!(charat(strnpcinfo(1),4) == "2")) end;
+ set .@var$,".timer_"+charat(strnpcinfo(1),4)+strnpcinfo(2);
+ setd .@var$, getd(.@var$)+1;
+ set getd(".MyMobCount_"+charat(strnpcinfo(1),4)+strnpcinfo(2)),getd(".MyMobCount_"+charat(strnpcinfo(1),4)+strnpcinfo(2))+1;
+ callsub OnSummon,getd(.@var$);
+ if (getd(.@var$) == 20) {
+ setd .@var$,0;
+ stopnpctimer;
+ }
+ end;
+
+OnSummon:
+ guardian strnpcinfo(2),getd(".x_"+strnpcinfo(2)+"["+getarg(0)+"]"),getd(".y_"+strnpcinfo(2)+"["+getarg(0)+"]"),"Guardian Soldier",1899,strnpcinfo(0)+"::OnGuardianDied";
+ return;
+
+OnGuardianDied:
+ if (charat(strnpcinfo(1),4) == "2") set .@z,11;
+ set getd(".MyMobCount_"+charat(strnpcinfo(1),4)+strnpcinfo(2)),getd(".MyMobCount_"+charat(strnpcinfo(1),4)+strnpcinfo(2))-1;
+ if (getd(".MyMobCount_"+charat(strnpcinfo(1),4)+strnpcinfo(2)) < 2) {
+ set getd(".MyMobCount_"+charat(strnpcinfo(1),4)+strnpcinfo(2)),getd(".MyMobCount_"+charat(strnpcinfo(1),4)+strnpcinfo(2))+1;
+ callsub OnSummon,10+.@z;
+ }
+ end;
+
+OnReset:
+ stopnpctimer;
+ killmonster strnpcinfo(2),strnpcinfo(0)+"::OnGuardianDied";
+ deletearray getd(".x_"+strnpcinfo(2)+"[0]"),22;
+ deletearray getd(".y_"+strnpcinfo(2)+"[0]"),22;
+ end;
+}
+
+// Guardian Stone Summoners (2)
+- script df#template -1,{
+OnEnable:
+ if (compare(strnpcinfo(2),"arug")) {
+ if (strnpcinfo(2) == "arug_cas01") setarray .@i[0],210,234,308,189;
+ else if (strnpcinfo(2) == "arug_cas02") setarray .@i[0],33,168,245,168;
+ else setarray .@i[0],65,171,212,149; // Castles 3,4,5 are identical.
+ }
+ else {
+ if (strnpcinfo(2) == "schg_cas02") setarray .@i[0],231,58,335,230;
+ else if (strnpcinfo(2) == "schg_cas03") setarray .@i[0],242,309,376,251;
+ else setarray .@i[0],27,35,207,75; // Castles 1,4,5 are identical.
+ }
+ set .@num, atoi(charat(strnpcinfo(1),2));
+ set .@j,(.@num == 1)?0:2;
+ guardian strnpcinfo(2),.@i[.@j],.@i[.@j+1],((.@num == 1)?"1st":"2nd")+" Guardian Stone",1906+.@num,strnpcinfo(0)+"::OnGuardianStoneDied";
+ end;
+
+OnDisable:
+ killmonster strnpcinfo(2),strnpcinfo(0)+"::OnGuardianStoneDied";
+ setd "$agit_"+substr(strnpcinfo(2),0,1)+substr(strnpcinfo(2),8,9)+"["+(atoi(charat(strnpcinfo(1),2))-1)+"]",1;
+ stopnpctimer;
+ end;
+
+OnGuardianStoneDied:
+ set .@num, atoi(charat(strnpcinfo(1),2));
+ set .@var$,"$agit_"+substr(strnpcinfo(2),0,1)+substr(strnpcinfo(2),8,9);
+ setd .@var$+"["+(.@num-1)+"]",1;
+ if (getd(.@var$+"[0]") == 1 || getd(.@var$+"[0]") == 2) set .@destroyed, .@destroyed+1;
+ if (getd(.@var$+"[1]") == 1 || getd(.@var$+"[1]") == 2) set .@destroyed, .@destroyed+1;
+ if (.@destroyed == 2) {
+ mapannounce strnpcinfo(2),"All of the Guardian Stones have been destroyed!",bc_map,"0x00ff00";
+ donpcevent "RL0#"+strnpcinfo(2)+"::OnDisable";
+ }
+ else mapannounce strnpcinfo(2),"The "+((.@num == 1)?"1st":"2nd")+" Guardian Stone has been destroyed!",bc_map,"0x00ff00";
+ donpcevent "gard"+.@num+"#"+strnpcinfo(2)+"::OnReset";
+ initnpctimer;
+ end;
+
+OnTimer300000:
+ set .@str$,substr(strnpcinfo(2),0,1)+substr(strnpcinfo(2),8,9);
+ donpcevent "1st Guardian Stone#"+.@str$+"::OnEnable";
+ setd "$agit_"+.@str$+"["+(atoi(charat(strnpcinfo(1),2))-1)+"]",2;
+ stopnpctimer;
+ end;
+}
+
+// Barrier Summoners (4)
+- script RL#template -1,{
+OnEnable:
+ set .@num, atoi(charat(strnpcinfo(1),2));
+ if (.@num == 0) {
+ if (compare(strnpcinfo(2),"arug")) {
+ if (strnpcinfo(2) == "arug_cas01") {
+ setarray .@wall[0],238,74,8,6,0;
+ setarray .@x[0],239,241,243,245;
+ setarray .@y[0], 73, 73, 73, 73;
+ }
+ else if (strnpcinfo(2) == "arug_cas02") {
+ setarray .@wall[0],136,136,8,6,0;
+ setarray .@x[0],137,139,141,143;
+ setarray .@y[0],137,137,137,137;
+ }
+ else { // Castles 3,4,5 are identical.
+ setarray .@wall[0],138,110,8,6,0;
+ setarray .@x[0],139,141,143,145;
+ setarray .@y[0],111,111,111,111;
+ }
+ }
+ else {
+ if (strnpcinfo(2) == "schg_cas02") {
+ setarray .@wall[0],290,98,8,0,0;
+ setarray .@x[0],289,289,289,289;
+ setarray .@y[0], 98,100,102,104;
+ }
+ else if (strnpcinfo(2) == "schg_cas03") {
+ setarray .@wall[0],326,301,6,6,0;
+ setarray .@x[0],326,328,330;
+ setarray .@y[0],300,300,300;
+ }
+ else { // Castles 1,4,5 are identical.
+ setarray .@wall[0],114,48,13,6,0;
+ setarray .@x[0],115,117,119,121,123,125;
+ setarray .@y[0], 49, 49, 49, 49, 49, 49;
+ }
+ }
+ }
+ else if (.@num == 1) {
+ if (compare(strnpcinfo(2),"arug")) {
+ if (strnpcinfo(2) == "arug_cas01") {
+ setarray .@wall[0],239,53,8,6,1;
+ setarray .@x[0],239,241,243,240,242,244;
+ setarray .@y[0], 55, 55, 55, 54, 54, 54;
+ }
+ else if (strnpcinfo(2) == "arug_cas02") {
+ setarray .@wall[0],150,223,12,6,1;
+ setarray .@x[0],151,153,155,157,159,161;
+ setarray .@y[0],222,222,222,222,222,222;
+ }
+ else { // Castles 3,4,5 are identical.
+ setarray .@wall[0],139,158,6,6,1;
+ setarray .@x[0],140,142,144,139,141,143;
+ setarray .@y[0],157,157,157,156,156,156;
+ }
+ }
+ else {
+ if (strnpcinfo(2) == "schg_cas02") {
+ setarray .@wall[0],279,98,8,0,1;
+ setarray .@x[0],280,280,280,281,281,281;
+ setarray .@y[0], 98,100,102, 99,101,103;
+ }
+ else if (strnpcinfo(2) == "schg_cas03") {
+ setarray .@wall[0],325,277,8,6,1;
+ setarray .@x[0],326,328,330,327,329,331;
+ setarray .@y[0],278,278,278,279,279,279;
+ }
+ else { // Castles 1,4,5 are identical.
+ setarray .@wall[0],114,51,13,6,1;
+ setarray .@x[0],115,117,119,121,123,125;
+ setarray .@y[0], 50, 50, 50, 50, 50, 50;
+ }
+ }
+ }
+ else if (.@num == 2) {
+ if (compare(strnpcinfo(2),"arug")) {
+ if (strnpcinfo(2) == "arug_cas01") {
+ setarray .@wall[0],107,124,6,6,1;
+ setarray .@x[0],107,109,111,108,110,112;
+ setarray .@y[0],122,122,122,123,123,123;
+ }
+ else if (strnpcinfo(2) == "arug_cas02") {
+ setarray .@wall[0],125,342,8,0,1;
+ setarray .@x[0],126,126,126,127,127,127;
+ setarray .@y[0],343,345,347,344,346,348;
+ }
+ else { // Castles 3,4,5 are identical.
+ setarray .@wall[0],138,210,8,6,1;
+ setarray .@x[0],140,142,144,139,141,143;
+ setarray .@y[0],209,209,209,208,208,208;
+ }
+ }
+ else {
+ if (strnpcinfo(2) == "schg_cas02") {
+ setarray .@wall[0],230,213,6,0,1;
+ setarray .@x[0],231,231,231,232,232,232;
+ setarray .@y[0],214,216,218,213,215,217;
+ }
+ else if (strnpcinfo(2) == "schg_cas03") {
+ setarray .@wall[0],200,230,8,0,1;
+ setarray .@x[0],201,201,201,202,202,202;
+ setarray .@y[0],231,233,235,232,234,236;
+ }
+ else { // Castles 1,4,5 are identical.
+ setarray .@wall[0],114,154,13,6,1;
+ setarray .@x[0],115,117,119,121,123,125;
+ setarray .@y[0],153,153,153,153,153,153;
+ }
+ }
+ }
+ else {
+ if (compare(strnpcinfo(2),"arug")) {
+ if (strnpcinfo(2) == "arug_cas01") {
+ setarray .@wall[0],84,171,8,6,1;
+ setarray .@x[0], 84, 86, 88, 90;
+ setarray .@y[0],170,170,170,170;
+ }
+ else if (strnpcinfo(2) == "arug_cas02") {
+ setarray .@wall[0],38,314,12,6,1;
+ setarray .@x[0], 40, 42, 44, 46;
+ setarray .@y[0],315,315,315,315;
+ }
+ else { // Castles 3,4,5 are identical.
+ setarray .@wall[0],138,263,8,6,1;
+ setarray .@x[0],139,141,143,145;
+ setarray .@y[0],262,262,262,262;
+ }
+ }
+ else {
+ if (strnpcinfo(2) == "schg_cas02") {
+ setarray .@wall[0],160,141,6,6,1;
+ setarray .@x[0],160,162,164,166;
+ setarray .@y[0],140,140,140,140;
+ }
+ else if (strnpcinfo(2) == "schg_cas03") {
+ setarray .@wall[0],285,198,8,0,1;
+ setarray .@x[0],284,284,284,284;
+ setarray .@y[0],199,201,203,205;
+ }
+ else { // Castles 1,4,5 are identical.
+ setarray .@wall[0],116,241,11,6,1;
+ setarray .@x[0],116,118,120,122;
+ setarray .@y[0],240,240,240,240;
+ }
+ }
+ }
+ if (.@num == 3) set getd(".MyMobCount_"+.@num+strnpcinfo(2)),4;
+ else if (.@num) set getd(".MyMobCount_"+.@num+strnpcinfo(2)),6;
+ setwall strnpcinfo(2),.@wall[0],.@wall[1],.@wall[2],.@wall[3],.@wall[4],substr(strnpcinfo(2),0,1)+substr(strnpcinfo(2),8,9)+"_"+strnpcinfo(1);
+ set .@j,(getd(".MyMobCount_"+.@num+strnpcinfo(2)))?getd(".MyMobCount_"+.@num+strnpcinfo(2)):getarraysize(.@x);
+ for(set .@i,0; .@i<.@j; set .@i,.@i+1)
+ guardian strnpcinfo(2),.@x[.@i],.@y[.@i]," ",1905,strnpcinfo(0)+"::OnBarrierDestroyed";
+ end;
+
+OnBarrierDestroyed:
+ set .@num, atoi(charat(strnpcinfo(1),2));
+ if (!.@num) end;
+ set getd(".MyMobCount_"+.@num+strnpcinfo(2)),getd(".MyMobCount_"+.@num+strnpcinfo(2))-1;
+ if (getd(".MyMobCount_"+.@num+strnpcinfo(2)) == 0) {
+ set .@var$,substr(strnpcinfo(2),0,1)+substr(strnpcinfo(2),8,9);
+ setd "$agit_"+.@var$+"["+(.@num+1)+"]",1;
+ setarray .@count$[0],"1st","2nd","3rd";
+ mapannounce strnpcinfo(2),"The "+.@count$[.@num-1]+" Fortress Gate is destroyed.",bc_map,"0x00ff00";
+ delwall .@var$+"_"+strnpcinfo(1);
+ }
+ end;
+
+OnDisable:
+ delwall substr(strnpcinfo(2),0,1)+substr(strnpcinfo(2),8,9)+"_"+strnpcinfo(1);
+ killmonster strnpcinfo(2),strnpcinfo(0)+"::OnBarrierDestroyed";
+ end;
+}
+
+// Link Flags (function)
+function script LinkFlag {
+ if (!getcharid(2) || getcharid(2) != getcastledata(strnpcinfo(4),1)) end;
+ if (getarg(0) == "Convenience Facility") {
+ mes "^3355FFThis is the Stronghold";
+ mes "Teleport Service. Would";
+ mes "you like to teleport to the";
+ mes "Convenience Facility for";
+ mes "guild members?^000000";
+ if(select("Go to Convenience Facility:Cancel") == 1)
+ warp strnpcinfo(4),getarg(1),getarg(2);
+ close;
+ }
+ if (getarg(0) == "Emperium Center") {
+ mes "^3355FFThis is the Stronghold";
+ mes "Teleport Service. Would";
+ mes "you like to teleport to";
+ mes "the Emperium Center?^000000";
+ if(select("Teleport:Cancel") == 1)
+ warp strnpcinfo(4),getarg(1),getarg(2);
+ close;
+ }
+ mes "^3355FFThis is the Stronghold";
+ mes "Teleport Service. Please";
+ mes "choose a destination";
+ mes "within the stronghold.^000000";
+ for(set .@i,0; .@i<getargcount(); set .@i,.@i+3)
+ set .@menu$, .@menu$+getarg(.@i)+":";
+ set .@menu$, .@menu$+"Cancel";
+ set .@i, select(.@menu$)-1;
+ if (.@i != getargcount()/3)
+ warp strnpcinfo(4),getarg(.@i*3+1),getarg(.@i*3+2);
+ close;
+}
+
+// Return Flags (function)
+function script ReturnFlag {
+ set .@str$, (compare(strnpcinfo(4),"aru"))?"Arunafeltz":"Schwaltzvalt";
+ set .@GID, getcastledata(getarg(0),1);
+ if (!.@GID) {
+ mes "[ "+.@str$+" Royal Edict ]";
+ mes "The Holy Kingdom of";
+ mes .@str$+" declares that";
+ mes "one has yet to claim lordship";
+ mes "over this stronghold. The one";
+ mes "that breaks the Emperium will";
+ mes "be recognized as its new owner.";
+ close;
+ }
+ if (getcharid(2) == .@GID && getarg(1,0)) {
+ mes "[ Ringing Voice ]";
+ mes "Courageous one,";
+ mes "do you wish to return";
+ mes "to your stronghold?";
+ next;
+ if(select("Return to the Stronghold:Cancel") == 1 && getcharid(2) == getcastledata(getarg(0),1)) {
+ if (compare(getarg(0),"arug")) {
+ if (getarg(0) == "arug_cas01") setarray .@i[0],67,193;
+ else if (getarg(0) == "arug_cas02") setarray .@i[0],43,256;
+ else setarray .@i[0],121,318; // Castles 3,4,5 are identical.
+ }
+ else {
+ if (getarg(0) == "schg_cas02") setarray .@i[0],136,188;
+ else if (getarg(0) == "schg_cas03") setarray .@i[0],308,202;
+ else setarray .@i[0],120,290; // Castles 1,4,5 are identical.
+ }
+ warp getarg(0),.@i[0],.@i[1];
+ }
+ close;
+ }
+ mes "[ "+.@str$+" Royal Edict ]";
+ mes "The Holy Kingdom of";
+ mes .@str$+" decrees that";
+ mes "this stronghold is owned";
+ mes "by the ^FF0000"+getguildname(.@GID)+"^000000 Guild.";
+ next;
+ mes "[ "+.@str$+" Royal Edict ]";
+ mes "^FF0000"+getguildmaster(.@GID)+"^000000 is";
+ mes "Guild Master of ^FF0000"+getguildname(.@GID)+"^000000.";
+ mes "Any that object must claim this";
+ mes "stronghold through strength of";
+ mes "steel and magic during the";
+ mes "appointed Guild Siege times.";
+ close;
+}
+
+// Treasure Room Switches
+- script Switch#template -1,{
+ mes " ";
+ mes "^3355FFWill you pull";
+ mes "this small lever?^000000";
+ next;
+ if(select("Pull Lever:Cancel") == 2) close;
+ if (compare(strnpcinfo(4),"arug")) {
+ if (strnpcinfo(4) == "arug_cas01") setarray .@i[0],121,357;
+ else if (strnpcinfo(4) == "arug_cas02") setarray .@i[0],387,323;
+ else setarray .@i[0],321,57; // Castles 3,4,5 are identical.
+ }
+ else {
+ if (strnpcinfo(4) == "schg_cas02") setarray .@i[0],339,79;
+ else if (strnpcinfo(4) == "schg_cas03") setarray .@i[0],57,13;
+ else setarray .@i[0],275,244; // Castles 1,4,5 are identical.
+ }
+ warp strnpcinfo(4),.@i[0],.@i[1];
+ close;
+}
+
+// Guild Dungeon Warps
+- script Sunflower#template -1,{
+ if (getcharid(2) == getcastledata(strnpcinfo(4),1)) {
+ mes "- It's an amazingly huge sunflower; as big as a human! ... You feel something mysterious emanating from the flower. -";
+ next;
+ switch(select("Hold the stem.:Do nothing.")) {
+ case 1:
+ if (compare(strnpcinfo(4),"arug")) {
+ set .@map$,"arug_dun01";
+ setarray .@mapx[0],350,350,50, 50,200;
+ setarray .@mapy[0],350, 50,50,350,386;
+ }
+ else {
+ set .@map$,"schg_dun01";
+ setarray .@mapx[0],262, 94, 79,212,322;
+ setarray .@mapy[0],314,284,140, 70,166;
+ }
+ set .@i, atoi(charat(strnpcinfo(4),9))-1;
+ warp .@map$,.@mapx[.@i],.@mapy[.@i];
+ close;
+ case 2:
+ mes "It's too scary to touch unknown things.";
+ close;
+ }
+ }
+} \ No newline at end of file
diff --git a/npc/guild2/arug_cas01.txt b/npc/guild2/arug_cas01.txt
index d50f5eb17..86e46d5f3 100644
--- a/npc/guild2/arug_cas01.txt
+++ b/npc/guild2/arug_cas01.txt
@@ -1,2251 +1,56 @@
//===== rAthena Script =======================================
-//= War of Emperium Second Edition
+//= War of Emperium SE - Mardol
//===== By: ==================================================
-//= L0ne_W0lf
+//= Euphy
//===== Current Version: =====================================
-//= 2.0
+//= 1.0
//===== Compatible With: =====================================
//= rAthena SVN
-//===== Description: =========================================
-//= WoE SE Arunafeltz Castle 1
//===== Additional Comments: =================================
-//= 1.0 First Version [L0ne_W0lf]
-//= 1.1 Swaped an end for a close in eco investing. [L0ne_W0lf]
-//= Fixed improper label used in guaridan stone.
-//= 1.2 Fixed double message in defense investing. [L0ne_W0lf]
-//= 1.3 Fixed a guardian spawning NPCs. [L0ne_W0lf]
-//= 1.4 Fixed investment period not resetting. [L0ne_W0lf]
-//= Made it so treasure won't spawn if castle is empty.
-//= Treasure will now be killed before spawning.
-//= 1.5 Fixed error with control devices. [L0ne_W0lf]
-//= 1.6 Implemented new Wall System. [Zephyrus]
-//= 1.7 Replaced effect numerics with constants. [L0ne_W0lf]
-//= 1.8 Applied updated eco/def systems. [L0ne_W0lf]
-//= 1.9 Fixed eco/def not actually incrementing. [L0ne_W0lf]
-//= Can no longer gain eco/def higher than 100.
-//= 2.0 Fixed a possible exploit in guild castle investment. [Brian]
+//= 1.0 Merged to template file.
//============================================================
-arug_cas01,1,1,0 script Manager#aru01_02 111,{
- end;
-
-OnAgitInit2:
-OnRecvCastleAr01:
- if (GetCastleData("arug_cas01",1) == 0) {
- donpcevent "Manager#aru01_02::Onstart";
- }
- end;
-
-OnAgitStart2:
- if (agitcheck2()) {
- MapRespawnGuildID "arug_cas01",GetCastleData("arug_cas01",1),2;
- GvgOn "arug_cas01";
- donpcevent "Manager#aru01_02::Onstart";
- }
- else {
- donpcevent "#aru01_RL00::OnDisable";
- donpcevent "#aru01_RL01::OnDisable";
- donpcevent "#aru01_RL02::OnDisable";
- donpcevent "#aru01_RL03::OnDisable";
- }
- end;
-
-OnAgitEnd2:
- GvgOff "arug_cas01";
- if (GetCastleData("arug_cas01",1)) {
- KillMonster "arug_cas01","Steward#aru01::OnStartArena";
- donpcevent "Manager#aru01_02::Onreset";
- donpcevent "Steward#aru01::Onstop";
- }
- end;
-
-Onstart:
- // 1st Guardian stone, 2nd Guardian stone, Barrier 1, Barrier 2, Barrier 3, Summon Guardians
- // Settings for all but Summon Guardians
- // 0 = Okay; 1 = Destroyed; 2 = Repairing
- // Summon Guardians
- // 0 = Do not Summon; 1 = Summon
- if (GetCastleData("arug_cas01",1)) {
- setarray $agit_ar01[0],0,0,0,0,0,0;
- donpcevent "#aru01_df01::OnEnable";
- donpcevent "#aru01_df02::OnEnable";
- donpcevent "#aru01_RL00::OnEnable";
- donpcevent "#aru01_RL01::OnEnable";
- donpcevent "#aru01_RL02::OnEnable";
- donpcevent "#aru01_RL03::OnEnable";
- }
- monster "arug_cas01",87,219,"Emperium",1288,1,"Steward#aru01::OnStartArena";
- end;
-
-Onreset:
- donpcevent "#aru01_df01::OnDisable";
- donpcevent "#aru01_df02::OnDisable";
- donpcevent "#aru01_gard01::Onreset";
- donpcevent "#aru01_gard02::Onreset";
- donpcevent "#aru01_RL00::OnDisable";
- donpcevent "#aru01_RL01::OnDisable";
- donpcevent "#aru01_RL02::OnDisable";
- donpcevent "#aru01_RL03::OnDisable";
- donpcevent "1st Guardian Stone#aru01::OnDisable";
- donpcevent "2nd Guardian Stone#aru01::OnDisable";
- donpcevent "Control Device01#aru01::OnDisable";
- donpcevent "Control Device02#aru01::OnDisable";
- donpcevent "Control Device03#aru01::OnDisable";
- if (agitcheck2()) {
- setarray $agit_ar01[0],0,0,1,1,1,0;
- }
- end;
-
-Onchange:
- setarray $agit_ar01[0],2,2,1,1,2,0;
- monster "arug_cas01",87,219,"Emperium",1288,1,"Steward#aru01::OnStartArena";
- donpcevent "Control Device03#aru01::OnEnable";
- donpcevent "1st Guardian Stone#aru01::OnEnable";
- donpcevent "2nd Guardian Stone#aru01::OnEnable";
- end;
-
-OnClock0001:
- if (!GetCastleData("arug_cas01",1)) end;
- killmonster "arug_cas01","Manager#aru01_02::OnTreasureDied";
-
- if (GetCastleData("arug_cas01",4)) {
- set .@Economy,GetCastleData("arug_cas01",2);
- SetCastleData "arug_cas01",2,.@Economy + GetCastleData("arug_cas01",4) + (rand(2) && getgdskilllv(.@GID,10014));
- if (GetCastleData("arug_cas01",2) > 100) SetCastleData "arug_cas01",2,100;
- setcastledata "arug_cas01",4,0;
- }
- if (GetCastleData("arug_cas01",5)) {
- set .@Defence,GetCastleData("arug_cas01",3);
- SetCastleData "arug_cas01",3,.@Defence + GetCastleData("arug_cas01",5);
- if (GetCastleData("arug_cas01",3) > 100) SetCastleData "arug_cas01",3,100;
- setcastledata "arug_cas01",5,0;
- }
-
- set .@Treasure,GetCastleData("arug_cas01",2)/5+4;
- if (.@Treasure) {
- monster "arug_cas01",251,369,"Treasure Chest",1943,1,"Manager#aru01_02::OnTreasureDied";
- monster "arug_cas01",252,369,"Treasure Chest",1324,1,"Manager#aru01_02::OnTreasureDied";
- monster "arug_cas01",253,369,"Treasure Chest",1943,1,"Manager#aru01_02::OnTreasureDied";
- monster "arug_cas01",254,369,"Treasure Chest",1324,1,"Manager#aru01_02::OnTreasureDied";
- if (.@Treasure < 5) end;
- monster "arug_cas01",255,368,"Treasure Chest",1943,1,"Manager#aru01_02::OnTreasureDied";
- if (.@Treasure < 6) end;
- monster "arug_cas01",256,368,"Treasure Chest",1324,1,"Manager#aru01_02::OnTreasureDied";
- if (.@Treasure < 7) end;
- monster "arug_cas01",257,368,"Treasure Chest",1943,1,"Manager#aru01_02::OnTreasureDied";
- if (.@Treasure < 8) end;
- monster "arug_cas01",258,368,"Treasure Chest",1324,1,"Manager#aru01_02::OnTreasureDied";
- if (.@Treasure < 9) end;
- monster "arug_cas01",251,367,"Treasure Chest",1943,1,"Manager#aru01_02::OnTreasureDied";
- if (.@Treasure < 10) end;
- monster "arug_cas01",252,367,"Treasure Chest",1324,1,"Manager#aru01_02::OnTreasureDied";
- if (.@Treasure < 11) end;
- monster "arug_cas01",253,367,"Treasure Chest",1943,1,"Manager#aru01_02::OnTreasureDied";
- if (.@Treasure < 12) end;
- monster "arug_cas01",254,367,"Treasure Chest",1324,1,"Manager#aru01_02::OnTreasureDied";
- if (.@Treasure < 13) end;
- monster "arug_cas01",255,366,"Treasure Chest",1943,1,"Manager#aru01_02::OnTreasureDied";
- if (.@Treasure < 14) end;
- monster "arug_cas01",256,366,"Treasure Chest",1324,1,"Manager#aru01_02::OnTreasureDied";
- if (.@Treasure < 15) end;
- monster "arug_cas01",257,366,"Treasure Chest",1943,1,"Manager#aru01_02::OnTreasureDied";
- if (.@Treasure < 16) end;
- monster "arug_cas01",258,366,"Treasure Chest",1324,1,"Manager#aru01_02::OnTreasureDied";
- if (.@Treasure < 17) end;
- monster "arug_cas01",251,365,"Treasure Chest",1943,1,"Manager#aru01_02::OnTreasureDied";
- if (.@Treasure < 18) end;
- monster "arug_cas01",252,365,"Treasure Chest",1324,1,"Manager#aru01_02::OnTreasureDied";
- if (.@Treasure < 19) end;
- monster "arug_cas01",253,365,"Treasure Chest",1943,1,"Manager#aru01_02::OnTreasureDied";
- if (.@Treasure < 20) end;
- monster "arug_cas01",254,365,"Treasure Chest",1324,1,"Manager#aru01_02::OnTreasureDied";
- if (.@Treasure < 21) end;
- monster "arug_cas01",255,364,"Treasure Chest",1943,1,"Manager#aru01_02::OnTreasureDied";
- if (.@Treasure < 22) end;
- monster "arug_cas01",256,364,"Treasure Chest",1324,1,"Manager#aru01_02::OnTreasureDied";
- if (.@Treasure < 23) end;
- monster "arug_cas01",257,364,"Treasure Chest",1943,1,"Manager#aru01_02::OnTreasureDied";
- if (.@Treasure < 24) end;
- monster "arug_cas01",258,364,"Treasure Chest",1324,1,"Manager#aru01_02::OnTreasureDied";
- }
- end;
-
-OnTreasureDied:
- end;
-}
-
-arug_cas01,112,193,1 script Brace#aru01_01 868,{
- set .@GID, GetCastleData("arug_cas01",1);
- if (.@GID == 0) {
- mes "[Brace]";
- mes "Great job. Now, all you";
- mes "need to do is destroy this";
- mes "Emperium to gain ownership";
- mes "over this stronghold.";
- close;
- }
- if (getcharid(2) == .@GID) {
- if (strcharinfo(0) != getguildmaster(.@GID)) {
- mes "[Brace]";
- mes "As guardian of this";
- mes "stronghold, I answer only";
- mes "to the master of the guild";
- mes "that controls this place.";
- close;
- }
- else {
- if (agitcheck2() == 0) {
- mes "[Brace]";
- mes "I am Brace, guardian of";
- mes "this stronghold. For now,";
- mes "all is quiet in this place.";
- next;
- switch(select("Converse:Cancel")) {
- case 1:
- mes "[Brace]";
- mes "Do you have any questions";
- mes "about this stronghold?";
- next;
- switch(select("Guardian Stones:Fortress Gates:Link Flags:Battle Strategy:Cancel")) {
- case 1:
- mes "[Brace]";
- mes "There is one Emperium";
- mes "and two Guardian Stones in";
- mes "each fortress. These stones";
- mes "are the first line of defense,";
- mes "and must be destroyed before";
- mes "enemies can even enter.";
- next;
- mes "[Brace]";
- mes "The stones are located in";
- mes "^4D4DFFGate Houses^000000 which must be";
- mes "protected to prevent enemies";
- mes "from reaching the Emperium.";
- mes "Guardian Stones can ^4D4DFFrecall";
- mes "your Guardians^000000 for protection.";
- next;
- mes "[Brace]";
- mes "Fortresses with higher levels";
- mes "of defense can summon more";
- mes "Guardians: this is why it is";
- mes "so important for guilds to";
- mes "invest in Defense Growth.";
- next;
- mes "[Brace]";
- mes "Guardian Stones that have";
- mes "been destroyed can be revived";
- mes "after a certain time, but one of^FFFFFF ^000000 the guild members must give";
- mes "me the order. I can also report^FFFFFF ^000000 the status of the Guardian Stones.";
- close;
- case 2:
- mes "[Brace]";
- mes "^4D4DFFFortress Gates^000000 are the second ^FFFFFF ^000000 line of guild stronghold defense,";
- mes "and are protected by extra barricades activated by the Guardian Stones.";
- mes "These gates are located in three different parts of the fortress.";
- next;
- mes "[Brace]";
- mes "Barricades are protected by";
- mes "Guardian Stones, and are";
- mes "restored when the Guardian";
- mes "Stones are retrieved. However,";
- mes "it is not as easy to restore";
- mes "destroyed Fortress Gates.";
- next;
- mes "[Brace]";
- mes "Fortress Gates can only be";
- mes "restored when the ^4D4DFFguild";
- mes "master of a stronghold";
- mes "changes^000000, or if ^4D4DFFrestoration";
- mes "is requested by the guild";
- mes "master of the stronghold^000000.";
- close;
- case 3:
- mes "[Brace]";
- mes "Strongholds have many";
- mes "Link Flags that allow you";
- mes "to access vital areas within";
- mes "restrictions placed by the";
- mes "Barricades. Usually, ^4D4DFFFlag 1";
- mes "links to the Gate House^000000.";
- next;
- mes "[Brace]";
- mes "Many flags link directly to";
- mes "the flag near the Emperium.";
- mes "The final numbered flag is";
- mes "linked to the Convenience";
- mes "Facility of the stronghold's";
- mes "owner. Keep this in mind.";
- close;
- case 4:
- mes "[Brace]";
- mes "Strategy? It would be better";
- mes "to develop your battle plan to";
- mes "exploit your guild's advantages";
- mes "and your enemies' weaknesses.";
- mes "Use the Gate Houses and Barricades, and rebuild as quickly as you can!";
- close;
- case 5:
- mes "[Brace]";
- mes "You have no questions";
- mes "to ask of me? Well, I'm";
- mes "here to serve your needs.";
- close;
- }
- case 2:
- mes "[Brace]";
- mes "I'm always here, so";
- mes "feel free to request my";
- mes "assistance whenever";
- mes "the need arises.";
- close;
- }
- }
- else {
- mes "[Brace]";
- mes "Greetings, "+strcharinfo(0)+".";
- mes "What are your orders?";
- next;
- switch(select("Increase Stronghold Defense:Situational Briefing:Cancel")) {
- case 1:
- if ($agit_ar01[5] == 0) {
- if (getgdskilllv(.@GID,10002) == 0) {
- mes "[Brace]";
- mes "I'm sorry, but the Guardian";
- mes "Stones aren't powerful enough";
- mes "to summon Guardians yet. We";
- mes "need to accumulate more";
- mes "knowledge before they can";
- mes "summon any Guardians.";
- close;
- }
- else {
- mes "[Brace]";
- mes "I shall endeavor to summon";
- mes "a Guardian through a Guardian";
- mes "Stone. However, keep in mind";
- mes "that this will not work if the";
- mes "Guardian Stone is destroyed.";
- setarray $agit_ar01[5],1;
- if ($agit_ar01[0] == 0) {
- donpcevent "#aru01_gard01::OnEnable";
- }
- if ($agit_ar01[1] == 0) {
- donpcevent "#aru01_gard02::OnEnable";
- }
- close;
- }
- }
- else {
- mes "[Brace]";
- mes "You've already commanded";
- mes "me to summon a Guardian";
- mes "to defend the stronghold.";
- close;
- }
- case 2:
- mes "[Brace]";
- mes "Our defense status is...";
- if ($agit_ar01[0] == 1) {
- mes "1st Guardian Stone: ^FF0000Destroyed^000000";
- }
- else if ($agit_ar01[0] == 2) {
- mes "1st Guardian Stone: ^008000Repairing^000000";
- }
- else {
- mes "1st Guardian Stone: ^4D4DFFOperational^000000";
- }
- if ($agit_ar01[1] == 1) {
- mes "2nd Guardian Stone: ^FF0000Destroyed^000000";
- }
- else if ($agit_ar01[1] == 2) {
- mes "2nd Guardian Stone: ^008000Repairing^000000";
- }
- else {
- mes "2nd Guardian Stone: ^4D4DFFOperational^000000";
- }
- if ($agit_ar01[2] == 1) {
- mes "1st Fortress Gate: ^FF0000Destroyed^000000";
- }
- else if ($agit_ar01[2] == 2) {
- mes "1st Fortress Gate: ^008000Repairing^000000";
- }
- else {
- mes "1st Fortress Gate: ^4D4DFFOperational^000000";
- }
- if ($agit_ar01[3] == 1) {
- mes "2nd Fortress Gate: ^FF0000Destroyed^000000";
- }
- else if ($agit_ar01[3] == 2) {
- mes "2nd Fortress Gate: ^008000Repairing^000000";
- }
- else {
- mes "2nd Fortress Gate: ^4D4DFFOperational^000000";
- }
- if ($agit_ar01[4] == 1) {
- mes "3rd Fortress Gate: ^FF0000Destroyed^000000";
- }
- else if ($agit_ar01[4] == 2) {
- mes "3rd Fortress Gate: ^008000Repairing^000000";
- }
- else {
- mes "3rd Fortress Gate: ^4D4DFFOperational^000000";
- }
- close;
- case 3:
- mes "[Brace]";
- mes "I'll be standing by,";
- mes "awaiting your orders.";
- close;
- }
- }
- }
- }
- else {
- mes "[Brace]";
- mes "Who are you? Scoundrel!";
- mes "Leave this stronghold now!";
- close;
- }
-
-OnInit:
- setarray $agit_ar01[0],0,0,0,0,0,0;
- end;
-}
-
-arug_cas01,1,1,0 script #aru01_gard01 -1,{
-OnEnable:
- set .@defence,GetCastleData("arug_cas01",3);
- guardian "arug_cas01",233,83,"Guardian Soldier",1899,"#aru01_gard01::OnGuardianDied"; //0;
- if ((.@defence > 10) && (.@defence < 31)) {
- set .MyMobCount,2;
- guardian "arug_cas01",252,81,"Guardian Soldier",1899,"#aru01_gard01::OnGuardianDied"; //1;
- }
- else if ((.@defence > 30) && (.@defence < 51)) {
- set .MyMobCount,3;
- guardian "arug_cas01",252,81,"Guardian Soldier",1899,"#aru01_gard01::OnGuardianDied"; //1;
- guardian "arug_cas01",232,108,"Guardian Soldier",1899,"#aru01_gard01::OnGuardianDied"; //2;
- }
- else if ((.@defence > 50) && (.@defence < 71)) {
- set .MyMobCount,4;
- guardian "arug_cas01",252,81,"Guardian Soldier",1899,"#aru01_gard01::OnGuardianDied"; //1;
- guardian "arug_cas01",232,108,"Guardian Soldier",1899,"#aru01_gard01::OnGuardianDied"; //2;
- guardian "arug_cas01",201,130,"Guardian Soldier",1899,"#aru01_gard01::OnGuardianDied"; //3;
- }
- else if (.@defence > 70) {
- set .MyMobCount,5;
- guardian "arug_cas01",252,81,"Guardian Soldier",1899,"#aru01_gard01::OnGuardianDied"; //1;
- guardian "arug_cas01",232,108,"Guardian Soldier",1899,"#aru01_gard01::OnGuardianDied"; //2;
- guardian "arug_cas01",201,130,"Guardian Soldier",1899,"#aru01_gard01::OnGuardianDied"; //3;
- guardian "arug_cas01",224,168,"Guardian Soldier",1899,"#aru01_gard01::OnGuardianDied"; //4;
- }
- else {
- set .MyMobCount,2;
- guardian "arug_cas01",195,250,"Guardian Soldier",1899,"#aru01_gard01::OnGuardianDied"; //1;
- }
- initnpctimer;
- end;
-
-OnTimer300000:
- set .MyMobCount,.MyMobCount+1;
- guardian "arug_cas01",196,137,"Guardian Soldier",1899,"#aru01_gard01::OnGuardianDied"; //5;
- mapannounce "arug_cas01","The 1st Guardian has been summoned from the Gate House.",bc_map,"0xff4500";
- end;
-
-OnTimer900000:
- set .MyMobCount,.MyMobCount+1;
- guardian "arug_cas01",269,89,"Guardian Soldier",1899,"#aru01_gard01::OnGuardianDied"; //6;
- mapannounce "arug_cas01","The 2nd Guardian has been summoned from the Gate House.",bc_map,"0xff4500";
- end;
-
-OnTimer1800000:
- set .MyMobCount,.MyMobCount+1;
- guardian "arug_cas01",252,81,"Guardian Soldier",1899,"#aru01_gard01::OnGuardianDied"; //7;
- mapannounce "arug_cas01","The 3rd Guardian has been summoned from the Gate House.",bc_map,"0xff4500";
- end;
-
-OnTimer2700000:
- set .MyMobCount,.MyMobCount+1;
- guardian "arug_cas01",201,130,"Guardian Soldier",1899,"#aru01_gard01::OnGuardianDied"; //8;
- mapannounce "arug_cas01","The 4th Guardian has been summoned from the Gate House.",bc_map,"0xff4500";
- end;
-
-OnTimer3600000:
- set .MyMobCount,.MyMobCount+1;
- guardian "arug_cas01",224,168,"Guardian Soldier",1899,"#aru01_gard01::OnGuardianDied"; //9;
- mapannounce "arug_cas01","The 5th Guardian has been summoned from the Gate House.",bc_map,"0xff4500";
- stopnpctimer;
- end;
-
-OnGuardianDied:
- set .MyMobCount,.MyMobCount-1;
- if (.MyMobCount < 2) {
- set .MyMobCount,.MyMobCount+1;
- guardian "arug_cas01",222,129,"Guardian Soldier",1899,"#aru01_gard01::OnGuardianDied"; //10;
- }
- end;
-
-Onreset:
- stopnpctimer;
- killmonster "arug_cas01","#aru01_gard01::OnGuardianDied";
- end;
-}
-
-arug_cas01,1,2,0 script #aru01_gard02 -1,{
-OnEnable:
- set .@defence,GetCastleData("arug_cas01",3);
- guardian "arug_cas01",294,210,"Guardian Soldier",1899,"#aru01_gard02::OnGuardianDied"; //11;
- if ((.@defence > 10) && (.@defence < 31)) {
- set .MyMobCount,2;
- guardian "arug_cas01",256,203,"Guardian Soldier",1899,"#aru01_gard02::OnGuardianDied"; //12;
- }
- else if ((.@defence > 30) && (.@defence < 51)) {
- set .MyMobCount,3;
- guardian "arug_cas01",256,203,"Guardian Soldier",1899,"#aru01_gard02::OnGuardianDied"; //12;
- guardian "arug_cas01",240,133,"Guardian Soldier",1899,"#aru01_gard02::OnGuardianDied"; //13;
- }
- else if ((.@defence > 50) && (.@defence < 71)) {
- set .MyMobCount,4;
- guardian "arug_cas01",256,203,"Guardian Soldier",1899,"#aru01_gard02::OnGuardianDied"; //12;
- guardian "arug_cas01",240,133,"Guardian Soldier",1899,"#aru01_gard02::OnGuardianDied"; //13;
- guardian "arug_cas01",246,92,"Guardian Soldier",1899,"#aru01_gard02::OnGuardianDied"; //14;
- }
- else if (.@defence > 70) {
- set .MyMobCount,5;
- guardian "arug_cas01",256,203,"Guardian Soldier",1899,"#aru01_gard02::OnGuardianDied"; //12;
- guardian "arug_cas01",240,133,"Guardian Soldier",1899,"#aru01_gard02::OnGuardianDied"; //13;
- guardian "arug_cas01",246,92,"Guardian Soldier",1899,"#aru01_gard02::OnGuardianDied"; //14;
- guardian "arug_cas01",235,132,"Guardian Soldier",1899,"#aru01_gard02::OnGuardianDied"; //15;
- }
- else {
- set .MyMobCount,2;
- guardian "arug_cas01",292,188,"Guardian Soldier",1899,"#aru01_gard02::OnGuardianDied"; //12;
- }
- initnpctimer;
- end;
-
-OnTimer600000:
- set .MyMobCount,.MyMobCount+1;
- guardian "arug_cas01",235,132,"Guardian Soldier",1899,"#aru01_gard02::OnGuardianDied"; //16;
- end;
-
-OnTimer1200000:
- set .MyMobCount,.MyMobCount+1;
- guardian "arug_cas01",246,92,"Guardian Soldier",1899,"#aru01_gard02::OnGuardianDied"; //17;
- end;
-
-OnTimer2100000:
- set .MyMobCount,.MyMobCount+1;
- guardian "arug_cas01",240,133,"Guardian Soldier",1899,"#aru01_gard02::OnGuardianDied"; //18;
- end;
-
-OnTimer3000000:
- set .MyMobCount,.MyMobCount+1;
- guardian "arug_cas01",256,203,"Guardian Soldier",1899,"#aru01_gard02::OnGuardianDied"; //19;
- end;
-
-OnTimer3900000:
- set .MyMobCount,.MyMobCount+1;
- guardian "arug_cas01",254,95,"Guardian Soldier",1899,"#aru01_gard02::OnGuardianDied"; //20;
- stopnpctimer;
- end;
-
-OnGuardianDied:
- set .MyMobCount,.MyMobCount-1;
- if (.MyMobCount < 2) {
- set .MyMobCount,.MyMobCount+1;
- guardian "arug_cas01",242,151,"Guardian Soldier",1899,"#aru01_gard02::OnGuardianDied"; //21;
- }
- end;
-
-Onreset:
- stopnpctimer;
- killmonster "arug_cas01","#aru01_gard02::OnGuardianDied";
- end;
-}
-
-arug_cas01,1,3,0 script #aru01_df01 -1,{
-OnEnable:
- guardian "arug_cas01",210,234,"1st Guardian Stone",1907,"#aru01_df01::OnGuardianStoneDied"; //22;
- end;
-
-OnDisable:
- killmonster "arug_cas01","#aru01_df01::OnGuardianStoneDied";
- setarray $agit_ar01[0],1; //Global Variable
- stopnpctimer;
- end;
-
-OnGuardianStoneDied:
- // 1st Guardian Stone is Destroyed
- setarray $agit_ar01[0],1;
- if (($agit_ar01[0] == 1) || ($agit_ar01[0] == 2)) {
- set .@destroyed,.@destroyed + 1;
- }
- if (($agit_ar01[1] == 1) || ($agit_ar01[1] == 2)) {
- set .@destroyed,.@destroyed + 1;
- }
- if (.@destroyed == 2) {
- mapannounce "arug_cas01","All of the Guardian Stones have been destroyed!",bc_map,"0x00ff00";
- donpcevent "#aru01_RL00::OnDisable";
- donpcevent "#aru01_gard01::Onreset";
- }
- else {
- mapannounce "arug_cas01","The 1st Guardian Stone has been destroyed!",bc_map,"0x00ff00";
- donpcevent "#aru01_gard01::Onreset";
- }
- initnpctimer;
- end;
-
-OnTimer300000:
- donpcevent "1st Guardian Stone#aru01::OnEnable";
- setarray $agit_ar01[0],2; //Global Variable
- stopnpctimer;
- end;
-}
-
-arug_cas01,211,234,0 script 1st Guardian Stone#aru01 844,{
- set .@GID, GetCastleData("arug_cas01",1);
- if (getcharid(2) == .@GID) {
- mes "^3355FFYou will need the";
- mes "following materials to";
- mes "rebuild a destroyed";
- mes "Guardian Stone.^000000";
- next;
- mes "1 Oridecon";
- mes "1 Elunium";
- mes "30 Stones";
- mes "5 Blue Gemstones";
- mes "5 Yellow Gemstones";
- mes "5 Red Gemstones";
- next;
- mes "^3355FFDo you want to continue?^000000";
- switch(select("No:Continue")) {
- case 1:
- mes "^3355FFWork canceled.^000000";
- close;
- case 2:
- if ((countitem(984) > 0) && (countitem(985) > 0) && (countitem(7049) > 29) && (countitem(717) > 4) && (countitem(715) > 4) && (countitem(716) > 4)) {
- mes "^3355FFArrange Stones, Elunium, and";
- mes "Oridecon, in that order, in the";
- mes "center. Then you must arrange";
- mes "the enchanted Gemstones to";
- mes "rebuild the Guardian Stone.^000000";
- next;
- switch(select("Elunium:Oridecon:Stone")) {
- case 1:
- mes "^3355FFElunium has been";
- mes "placed in the center.^000000";
- next;
- break;
- case 2:
- mes "^3355FFOridecon has been";
- mes "placed in the center.^000000";
- next;
- break;
- case 3:
- mes "^3355FFStones have been";
- mes "placed in the center.^000000";
- set .@nice,.@nice+10;
- next;
- break;
- }
- switch(select("Elunium:Oridecon:Stone")) {
- case 1:
- mes "^3355FFYou have lined the";
- mes "outside of the center";
- mes "with some Elunium.^000000";
- set .@nice,.@nice+10;
- next;
- break;
- case 2:
- mes "^3355FFYou have lined the";
- mes "outside of the center";
- mes "with some Oridecon.^000000";
- next;
- break;
- case 3:
- mes "^3355FFYou have lined the";
- mes "outside of the center";
- mes "with some Stones.^000000";
- next;
- break;
- }
- switch(select("Elunium:Oridecon:Stone")) {
- case 1:
- mes "^3355FFYou covered the";
- mes "rest of the materials";
- mes "with some Elunium.^000000";
- next;
- break;
- case 2:
- mes "^3355FFYou covered the";
- mes "rest of the materials";
- mes "with some Oridecon.^000000";
- set .@nice,.@nice+10;
- next;
- break;
- case 3:
- mes "^3355FFYou covered the";
- mes "rest of the materials";
- mes "with some Stones.^000000";
- next;
- break;
- }
- mes "^3355FFNow you need to arrange";
- mes "the enchanted Gemstones";
- mes "accordingly. You can identify";
- mes "their Magic properties by";
- mes "their casting effect.^000000";
- next;
- while(1) {
- if (.@roof0 > 7) {
- break;
- }
- else {
- switch(rand(1,3)) {
- case 1:
- specialeffect EF_BEGINSPELL2;
- mes "^3355FFThe Gemstones must";
- mes "be arranged in the correct";
- mes "order according to their";
- mes "magic properties and power.^000000";
- next;
- switch(select("Red Gemstone:Yellow Gemstone:Blue Gemstone")) {
- case 1:
- mes "^3355FFYou placed the Red Gemstone.";
- mes "However, the Guardian Stone";
- mes "Repair System failed because";
- mes "of a magic power conflict.^000000";
- close;
- case 2:
- mes "^3355FFYou placed the Yellow Gemstone.";
- mes "However, the Guardian Stone";
- mes "Repair System failed because";
- mes "of a magic power conflict.^000000";
- close;
- case 3:
- mes "^3355FFYou placed the Blue Gemstone.^000000";
- set .@nice,.@nice+10;
- set .@roof0,.@roof0 + 1;
- specialeffect EF_STEAL;
- next;
- break;
- }
- break;
- case 2:
- specialeffect EF_VOLCANO;
- mes "^3355FFThe Gemstones must";
- mes "be arranged in the correct";
- mes "order according to their";
- mes "magic properties and power.^000000";
- next;
- switch(select("Red Gemstone:Yellow Gemstone:Blue Gemstone")) {
- case 1:
- mes "^3355FFYou placed the Red Gemstone.^000000";
- set .@nice,.@nice+10;
- set .@roof0,.@roof0 + 1;
- specialeffect EF_STEAL;
- next;
- break;
- case 2:
- mes "^3355FFYou placed the Yellow Gemstone.";
- mes "However, the Guardian Stone";
- mes "Repair System failed because";
- mes "of a magic power conflict.^000000";
- close;
- case 3:
- mes "^3355FFYou placed the Blue Gemstone.";
- mes "However, the Guardian Stone";
- mes "Repair System failed because";
- mes "of a magic power conflict.^000000";
- close;
- }
- break;
- case 3:
- specialeffect EF_BEGINSPELL4;
- mes "^3355FFThe Gemstones must";
- mes "be arranged in the correct";
- mes "order according to their";
- mes "magic properties and power.^000000";
- next;
- switch(select("Red Gemstone:Yellow Gemstone:Blue Gemstone")) {
- case 1:
- mes "^3355FFYou placed the Red Gemstone.";
- mes "However, the Guardian Stone";
- mes "Repair System failed because";
- mes "of a magic power conflict.^000000";
- close;
- case 2:
- mes "^3355FFYou placed the Yellow Gemstone.^000000";
- set .@nice,.@nice+10;
- set .@roof0,.@roof0 + 1;
- specialeffect EF_STEAL;
- next;
- break;
- case 3:
- mes "^3355FFYou placed the Blue Gemstone.";
- mes "However, the Guardian Stone";
- mes "Repair System failed because";
- mes "of a magic power conflict.^000000";
- close;
- }
- }
- }
- }
- if (.@nice > 90) {
- if ($agit_ar01[0] == 0) {
- mes "^3355FFThe Guardian Stone";
- mes "Repair System has";
- mes "already completed.^000000";
- close;
- }
- else {
- if (agitcheck2() == 0) {
- mes "^3355FFIt is impossible to";
- mes "rebuild the Guardian";
- mes "Stone because the";
- mes "Emperium is not present.^000000";
- close;
- }
- else {
- mes "^3355FFThe Gemstones have been";
- mes "arranged, and the Guardian";
- mes "Stone is successfully repaired.^000000";
- delitem 984,1; //Oridecon
- delitem 985,1; //Elunium
- delitem 7049,30; //Stone
- delitem 717,5; //Blue_Gemstone
- delitem 715,5; //Yellow_Gemstone
- delitem 716,5; //Red_Gemstone
- close2;
- donpcevent "#aru01_df01::OnEnable";
- specialeffect EF_ICECRASH;
- disablenpc "1st Guardian Stone#aru01";
- setarray $agit_ar01[0],0;
- set .@df_all,$agit_ar01[0]+$agit_ar01[1];
- if (.@df_all == 0) {
- mapannounce "arug_cas01","Both Guardian Stones have been erected, bolstering this stronghold's defenses!",bc_map,"0x00ff00";
- donpcevent "#aru01_RL00::OnEnable";
- }
- else {
- mapannounce "arug_cas01","The 1st Guardian Stone has been repaired successfully.",bc_map,"0x00ff00";
- }
- if ($agit_ar01[5] == 1) {
- donpcevent "#aru01_gard01::OnEnable";
- }
- end;
- }
- }
- }
- else {
- mes "^3355FFAfter all of that work...";
- mes "It looks like you failed";
- mes "to fix the Guardian Stone,";
- mes "and lost some materials.^000000";
- delitem 7049,10; //Stone
- delitem 717,2; //Blue_Gemstone
- delitem 715,2; //Yellow_Gemstone
- delitem 716,2; //Red_Gemstone
- close;
- }
- }
- else {
- mes "^3355FFYou don't have enough";
- mes "materials to repair";
- mes "the Guardian Stone.^000000";
- close;
- }
- }
- }
- end;
-
-OnInit:
- disablenpc "1st Guardian Stone#aru01";
- end;
-
-OnEnable:
- enablenpc "1st Guardian Stone#aru01";
- specialeffect EF_MAPPILLAR2;
- end;
-
-OnDisable:
- disablenpc "1st Guardian Stone#aru01";
- end;
-}
-
-arug_cas01,1,4,0 script #aru01_df02 -1,{
-OnEnable:
- guardian "arug_cas01",308,189,"2nd Guardian Stone",1908,"#aru01_df02::OnGuardianStoneDied"; //23;
- end;
-
-OnDisable:
- killmonster "arug_cas01","#aru01_df02::OnGuardianStoneDied";
- setarray $agit_ar01[1],1; //Global Variable
- stopnpctimer;
- end;
-
-OnGuardianStoneDied:
- // 2nd Guardian Stone is Destroyed
- setarray $agit_ar01[1],1;
- if (($agit_ar01[0] == 1) || ($agit_ar01[0] == 2)) {
- set .@destroyed,.@destroyed + 1;
- }
- if (($agit_ar01[1] == 1) || ($agit_ar01[1] == 2)) {
- set .@destroyed,.@destroyed + 1;
- }
- if (.@destroyed == 2) {
- mapannounce "arug_cas01","All of the Guardian Stones have been destroyed!",bc_map,"0x00ff00";
- donpcevent "#aru01_RL00::OnDisable";
- donpcevent "#aru01_gard02::Onreset";
- }
- else {
- mapannounce "arug_cas01","The 2nd Guardian Stone have been destroyed!",bc_map,"0x00ff00";
- donpcevent "#aru01_gard02::Onreset";
- }
- initnpctimer;
- end;
-
-OnTimer300000:
- donpcevent "2nd Guardian Stone#aru01::OnEnable";
- setarray $agit_ar01[1],2; //Global Variable
- stopnpctimer;
- end;
-}
-
-arug_cas01,308,189,0 script 2nd Guardian Stone#aru01 844,{
- set .@GID, GetCastleData("arug_cas01",1);
- if (getcharid(2) == .@GID) {
- mes "^3355FFYou will need the";
- mes "following materials to";
- mes "rebuild a destroyed";
- mes "Guardian Stone.^000000";
- next;
- mes "1 Oridecon";
- mes "1 Elunium";
- mes "30 Stones";
- mes "5 Blue Gemstones";
- mes "5 Yellow Gemstones";
- mes "5 Red Gemstones";
- next;
- mes "^3355FFDo you want to continue?^000000";
- switch(select("No:Continue")) {
- case 1:
- mes "^3355FFWork canceled.^000000";
- close;
- case 2:
- if ((countitem(984) > 0) && (countitem(985) > 0) && (countitem(7049) > 29) && (countitem(717) > 4) && (countitem(715) > 4) && (countitem(716) > 4)) {
- mes "^3355FFArrange Stones, Elunium, and";
- mes "Oridecon, in that order, in the";
- mes "center. Then you must arrange";
- mes "the enchanted Gemstones to";
- mes "rebuild the Guardian Stone.^000000";
- next;
- switch(select("Elunium:Oridecon:Stone")) {
- case 1:
- mes "^3355FFElunium has been";
- mes "placed in the center.^000000";
- next;
- break;
- case 2:
- mes "^3355FFOridecon has been";
- mes "placed in the center.^000000";
- next;
- break;
- case 3:
- mes "^3355FFStones have been";
- mes "placed in the center.^000000";
- set .@nice,.@nice+10;
- next;
- break;
- }
- switch(select("Elunium:Oridecon:Stone")) {
- case 1:
- mes "^3355FFYou have lined the";
- mes "outside of the center";
- mes "with some Elunium.^000000";
- set .@nice,.@nice+10;
- next;
- break;
- case 2:
- mes "^3355FFYou have lined the";
- mes "outside of the center";
- mes "with some Oridecon.^000000";
- next;
- break;
- case 3:
- mes "^3355FFYou have lined the";
- mes "outside of the center";
- mes "with some Stones.^000000";
- next;
- break;
- }
- switch(select("Elunium:Oridecon:Stone")) {
- case 1:
- mes "^3355FFYou covered the";
- mes "rest of the materials";
- mes "with some Elunium.^000000";
- next;
- break;
- case 2:
- mes "^3355FFYou covered the";
- mes "rest of the materials";
- mes "with some Oridecon.^000000";
- set .@nice,.@nice+10;
- next;
- break;
- case 3:
- mes "^3355FFYou covered the";
- mes "rest of the materials";
- mes "with some Stones.^000000";
- next;
- break;
- }
- mes "^3355FFNow you need to arrange";
- mes "the enchanted Gemstones";
- mes "accordingly. You can identify";
- mes "their Magic properties by";
- mes "their casting effect.^000000";
- next;
- while(1) {
- if (.@roof0 > 7) {
- break;
- }
- else {
- switch(rand(1,3)) {
- case 1:
- specialeffect EF_BEGINSPELL2;
- mes "^3355FFThe Gemstones must";
- mes "be arranged in the correct";
- mes "order according to their";
- mes "magic properties and power.^000000";
- next;
- switch(select("Red Gemstone:Yellow Gemstone:Blue Gemstone")) {
- case 1:
- mes "^3355FFYou placed the Red Gemstone.";
- mes "However, the Guardian Stone";
- mes "Repair System failed because";
- mes "of a magic power conflict.^000000";
- close;
- case 2:
- mes "^3355FFYou placed the Yellow Gemstone.";
- mes "However, the Guardian Stone";
- mes "Repair System failed because";
- mes "of a magic power conflict.^000000";
- close;
- case 3:
- mes "^3355FFYou placed the Blue Gemstone.^000000";
- set .@nice,.@nice+10;
- set .@roof0,.@roof0 + 1;
- specialeffect EF_STEAL;
- next;
- break;
- }
- break;
- case 2:
- specialeffect EF_VOLCANO;
- mes "^3355FFThe Gemstones must";
- mes "be arranged in the correct";
- mes "order according to their";
- mes "magic properties and power.^000000";
- next;
- switch(select("Red Gemstone:Yellow Gemstone:Blue Gemstone")) {
- case 1:
- mes "^3355FFYou placed the Red Gemstone.^000000";
- set .@nice,.@nice+10;
- set .@roof0,.@roof0 + 1;
- specialeffect EF_STEAL;
- next;
- break;
- case 2:
- mes "^3355FFYou placed the Yellow Gemstone.";
- mes "However, the Guardian Stone";
- mes "Repair System failed because";
- mes "of a magic power conflict.^000000";
- close;
- case 3:
- mes "^3355FFYou placed the Blue Gemstone.";
- mes "However, the Guardian Stone";
- mes "Repair System failed because";
- mes "of a magic power conflict.^000000";
- close;
- }
- break;
- case 3:
- specialeffect EF_BEGINSPELL4;
- mes "^3355FFThe Gemstones must";
- mes "be arranged in the correct";
- mes "order according to their";
- mes "magic properties and power.^000000";
- next;
- switch(select("Red Gemstone:Yellow Gemstone:Blue Gemstone")) {
- case 1:
- mes "^3355FFYou placed the Red Gemstone.";
- mes "However, the Guardian Stone";
- mes "Repair System failed because";
- mes "of a magic power conflict.^000000";
- close;
- case 2:
- mes "^3355FFYou placed the Yellow Gemstone.^000000";
- set .@nice,.@nice+10;
- set .@roof0,.@roof0 + 1;
- specialeffect EF_STEAL;
- next;
- break;
- case 3:
- mes "^3355FFYou placed the Blue Gemstone.";
- mes "However, the Guardian Stone";
- mes "Repair System failed because";
- mes "of a magic power conflict.^000000";
- close;
- }
- }
- }
- }
- if (.@nice > 90) {
- if ($agit_ar01[1] == 0) {
- mes "^3355FFThe Guardian Stone";
- mes "Repair System has";
- mes "successfully completed.^000000";
- close;
- }
- else {
- if (agitcheck2() == 0) {
- mes "^3355FFIt is impossible to";
- mes "rebuild the Guardian";
- mes "Stone because the";
- mes "Emperium is not present.^000000";
- close;
- }
- else {
- mes "^3355FFThe Gemstones have been";
- mes "arranged, and the Guardian";
- mes "Stone is successfully repaired.^000000";
- delitem 984,1; //Oridecon
- delitem 985,1; //Elunium
- delitem 7049,30; //Stone
- delitem 717,5; //Blue_Gemstone
- delitem 715,5; //Yellow_Gemstone
- delitem 716,5; //Red_Gemstone
- close2;
- donpcevent "#aru01_df02::OnEnable";
- specialeffect EF_ICECRASH;
- disablenpc "2nd Guardian Stone#aru01";
- setarray $agit_ar01[1],0;
- set .@df_all,$agit_ar01[0]+$agit_ar01[1];
- if (.@df_all == 0) {
- mapannounce "arug_cas01","Both Guardian Stones have been erected, bolstering this stronghold's defenses!",bc_map,"0x00ff00";
- donpcevent "#aru01_RL00::OnEnable";
- }
- else {
- mapannounce "arug_cas01","The 2nd Guardian Stone has been repaired successfully.",bc_map,"0x00ff00";
- }
- if ($agit_ar01[5] == 1) {
- donpcevent "#aru01_gard02::OnEnable";
- }
- end;
- }
- }
- }
- else {
- mes "^3355FFAfter all of that work...";
- mes "It looks like you failed";
- mes "to fix the Guardian Stone,";
- mes "and lost some materials.^000000";
- delitem 7049,10; //Stone
- delitem 717,2; //Blue_Gemstone
- delitem 715,2; //Yellow_Gemstone
- delitem 716,2; //Red_Gemstone
- close;
- }
- }
- else {
- mes "^3355FFYou don't have enough";
- mes "materials to repair";
- mes "the Guardian Stone.^000000";
- close;
- }
- }
- }
- end;
-
-OnInit:
- disablenpc "2nd Guardian Stone#aru01";
- end;
-
-OnEnable:
- enablenpc "2nd Guardian Stone#aru01";
- specialeffect EF_MAPPILLAR2;
- end;
-
-OnDisable:
- disablenpc "2nd Guardian Stone#aru01";
- end;
-}
-
-arug_cas01,2,1,0 script #aru01_RL00 -1,{
-OnEnable:
- setwall "arug_cas01",238,74,8,6,0,"aru01_RL00";
- guardian "arug_cas01",239,73," ",1905,"#aru01_RL00::OnBarrierDestroyed"; //24;
- guardian "arug_cas01",241,73," ",1905,"#aru01_RL00::OnBarrierDestroyed"; //25;
- guardian "arug_cas01",243,73," ",1905,"#aru01_RL00::OnBarrierDestroyed"; //26;
- guardian "arug_cas01",245,73," ",1905,"#aru01_RL00::OnBarrierDestroyed"; //27;
- end;
-
-OnDisable:
- delwall "aru01_RL00";
- killmonster "arug_cas01","#aru01_RL00::OnBarrierDestroyed";
- end;
-
-OnBarrierDestroyed:
- end;
-}
-
-arug_cas01,2,2,0 script #aru01_RL01 -1,{
-OnEnable:
- set .MyMobCount,6;
- setwall "arug_cas01",239,53,8,6,1,"aru01_RL01";
- guardian "arug_cas01",239,55," ",1905,"#aru01_RL01::OnBarrierDestroyed"; //28;
- guardian "arug_cas01",241,55," ",1905,"#aru01_RL01::OnBarrierDestroyed"; //29;
- guardian "arug_cas01",243,55," ",1905,"#aru01_RL01::OnBarrierDestroyed"; //30;
- guardian "arug_cas01",240,54," ",1905,"#aru01_RL01::OnBarrierDestroyed"; //31;
- guardian "arug_cas01",242,54," ",1905,"#aru01_RL01::OnBarrierDestroyed"; //32;
- guardian "arug_cas01",244,54," ",1905,"#aru01_RL01::OnBarrierDestroyed"; //33;
- end;
-
-OnBarrierDestroyed:
- set .MyMobCount,.MyMobCount-1;
- if (.MyMobCount == 0) {
- setarray $agit_ar01[2],1;
- mapannounce "arug_cas01","The 1st Fortress Gate is destroyed.",bc_map,"0x00ff00";
- delwall "aru01_RL01";
- }
- end;
-
-OnDisable:
- delwall "aru01_RL01";
- killmonster "arug_cas01","#aru01_RL01::OnBarrierDestroyed";
- end;
-}
-
-arug_cas01,2,3,0 script #aru01_RL02 -1,{
-OnEnable:
- set .MyMobCount,6;
- setwall "arug_cas01",107,124,6,6,1,"aru01_RL02";
- guardian "arug_cas01",107,122," ",1905,"#aru01_RL02::OnBarrierDestroyed"; //34;
- guardian "arug_cas01",109,122," ",1905,"#aru01_RL02::OnBarrierDestroyed"; //35;
- guardian "arug_cas01",111,122," ",1905,"#aru01_RL02::OnBarrierDestroyed"; //36;
- guardian "arug_cas01",108,123," ",1905,"#aru01_RL02::OnBarrierDestroyed"; //37;
- guardian "arug_cas01",110,123," ",1905,"#aru01_RL02::OnBarrierDestroyed"; //38;
- guardian "arug_cas01",112,123," ",1905,"#aru01_RL02::OnBarrierDestroyed"; //39;
- end;
-
-OnBarrierDestroyed:
- set .MyMobCount,.MyMobCount-1;
- if (.MyMobCount == 0) {
- setarray $agit_ar01[3],1;
- mapannounce "arug_cas01","The 2nd Fortress Gate is destroyed.",bc_map,"0x00ff00";
- delwall "aru01_RL02";
- }
- end;
-
-OnDisable:
- delwall "aru01_RL02";
- killmonster "arug_cas01","#aru01_RL02::OnBarrierDestroyed";
- end;
-}
-
-arug_cas01,2,4,0 script #aru01_RL03 -1,{
-OnEnable:
- set .MyMobCount,4;
- setwall "arug_cas01",84,171,8,6,1,"aru01_RL03";
- guardian "arug_cas01",84,170," ",1905,"#aru01_RL03::OnBarrierDestroyed"; //40;
- guardian "arug_cas01",86,170," ",1905,"#aru01_RL03::OnBarrierDestroyed"; //41;
- guardian "arug_cas01",88,170," ",1905,"#aru01_RL03::OnBarrierDestroyed"; //42;
- guardian "arug_cas01",90,170," ",1905,"#aru01_RL03::OnBarrierDestroyed"; //43;
- end;
-
-OnBarrierDestroyed:
- set .MyMobCount,.MyMobCount-1;
- if (.MyMobCount == 0) {
- setarray $agit_ar01[4],1;
- mapannounce "arug_cas01","The 3rd Fortress Gate is destroyed!",bc_map,"0x00ff00";
- delwall "aru01_RL03";
- }
- end;
-
-OnDisable:
- delwall "aru01_RL03";
- killmonster "arug_cas01","#aru01_RL03::OnBarrierDestroyed";
- end;
-}
-
-arug_cas01,247,52,0 script Control Device01#aru01 111,{
- set .@GID, GetCastleData("arug_cas01",1);
- if (getcharid(2) == .@GID) {
- if (strcharinfo(0) == getguildmaster(.@GID)) {
- if ($agit_ar01[2] == 2) {
- mes "^3355FFDemolished Fortress";
- mes "Gates can be repaired,";
- mes "but you will need to gather";
- mes "the following materials.^000000";
- next;
- mes "^4D4DFF10 Steel^000000,";
- mes "^4D4DFF30 Trunks^000000,";
- mes "^4D4DFF5 Oridecon^000000, and";
- mes "^4D4DFF10 Emveretarcon^000000.";
- next;
- select("Continue");
- if ((countitem(1019) > 29) && (countitem(999) > 9) && (countitem(1011) > 9) && (countitem(984) > 4)) {
- mes "^3355FFYou will need Trunks to";
- mes "repair the support frame,";
- mes "Oridecon to enhance the";
- mes "gate's endurance, and";
- mes "Emveretarcon to basically";
- mes "hold everything together.^000000";
- next;
- set .@ro_of01,rand(10,15);
- while(1) {
- if (.@ro_of02 == .@ro_of01) {
- break;
- }
- else {
- switch(rand(1,4)) {
- case 1:
- mes "^3355FFThe support frame";
- mes "is badly damaged:";
- mes "fixing this part";
- mes "is a top priority.^000000";
- next;
- switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
- case 1:
- mes "^3355FFThe frame has been";
- mes "reinforced with wood.^000000";
- set .@rp_temp,.@rp_temp + 1;
- set .@ro_of02,.@ro_of02 + 1;
- specialeffect2 EF_REPAIRWEAPON;
- next;
- break;
- case 2:
- mes "^3355FFYou tried using steel,";
- mes "but it's not working very";
- mes "well. You'll have to try";
- mes "something else.^000000";
- close;
- case 3:
- mes "^3355FFYou tried using emveretarcon,";
- mes "but it's not working very well.^FFFFFF ^3355FF You'll have to try something else.";
- close;
- case 4:
- mes "^3355FFYou tried using oridecon,";
- mes "but it's not working very";
- mes "well. You'll have to try";
- mes "something else.^000000";
- close;
- }
- break;
- case 2:
- mes "^3355FFIt looks like the gate's";
- mes "overall endurance needs to";
- mes "be reinforced with something.^000000";
- next;
- switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
- case 1:
- mes "^3355FFYou tried using wood";
- mes "to reinforce the gate.^000000";
- set .@ro_of02,.@ro_of02 + 1;
- next;
- break;
- case 2:
- mes "^3355FFYou tried using steel";
- mes "to reinforce the gate, but";
- mes "it's not working well at all.";
- mes "You'll have to start over.^000000";
- close;
- case 3:
- mes "^3355FFYou tried using emveretarcon";
- mes "to reinforce the gate, but it's";
- mes "not working well at all.";
- mes "You'll have to start over.^000000";
- close;
- case 4:
- mes "^3355FFYou hammered the";
- mes "oridecon: it looks";
- mes "like this will work.^000000";
- set .@rp_temp,.@rp_temp + 1;
- set .@ro_of02,.@ro_of02 + 1;
- specialeffect2 EF_REPAIRWEAPON;
- next;
- break;
- }
- break;
- case 3:
- mes "^3355FFThe damage to the gate";
- mes "has caused all these";
- mes "cracks. You'll have to";
- mes "weld them solid somehow.^000000";
- next;
- switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
- case 1:
- mes "^3355FFYou tried using wood to fix";
- mes "this problem, but it seems";
- mes "to have made it worse.";
- mes "You'll have to start all over.^000000";
- close;
- case 2:
- mes "^3355FFYou used steel to weld";
- mes "all the cracks: the gate is";
- mes "is starting to look more solid.^000000";
- set .@rp_temp,.@rp_temp + 1;
- set .@ro_of02,.@ro_of02 + 1;
- specialeffect2 EF_REPAIRWEAPON;
- next;
- break;
- case 3:
- mes "^3355FFYou tried using emveretarcon";
- mes "to reinforce the gate, but it's";
- mes "not working well at all.";
- mes "You'll have to start over.^000000";
- close;
- case 4:
- mes "^3355FFYou tried using oridecon,";
- mes "but it's not working very";
- mes "well. You'll have to try";
- mes "something else.^000000";
- close;
- }
- break;
- case 4:
- mes "^3355FFNow you need to make";
- mes "sure that the gate is held";
- mes "together pretty solidly.^000000";
- next;
- switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
- case 1:
- mes "^3355FFYou tried using wood to fix";
- mes "this problem, but it seems";
- mes "to have made it worse.";
- mes "You'll have to start all over.^000000";
- close;
- case 2:
- mes "^3355FFYou tried using steel,";
- mes "but it's not working very";
- mes "well. You'll have to try";
- mes "something else.^000000";
- close;
- case 3:
- mes "^3355FFYou successfully used";
- mes "the emveretarcon to repair";
- mes "much of the gate's damage.^000000";
- set .@rp_temp,.@rp_temp + 1;
- set .@ro_of02,.@ro_of02 + 1;
- specialeffect2 EF_REPAIRWEAPON;
- next;
- break;
- case 4:
- mes "^3355FFYou tried using oridecon,";
- mes "but it's not working very";
- mes "well. You'll have to try";
- mes "something else.^000000";
- close;
- }
- }
- }
- }
- mes "^3355FFWell, it looks like";
- mes "you're just about done";
- mes "with repairing the gate.^000000";
- next;
- if (agitcheck2() == 0) {
- mes "^3355FFUnfortunately, the Fortress";
- mes "Gate can't be reconstructed:";
- mes "the Emperium is no longer here.^000000";
- close;
- }
- else {
- if (.@rp_temp == .@ro_of01) {
- mes "^3355FFThe Fortress Gate has";
- mes "been successfully repaired!^000000";
- delitem 1019,30; //Wooden_Block
- delitem 999,10; //Steel
- delitem 1011,10; //Emveretarcon
- delitem 984,5; //Oridecon
- close2;
- donpcevent "#aru01_RL01::OnEnable";
- disablenpc "Control Device01#aru01";
- mapannounce "arug_cas01","The 1st Fortress Gate has been reconstructed!",bc_map,"0x00ff00";
- setarray $agit_ar01[2],0;
- end;
- }
- else {
- mes "^3355FFThe wall has been breached,";
- mes "and the attempt to repair the";
- mes "Fortress Gate has failed.";
- mes "You lost some of your";
- mes "repair resources...^000000";
- delitem 984,2; //Oridecon
- delitem 999,4; //Steel
- delitem 1019,14; //Wooden_Block
- delitem 1011,3; //Emveretarcon
- close;
- }
- }
- }
- else {
- mes "^3355FFYou can't attempt to repair";
- mes "the Fortress Gate if you don't";
- mes "have all the needed materials.^000000";
- close;
- }
- }
- }
- }
- end;
-
-OnInit:
- disablenpc "Control Device01#aru01";
- end;
-
-OnEnable:
- enablenpc "Control Device01#aru01";
- end;
-
-OnDisable:
- disablenpc "Control Device01#aru01";
- end;
-}
-
-arug_cas01,118,131,0 script Control Device02#aru01 111,{
- set .@GID, GetCastleData("arug_cas01",1);
- if (getcharid(2) == .@GID) {
- if (strcharinfo(0) == getguildmaster(.@GID)) {
- if ($agit_ar01[3] == 2) {
- mes "^3355FFDemolished Fortress";
- mes "Gates can be repaired,";
- mes "but you will need to gather";
- mes "the following materials.^000000";
- next;
- mes "^4D4DFF10 Steel^000000,";
- mes "^4D4DFF30 Trunks^000000,";
- mes "^4D4DFF5 Oridecon^000000, and";
- mes "^4D4DFF10 Emveretarcon^000000.";
- next;
- select("Continue");
- if ((countitem(1019) > 29) && (countitem(999) > 9) && (countitem(1011) > 9) && (countitem(984) > 4)) {
- mes "^3355FFYou will need Trunks to";
- mes "repair the support frame,";
- mes "Oridecon to enhance the";
- mes "gate's endurance, and";
- mes "Emveretarcon to basically";
- mes "hold everything together.^000000";
- next;
- set .@ro_of01,rand(10,15);
- while(1) {
- if (.@ro_of02 == .@ro_of01) {
- break;
- }
- else {
- switch(rand(1,4)) {
- case 1:
- mes "^3355FFThe support frame";
- mes "is badly damaged:";
- mes "fixing this part";
- mes "is a top priority.^000000";
- next;
- switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
- case 1:
- mes "^3355FFThe frame has been";
- mes "reinforced with wood.^000000";
- set .@rp_temp,.@rp_temp + 1;
- set .@ro_of02,.@ro_of02 + 1;
- specialeffect2 EF_REPAIRWEAPON;
- next;
- break;
- case 2:
- mes "^3355FFYou tried using steel,";
- mes "but it's not working very";
- mes "well. You'll have to try";
- mes "something else.^000000";
- close;
- case 3:
- mes "^3355FFYou tried using emveretarcon";
- mes "to reinforce the gate, but it's";
- mes "not working well at all.";
- mes "You'll have to start over.^000000";
- close;
- case 4:
- mes "^3355FFYou tried using oridecon,";
- mes "but it's not working very";
- mes "well. You'll have to try";
- mes "something else.^000000";
- close;
- }
- break;
- case 2:
- mes "^3355FFIt looks like the gate's";
- mes "overall endurance needs to";
- mes "be reinforced with something.^000000";
- next;
- switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
- case 1:
- mes "^3355FFYou tried using wood";
- mes "to reinforce the gate.^000000";
- set .@ro_of02,.@ro_of02 + 1;
- next;
- break;
- case 2:
- mes "^3355FFYou tried using steel";
- mes "to reinforce the gate, but";
- mes "it's not working well at all.";
- mes "You'll have to start over.^000000";
- close;
- case 3:
- mes "^3355FFYou tried using emveretarcon";
- mes "to reinforce the gate, but it's";
- mes "not working well at all.";
- mes "You'll have to start over.^000000";
- close;
- case 4:
- mes "^3355FFYou hammered the";
- mes "oridecon: it looks";
- mes "like this will work.^000000";
- set .@rp_temp,.@rp_temp + 1;
- set .@ro_of02,.@ro_of02 + 1;
- specialeffect2 EF_REPAIRWEAPON;
- next;
- break;
- }
- break;
- case 3:
- mes "^3355FFThe damage to the gate";
- mes "has caused all these";
- mes "cracks. You'll have to";
- mes "weld them solid somehow.^000000";
- next;
- switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
- case 1:
- mes "^3355FFYou tried using wood to fix";
- mes "this problem, but it seems";
- mes "to have made it worse.";
- mes "You'll have to start all over.^000000";
- close;
- case 2:
- mes "^3355FFYou used steel to weld";
- mes "all the cracks: the gate is";
- mes "is starting to look more solid.^000000";
- set .@rp_temp,.@rp_temp + 1;
- set .@ro_of02,.@ro_of02 + 1;
- specialeffect2 EF_REPAIRWEAPON;
- next;
- break;
- case 3:
- mes "^3355FFYou tried using emveretarcon";
- mes "to reinforce the gate, but it's";
- mes "not working well at all.";
- mes "You'll have to start over.^000000";
- close;
- case 4:
- mes "^3355FFYou tried using oridecon,";
- mes "but it's not working very";
- mes "well. You'll have to try";
- mes "something else.^000000";
- close;
- }
- break;
- case 4:
- mes "^3355FFNow you need to make";
- mes "sure that the gate is held";
- mes "together pretty solidly.^000000";
- next;
- switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
- case 1:
- mes "^3355FFYou tried using wood to fix";
- mes "this problem, but it seems";
- mes "to have made it worse.";
- mes "You'll have to start all over.^000000";
- close;
- case 2:
- mes "^3355FFYou tried using steel,";
- mes "but it's not working very";
- mes "well. You'll have to try";
- mes "something else.^000000";
- close;
- case 3:
- mes "^3355FFYou successfully used";
- mes "the emveretarcon to repair";
- mes "much of the gate's damage.^000000";
- set .@rp_temp,.@rp_temp + 1;
- set .@ro_of02,.@ro_of02 + 1;
- specialeffect2 EF_REPAIRWEAPON;
- next;
- break;
- case 4:
- mes "^3355FFYou tried using oridecon,";
- mes "but it's not working very";
- mes "well. You'll have to try";
- mes "something else.^000000";
- close;
- }
- }
- }
- }
- mes "^3355FFWell, it looks like";
- mes "you're just about done";
- mes "with repairing the gate.^000000";
- next;
- if (agitcheck2() == 0) {
- mes "^3355FFUnfortunately, the Fortress";
- mes "Gate can't be reconstructed:";
- mes "the Emperium is no longer here.^000000";
- close;
- }
- else {
- if (.@rp_temp == .@ro_of01) {
- mes "^3355FFThe Fortress Gate has";
- mes "been successfully repaired!^000000";
- delitem 1019,30; //Wooden_Block
- delitem 999,10; //Steel
- delitem 1011,10; //Emveretarcon
- delitem 984,5; //Oridecon
- close2;
- donpcevent "#aru01_RL02::OnEnable";
- disablenpc "Control Device02#aru01";
- mapannounce "arug_cas01","The 2nd Fortress Gate has been reconstructed!",bc_map,"0x00ff00";
- setarray $agit_ar01[3],0; //Global Variable
- setarray $agit_ar01[2],2; //Global Variable
- donpcevent "Control Device01#aru01::OnEnable";
- end;
- }
- else {
- mes "^3355FFThe wall has been breached,";
- mes "and the attempt to repair the";
- mes "Fortress Gate has failed.";
- mes "You lost some of your";
- mes "repair resources...^000000";
- delitem 984,2; //Oridecon
- delitem 999,4; //Steel
- delitem 1019,14; //Wooden_Block
- delitem 1011,3; //Emveretarcon
- close;
- }
- }
- }
- else {
- mes "^3355FFYou can't attempt to repair";
- mes "the Fortress Gate if you don't";
- mes "have all the needed materials.^000000";
- close;
- }
- }
- }
- }
- end;
-
-OnInit:
- disablenpc "Control Device02#aru01";
- end;
-
-OnEnable:
- enablenpc "Control Device02#aru01";
- end;
-
-OnDisable:
- disablenpc "Control Device02#aru01";
- end;
-}
-
-arug_cas01,82,172,0 script Control Device03#aru01 111,{
- set .@GID, GetCastleData("arug_cas01",1);
- if (getcharid(2) == .@GID) {
- if (strcharinfo(0) == getguildmaster(.@GID)) {
- if ($agit_ar01[4] == 2) {
- mes "^3355FFDemolished Fortress";
- mes "Gates can be repaired,";
- mes "but you will need to gather";
- mes "the following materials.^000000";
- next;
- mes "^4D4DFF10 Steel^000000,";
- mes "^4D4DFF30 Trunks^000000,";
- mes "^4D4DFF5 Oridecon^000000, and";
- mes "^4D4DFF10 Emveretarcon^000000.";
- next;
- select("Continue");
- if ((countitem(1019) > 29) && (countitem(999) > 9) && (countitem(1011) > 9) && (countitem(984) > 4)) {
- mes "^3355FFYou will need Trunks to";
- mes "repair the support frame,";
- mes "Oridecon to enhance the";
- mes "gate's endurance, and";
- mes "Emveretarcon to basically";
- mes "hold everything together.^000000";
- next;
- set .@ro_of01,rand(10,15);
- while(1) {
- if (.@ro_of02 == .@ro_of01) {
- break;
- }
- else {
- switch(rand(1,4)) {
- case 1:
- mes "^3355FFThe support frame";
- mes "is badly damaged:";
- mes "fixing this part";
- mes "is a top priority.^000000";
- next;
- switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
- case 1:
- mes "^3355FFThe frame has been";
- mes "reinforced with wood.^000000";
- set .@rp_temp,.@rp_temp + 1;
- set .@ro_of02,.@ro_of02 + 1;
- specialeffect2 EF_REPAIRWEAPON;
- next;
- break;
- case 2:
- mes "^3355FFYou tried using steel,";
- mes "but it's not working very";
- mes "well. You'll have to try";
- mes "something else.^000000";
- close;
- case 3:
- mes "^3355FFYou tried using emveretarcon";
- mes "to reinforce the gate, but it's";
- mes "not working well at all.";
- mes "You'll have to start over.^000000";
- close;
- case 4:
- mes "^3355FFYou tried using oridecon,";
- mes "but it's not working very";
- mes "well. You'll have to try";
- mes "something else.^000000";
- close;
- }
- break;
- case 2:
- mes "^3355FFIt looks like the gate's";
- mes "overall endurance needs to";
- mes "be reinforced with something.^000000";
- next;
- switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
- case 1:
- mes "^3355FFYou tried using wood";
- mes "to reinforce the gate.^000000";
- set .@ro_of02,.@ro_of02 + 1;
- next;
- break;
- case 2:
- mes "^3355FFYou tried using steel";
- mes "to reinforce the gate, but";
- mes "it's not working well at all.";
- mes "You'll have to start over.^000000";
- close;
- case 3:
- mes "^3355FFYou tried using emveretarcon";
- mes "to reinforce the gate, but it's";
- mes "not working well at all.";
- mes "You'll have to start over.^000000";
- close;
- case 4:
- mes "^3355FFYou hammered the";
- mes "oridecon: it looks";
- mes "like this will work.^000000";
- set .@rp_temp,.@rp_temp + 1;
- set .@ro_of02,.@ro_of02 + 1;
- specialeffect2 EF_REPAIRWEAPON;
- next;
- break;
- }
- break;
- case 3:
- mes "^3355FFThe damage to the gate";
- mes "has caused all these";
- mes "cracks. You'll have to";
- mes "weld them solid somehow.^000000";
- next;
- switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
- case 1:
- mes "^3355FFYou tried using wood to fix";
- mes "this problem, but it seems";
- mes "to have made it worse.";
- mes "You'll have to start all over.^000000";
- close;
- case 2:
- mes "^3355FFYou used steel to weld";
- mes "all the cracks: the gate is";
- mes "is starting to look more solid.^000000";
- set .@rp_temp,.@rp_temp + 1;
- set .@ro_of02,.@ro_of02 + 1;
- specialeffect2 EF_REPAIRWEAPON;
- next;
- break;
- case 3:
- mes "^3355FFYou tried using emveretarcon";
- mes "to reinforce the gate, but it's";
- mes "not working well at all.";
- mes "You'll have to start over.^000000";
- close;
- case 4:
- mes "^3355FFYou tried using oridecon,";
- mes "but it's not working very";
- mes "well. You'll have to try";
- mes "something else.^000000";
- close;
- }
- break;
- case 4:
- mes "^3355FFNow you need to make";
- mes "sure that the gate is held";
- mes "together pretty solidly.^000000";
- next;
- switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
- case 1:
- mes "^3355FFYou tried using wood to fix";
- mes "this problem, but it seems";
- mes "to have made it worse.";
- mes "You'll have to start all over.^000000";
- close;
- case 2:
- mes "^3355FFYou tried using steel,";
- mes "but it's not working very";
- mes "well. You'll have to try";
- mes "something else.^000000";
- close;
- case 3:
- mes "^3355FFYou successfully used";
- mes "the emveretarcon to repair";
- mes "much of the gate's damage.^000000";
- set .@rp_temp,.@rp_temp + 1;
- set .@ro_of02,.@ro_of02 + 1;
- specialeffect2 EF_REPAIRWEAPON;
- next;
- break;
- case 4:
- mes "^3355FFYou tried using oridecon,";
- mes "but it's not working very";
- mes "well. You'll have to try";
- mes "something else.^000000";
- close;
- }
- }
- }
- }
- mes "^3355FFWell, it looks like";
- mes "you're just about done";
- mes "with repairing the gate.^000000";
- next;
- if (agitcheck2() == 0) {
- mes "^3355FFUnfortunately, the Fortress";
- mes "Gate can't be reconstructed:";
- mes "the Emperium is no longer here.^000000";
- close;
- }
- else {
- if (.@rp_temp == .@ro_of01) {
- mes "^3355FFThe Fortress Gate has";
- mes "been successfully repaired!^000000";
- delitem 1019,30; //Wooden_Block
- delitem 999,10; //Steel
- delitem 1011,10; //Emveretarcon
- delitem 984,5; //Oridecon
- close2;
- donpcevent "#aru01_RL03::OnEnable";
- disablenpc "Control Device03#aru01";
- mapannounce "arug_cas01","The 3rd Fortress Gate has been reconstructed!",bc_map,"0x00ff00";
- setarray $agit_ar01[4],0;
- setarray $agit_ar01[3],2;
- donpcevent "Control Device02#aru01::OnEnable";
- end;
- }
- else {
- mes "^3355FFThe wall has been breached,";
- mes "and the attempt to repair the";
- mes "Fortress Gate has failed.";
- mes "You lost some of your";
- mes "repair resources...^000000";
- delitem 984,2; //Oridecon
- delitem 999,4; //Steel
- delitem 1019,14; //Wooden_Block
- delitem 1011,3; //Emveretarcon
- close;
- }
- }
- }
- else {
- mes "^3355FFYou can't attempt to repair";
- mes "the Fortress Gate if you don't";
- mes "have all the needed materials.^000000";
- close;
- }
- }
- }
- }
- end;
-
-OnInit:
- disablenpc "Control Device03#aru01";
- end;
-
-OnEnable:
- enablenpc "Control Device03#aru01";
- end;
-
-OnDisable:
- disablenpc "Control Device03#aru01";
- end;
-}
-
-// Link Flags
-arug_cas01,74,232,0 script LF-01#arug_cas01 111,{
- set .@GID, GetCastleData("arug_cas01",1);
- if (getcharid(2) == .@GID) {
- mes "^3355FFThis is the Stronghold";
- mes "Teleport Service. Please";
- mes "choose a destination";
- mes "within the stronghold.^000000";
- switch(select("First Gate House:Second Gate House:Cancel")) {
- case 1:
- warp "arug_cas01",158,237;
- end;
- case 2:
- warp "arug_cas01",297,248;
- end;
- case 3:
- close;
- }
- }
- end;
-}
-
-arug_cas01,77,232,0 script LF-02#arug_cas01 111,{
- set .@GID, GetCastleData("arug_cas01",1);
- if (getcharid(2) == .@GID) {
- mes "^3355FFThis is the Stronghold";
- mes "Teleport Service. Please";
- mes "choose a destination";
- mes "within the stronghold.^000000";
- switch(select("Defense Area 1-1:Defense Area 1-2:Cancel")) {
- case 1:
- warp "arug_cas01",197,144;
- end;
- case 2:
- warp "arug_cas01",245,103;
- end;
- case 3:
- close;
- }
- }
- end;
-}
-
-arug_cas01,80,232,0 script LF-03#arug_cas01 111,{
- set .@GID, GetCastleData("arug_cas01",1);
- if (getcharid(2) == .@GID) {
- mes "^3355FFThis is the Stronghold";
- mes "Teleport Service. Please";
- mes "choose a destination";
- mes "within the stronghold.^000000";
- switch(select("Defense Area 2-1:Defense Area 2-2:Cancel")) {
- case 1:
- warp "arug_cas01",256,35;
- end;
- case 2:
- warp "arug_cas01",186,26;
- end;
- case 3:
- close;
- }
- }
- end;
-}
-
-arug_cas01,83,232,0 script LF-04#arug_cas01 111,{
- set .@GID, GetCastleData("arug_cas01",1);
- if (getcharid(2) == .@GID) {
- mes "^3355FFThis is the Stronghold";
- mes "Teleport Service. Please";
- mes "choose a destination";
- mes "within the stronghold.^000000";
- switch(select("Defense Area 2-3:Defense Area 2-4:Cancel")) {
- case 1:
- warp "arug_cas01",146,65;
- end;
- case 2:
- warp "arug_cas01",176,111;
- end;
- case 3:
- close;
- }
- }
- end;
-}
-
-arug_cas01,86,232,0 script LF-05#arug_cas01 111,{
- set .@GID, GetCastleData("arug_cas01",1);
- if (getcharid(2) == .@GID) {
- mes "^3355FFThis is the Stronghold";
- mes "Teleport Service. Please";
- mes "choose a destination";
- mes "within the stronghold.^000000";
- switch(select("Defense Area 3-1:Defense Area 3-2:Cancel")) {
- case 1:
- warp "arug_cas01",94,126;
- end;
- case 2:
- warp "arug_cas01",126,126;
- end;
- case 3:
- close;
- }
- }
- end;
-}
-
-arug_cas01,89,232,0 script LF-06#arug_cas01 111,{
- set .@GID, GetCastleData("arug_cas01",1);
- if (getcharid(2) == .@GID) {
- mes "^3355FFThis is the Stronghold";
- mes "Teleport Service. Please";
- mes "choose a destination";
- mes "within the stronghold.^000000";
- switch(select("Defense Area 3-3:Defense Area 3-4:Cancel")) {
- case 1:
- warp "arug_cas01",68,171;
- end;
- case 2:
- warp "arug_cas01",105,182;
- end;
- case 3:
- close;
- }
- }
- end;
-}
-
-arug_cas01,92,232,0 script LF-07#arug_cas01 111,{
- set .@GID, GetCastleData("arug_cas01",1);
- if (getcharid(2) == .@GID) {
- mes "^3355FFThis is the Stronghold";
- mes "Teleport Service. Please";
- mes "choose a destination";
- mes "within the stronghold.^000000";
- switch(select("Gate House Fork:Cancel")) {
- case 1:
- warp "arug_cas01",233,130;
- end;
- case 2:
- close;
- }
- }
- end;
-}
-
-arug_cas01,95,232,0 script LF-08#arug_cas01 111,{
- set .@GID, GetCastleData("arug_cas01",1);
- if (getcharid(2) == .@GID) {
- mes "^3355FFThis is the Stronghold";
- mes "Teleport Service. Please";
- mes "choose a destination";
- mes "within the stronghold.^000000";
- switch(select("Area 1-1:Area 2-1:Area 3-1:Cancel")) {
- case 1:
- warp "arug_cas01",197,144;
- end;
- case 2:
- warp "arug_cas01",256,35;
- end;
- case 3:
- warp "arug_cas01",146,65;
- end;
- case 4:
- close;
- }
- }
- end;
-}
-
-arug_cas01,98,232,0 script LF-09#arug_cas01 111,{
- set .@GID, GetCastleData("arug_cas01",1);
- if (getcharid(2) == .@GID) {
- mes "^3355FFThis is the Stronghold";
- mes "Teleport Service. Please";
- mes "choose a destination";
- mes "within the stronghold.^000000";
- switch(select("Area 1-2:Area 2-2:Area 3-3:Cancel")) {
- case 1:
- warp "arug_cas01",245,103;
- end;
- case 2:
- warp "arug_cas01",186,26;
- end;
- case 3:
- warp "arug_cas01",68,171;
- end;
- case 4:
- close;
- }
- }
- end;
-}
-
-arug_cas01,101,232,0 script LF-10#arug_cas01 111,{
- set .@GID, GetCastleData("arug_cas01",1);
- if (getcharid(2) == .@GID) {
- mes "^3355FFThis is the Stronghold";
- mes "Teleport Service. Would";
- mes "you like to teleport to the";
- mes "Convenience Facility for";
- mes "guild members?^000000";
- switch(select("Go to Convenience Facility:Cancel")) {
- case 1:
- warp "arug_cas01",121,357;
- end;
- case 2:
- close;
- }
- }
- end;
-}
-
-arug_cas01,72,176,0 script Mardol#LF_ar01_1::LF_ar01_1 111,{
- set .@GID, GetCastleData("arug_cas01",1);
- if (getcharid(2) == .@GID) {
- mes "^3355FFThis is the Stronghold";
- mes "Teleport Service. Would";
- mes "you like to teleport to";
- mes "the Emperium Center?^000000";
- switch(select("Teleport:Cancel")) {
- case 1:
- warp "arug_cas01",67,193;
- end;
- case 2:
- close;
- }
- }
- end;
-}
-
-arug_cas01,103,186,0 duplicate(LF_ar01_1) Mardol#LF_ar01_2 111,{
-
+- duplicate(Manager#template) Manager#arug_cas01 -1
+- duplicate(gard#template) gard1#arug_cas01 -1
+- duplicate(gard#template) gard2#arug_cas01 -1
+- duplicate(df#template) df1#arug_cas01 -1
+- duplicate(df#template) df2#arug_cas01 -1
+- duplicate(RL#template) RL0#arug_cas01 -1
+- duplicate(RL#template) RL1#arug_cas01 -1
+- duplicate(RL#template) RL2#arug_cas01 -1
+- duplicate(RL#template) RL3#arug_cas01 -1
+
+arug_cas01,92,380,3 duplicate(Steward#template) Steward#ar01 55
+arug_cas01,112,193,1 duplicate(Guardian#template) Brace#ar01 868
+arug_cas01,31,362,3 duplicate(Kafra#template) Kafra Employee#ar01 117
+arug_cas01,211,234,0 duplicate(Guardian Stone#template) 1st Guardian Stone#ar01 844
+arug_cas01,308,189,0 duplicate(Guardian Stone#template) 2nd Guardian Stone#ar01 844
+arug_cas01,247,52,0 duplicate(Control#template) Control Device01#ar01 111
+arug_cas01,118,131,0 duplicate(Control#template) Control Device02#ar01 111
+arug_cas01,82,172,0 duplicate(Control#template) Control Device03#ar01 111
+arug_cas01,259,371,0 duplicate(Switch#template) #aru01_switch 111
+arug_cas01,157,345,3 duplicate(Sunflower#template) Mysterious Sunflower#06 977
+
+arug_cas01,74,232,0 script LF-01#arug_cas01 111,{ callfunc "LinkFlag","First Gate House",158,237,"Second Gate House",297,248; }
+arug_cas01,77,232,0 script LF-02#arug_cas01 111,{ callfunc "LinkFlag","Defense Area 1-1",197,144,"Defense Area 1-2",245,103; }
+arug_cas01,80,232,0 script LF-03#arug_cas01 111,{ callfunc "LinkFlag","Defense Area 2-1",256,35,"Defense Area 2-2",186,26; }
+arug_cas01,83,232,0 script LF-04#arug_cas01 111,{ callfunc "LinkFlag","Defense Area 2-3",146,65,"Defense Area 2-4",176,111; }
+arug_cas01,86,232,0 script LF-05#arug_cas01 111,{ callfunc "LinkFlag","Defense Area 3-1",94,126,"Defense Area 3-2",126,126; }
+arug_cas01,89,232,0 script LF-06#arug_cas01 111,{ callfunc "LinkFlag","Defense Area 3-3",68,171,"Defense Area 3-4",105,182; }
+arug_cas01,92,232,0 script LF-07#arug_cas01 111,{ callfunc "LinkFlag","Gate House Fork",233,130; }
+arug_cas01,95,232,0 script LF-08#arug_cas01 111,{ callfunc "LinkFlag","Area 1-1",197,144,"Area 2-1",256,35,"Area 3-1",146,65; }
+arug_cas01,98,232,0 script LF-09#arug_cas01 111,{ callfunc "LinkFlag","Area 1-2",245,103,"Area 2-2",186,26,"Area 3-3",68,171; }
+arug_cas01,101,232,0 script LF-10#arug_cas01 111,{ callfunc "LinkFlag","Convenience Facility",121,357; }
+arug_cas01,72,176,0 script Mardol#LF_ar01_1::LF_ar01_1 111,{ callfunc "LinkFlag","Emperium Center",67,193; }
+arug_cas01,103,186,0 duplicate(LF_ar01_1) Mardol#LF_ar01_2 111
arug_cas01,92,126,4 script Mardol#LF_ar01_3::LF_ar01_2 111,{
- set .@GID, GetCastleData("arug_cas01",1);
- if (getcharid(2) == .@GID) {
- mes "^3355FFThis is the Stronghold";
- mes "Teleport Service. Would";
- mes "you like to teleport to";
- mes "the Emperium Center?^000000";
- switch(select("Teleport:Cancel")) {
- case 1:
- warp "arug_cas01",67,193;
- end;
- case 2:
- close;
- }
- }
+ callfunc "LinkFlag","Emperium Center",67,193;
end;
-
OnInterIfInitOnce:
OnRecvCastleAr01:
FlagEmblem GetCastleData("arug_cas01",1);
end;
}
-
arug_cas01,127,126,4 duplicate(LF_ar01_2) Mardol#LF_ar01_3 111
arug_cas01,150,102,0 duplicate(LF_ar01_1) Mardol#LF_ar01_4 111
arug_cas01,208,68,0 duplicate(LF_ar01_1) Mardol#LF_ar01_5 111
@@ -2259,672 +64,14 @@ arug_cas01,102,120,4 duplicate(LF_ar01_2) Mardol#LF_ar01_12 722
arug_cas01,117,120,4 duplicate(LF_ar01_2) Mardol#LF_ar01_13 722
arug_cas01,233,140,4 duplicate(LF_ar01_2) Mardol#LF_ar01_14 722
-// Guild Manager
-arug_cas01,92,380,3 script Steward#aru01 55,{
- set .@GID, GetCastleData("arug_cas01",1);
- if (.@GID == 0) {
- mes "[ Steward ]";
- mes "I await for the master";
- mes "whom destiny will choose";
- mes "for me. Do you think you";
- mes "have to courage and strength";
- mes "to conquer this stronghold?";
- close;
- }
- if (getcharid(2) != .@GID || strcharinfo(0) != getguildmaster(.@GID)) {
- mes "[ Steward ]";
- mes "Hmpf. Your threats don't";
- mes "scare me! Guardians, drive";
- mes "this infidel away from here!";
- mes "I will always be loyal to the";
- mes "master of this stronghold,";
- mes "the one and only ^FF0000" + getguildmaster(.@GID) + "^000000.";
- close;
- }
- mes "[ Steward ]";
- mes "Ah, Master ^FF0000" + getguildmaster(.@GID) + "^000000...";
- mes "How shall I serve you today?";
- mes "Was there an aspect of this";
- mes "stronghold's maintenance";
- mes "you wanted to discuss?";
- next;
- switch(select("Stronghold Briefing:Invest in Commercial Growth:Invest in Defense growth:Hire/Fire Storage Staff:Go to Master's room")) {
- case 1:
- mes "[ Steward ]";
- mes "The Commercial Growth";
- mes "Level of the stronghold is ^0000ff" + GetCastleData("arug_cas01",2) + ".";
- if (GetCastleData("arug_cas01",4) > 0) {
- mes "Last time, you invested in";
- mes "Commercial Growth " + GetCastleData("arug_cas01",4) + ".";
- }
- next;
- mes "[ Steward ]";
- mes "Our stronghold's";
- mes "safeguard level is " + GetCastleData("arug_cas01",3) + ".";
- if (GetCastleData("arug_cas01",5) > 0) {
- mes "Last time, you invested";
- mes "in defense " + GetCastleData("arug_cas01",5) + " times.";
- }
- mes " ";
- mes "That is all, master.";
- close;
- case 2:
- set .@Economy,GetCastleData("arug_cas01",2);
- if (.@Economy < 6) { set .@eco_invest,5000; }
- else if ((.@Economy >= 6) && (.@Economy <= 10)) { set .@eco_invest,10000; }
- else if ((.@Economy >= 11) && (.@Economy <= 15)) { set .@eco_invest,20000; }
- else if ((.@Economy >= 16) && (.@Economy <= 20)) { set .@eco_invest,35000; }
- else if ((.@Economy >= 21) && (.@Economy <= 25)) { set .@eco_invest,55000; }
- else if ((.@Economy >= 26) && (.@Economy <= 30)) { set .@eco_invest,80000; }
- else if ((.@Economy >= 31) && (.@Economy <= 35)) { set .@eco_invest,110000; }
- else if ((.@Economy >= 36) && (.@Economy <= 40)) { set .@eco_invest,145000; }
- else if ((.@Economy >= 41) && (.@Economy <= 45)) { set .@eco_invest,185000; }
- else if ((.@Economy >= 46) && (.@Economy <= 50)) { set .@eco_invest,230000; }
- else if ((.@Economy >= 51) && (.@Economy <= 55)) { set .@eco_invest,280000; }
- else if ((.@Economy >= 56) && (.@Economy <= 60)) { set .@eco_invest,335000; }
- else if ((.@Economy >= 61) && (.@Economy <= 65)) { set .@eco_invest,395000; }
- else if ((.@Economy >= 66) && (.@Economy <= 70)) { set .@eco_invest,460000; }
- else if ((.@Economy >= 71) && (.@Economy <= 75)) { set .@eco_invest,530000; }
- else if ((.@Economy >= 76) && (.@Economy <= 80)) { set .@eco_invest,605000; }
- else if ((.@Economy >= 81) && (.@Economy <= 85)) { set .@eco_invest,685000; }
- else if ((.@Economy >= 86) && (.@Economy <= 90)) { set .@eco_invest,770000; }
- else if ((.@Economy >= 91) && (.@Economy <= 95)) { set .@eco_invest,860000; }
- else if ((.@Economy >= 96) && (.@Economy <= 100)) { set .@eco_invest,955000; }
- //Quadruple the cost of investing if you've already invested once.
- if (GetCastleData("arug_cas01",4)) {
- set .@eco_invest,.@eco_invest*4;
- }
- mes "[ Steward ]";
- mes "Raising the stronghold's";
- mes "commercial growth will";
- mes "increase the quantity of";
- mes "goods produced for the guild.";
- mes "Investing in commercial growth";
- mes "will help the guild's future.";
- next;
- mes "[ Steward ]";
- mes "You can make one investment";
- mes "each day, but if you can make";
- mes "two investments if you pay";
- mes "more zeny: this will speed";
- mes "up commercial development,";
- mes "but can be quite expensive.";
- next;
- if (.@Economy == 100) {
- mes "[ Steward ]";
- mes "However, our stronghold's";
- mes "commerical growth level is";
- mes "at 100%. It's not possible to";
- mes "develop commercial growth";
- mes "any further than that.";
- close;
- }
- if (GetCastleData("arug_cas01",4) >= 2) {
- mes "[ Steward ]";
- mes "You've already made two";
- mes "investments today, so you'll";
- mes "have to wait until tomorrow";
- mes "to make another investment.";
- close;
- }
- if (GetCastleData("arug_cas01",4) == 0) {
- mes "[ Steward ]";
- mes "You must pay ^FF0000" + .@eco_invest + "^000000 zeny";
- mes "to make an investment";
- mes "Will you invest in this";
- mes "stronghold's commerical";
- mes "development now?";
- }
- else {
- mes "[ Steward ]";
- mes "You must pay ^FF0000" + .@eco_invest + "^000000";
- mes "more zeny to make a second";
- mes "investment today. Will you";
- mes "invest one more time?";
- }
- next;
- switch(select("Invest in Commercial Growth:Cancel")) {
- case 1:
- if (GetCastleData("arug_cas01",4) >= 2) {
- mes "[ Steward ]";
- mes "You've already made two";
- mes "investments today, so you'll";
- mes "have to wait until tomorrow";
- mes "to make another investment.";
- close;
- }
- if (Zeny < .@eco_invest) {
- mes "[ Steward ]";
- mes "I'm sorry, Master, but";
- mes "you do not have enough";
- mes "zeny to make an investment";
- mes "for the guild today.";
- close;
- }
- set zeny,zeny-.@eco_invest;
- SetCastleData "arug_cas01",4,GetCastleData("arug_cas01",4)+1;
- mes "[ Steward ]";
- mes "A wise use of the guild's";
- mes "funds, Master. We can expect";
- mes "to see the results of this";
- mes "investment by tomorrow.";
- close;
- case 2:
- mes "[ Steward ]";
- mes "As you command, Master.";
- close;
- }
- case 3:
- set .@Defence,GetCastleData("arug_cas01",3);
- if (.@Defence < 6) { set .@def_invest,10000; }
- else if ((.@Defence >= 6) && (.@Defence <= 10)) { set .@def_invest,20000; }
- else if ((.@Defence >= 11) && (.@Defence <= 15)) { set .@def_invest,40000; }
- else if ((.@Defence >= 16) && (.@Defence <= 20)) { set .@def_invest,70000; }
- else if ((.@Defence >= 21) && (.@Defence <= 25)) { set .@def_invest,110000; }
- else if ((.@Defence >= 26) && (.@Defence <= 30)) { set .@def_invest,160000; }
- else if ((.@Defence >= 31) && (.@Defence <= 35)) { set .@def_invest,220000; }
- else if ((.@Defence >= 36) && (.@Defence <= 40)) { set .@def_invest,290000; }
- else if ((.@Defence >= 41) && (.@Defence <= 45)) { set .@def_invest,370000; }
- else if ((.@Defence >= 46) && (.@Defence <= 50)) { set .@def_invest,460000; }
- else if ((.@Defence >= 51) && (.@Defence <= 55)) { set .@def_invest,560000; }
- else if ((.@Defence >= 56) && (.@Defence <= 60)) { set .@def_invest,670000; }
- else if ((.@Defence >= 61) && (.@Defence <= 65)) { set .@def_invest,790000; }
- else if ((.@Defence >= 66) && (.@Defence <= 70)) { set .@def_invest,920000; }
- else if ((.@Defence >= 71) && (.@Defence <= 75)) { set .@def_invest,1060000; }
- else if ((.@Defence >= 76) && (.@Defence <= 80)) { set .@def_invest,1210000; }
- else if ((.@Defence >= 81) && (.@Defence <= 85)) { set .@def_invest,1370000; }
- else if ((.@Defence >= 86) && (.@Defence <= 90)) { set .@def_invest,1540000; }
- else if ((.@Defence >= 91) && (.@Defence <= 95)) { set .@def_invest,1720000; }
- else if ((.@Defence >= 96) && (.@Defence <= 100)) { set .@def_invest,1910000; }
- //Quadruple the cost of investing if you've already invested once.
- if (GetCastleData("arug_cas01",5)) {
- set .@def_invest,.@def_invest*4;
- }
- mes "[ Steward ]";
- mes "Investing in our stronghold's";
- mes "defense will enhance the";
- mes "durability of our Guardians";
- mes "and the Emperium. We'll need";
- mes "every advantage to protect";
- mes "ourselves from our enemies.";
- next;
- mes "[ Steward ]";
- mes "You can invest in defense";
- mes "once per day, but if you pay";
- mes "more zeny, you can invest";
- mes "a maximum of two times daily.";
- next;
- mes "[ Steward ]";
- if (GetCastleData("arug_cas01",3) == 100) {
- mes "The Defense Level of this";
- mes "stronghold is 100%, and";
- mes "cannot be increased further.";
- close;
- }
- if (GetCastleData("arug_cas01",5) >= 2) {
- mes "Master, you've already";
- mes "invested in Defense twice";
- mes "today. You'll need to wait";
- mes "until tomorrow if you really";
- mes "want to increase our defenses.";
- close;
- }
- if (GetCastleData("arug_cas01",5) == 0) {
- mes "We need ^FF0000" + .@def_invest + "^000000";
- mes "zeny to invest in our";
- mes "stronghold's defenses.";
- mes "Will you invest now?";
- }
- else {
- mes "We need ^FF0000" + .@def_invest + "^000000";
- mes "zeny to invest in our";
- mes "stronghold's defenses";
- mes "a second time today.";
- mes "Will you invest now?";
- }
- next;
- switch(select("Invest in Defense:Cancel")) {
- case 1:
- if (GetCastleData("arug_cas01",5) >= 2) {
- mes "[ Steward ]";
- mes "Master, you've already";
- mes "invested in Defense twice";
- mes "today. You'll need to wait";
- mes "until tomorrow if you really";
- mes "want to increase our defenses.";
- close;
- }
- if (Zeny < .@def_invest) {
- mes "[ Steward ]";
- mes "I'm sorry, Master, but";
- mes "you do not have enough";
- mes "zeny to make an investment";
- mes "for the guild today.";
- close;
- }
- set zeny,zeny-.@def_invest;
- SetCastleData "arug_cas01",5,GetCastleData("arug_cas01",5)+1;
- mes "[ Steward ]";
- mes "A wise use of the guild's";
- mes "funds, Master. Increasing";
- mes "the frequency of treasure";
- mes "procured by the guild will";
- mes "definitely help us all.";
- close;
- case 2:
- mes "[ Steward ]";
- mes "As you command, Master.";
- close;
- }
- case 4:
- if (GetCastleData("arug_cas01",9) == 1) {
- mes "[ Steward ]";
- mes "Do you wish to dismiss";
- mes "the Kafra Employee that";
- mes "we've hired for the guild?";
- next;
- switch(select("Dismiss:Cancel")) {
- case 1:
- cutin "kafra_01",2;
- mes "[ Hired Kafra Employee ]";
- mes "Master, please reconsider!";
- mes "I've been working very hard";
- mes "for the success of the guild!";
- mes "I'll try harder to serve the";
- mes "guild members of this";
- mes "stronghold, I promise!";
- next;
- switch(select("Dismiss:Cancel")) {
- case 1:
- mes "[ Hired Kafra Employee ]";
- mes "Why?! What have I done";
- mes "to deserve this? Waaah~!";
- next;
- cutin "kafra_01",255;
- break;
- case 2:
- mes "[ Hired Kafra Employee ]";
- mes "Thank you, Master!";
- mes "I'll obey your every";
- mes "command as best I can!";
- mes "You won't regret this!";
- close;
- }
- break;
- case 2:
- mes "[ Steward ]";
- mes "She works very hard,";
- mes "in my opinion. It was in";
- mes "all of our best interests to";
- mes "allow her to stay with us.";
- close;
- }
- disablenpc "Kafra Employee#aru01";
- SetCastleData "arug_cas01",9,0;
- mes "[ Steward ]";
- mes "That Kafra Employee";
- mes "has been dismissed.";
- mes "Were really dissatisfied";
- mes "by the quality of her service?";
- close;
- }
- else {
- mes "[ Steward ]";
- mes "Will you hire a";
- mes "Kafra Employee to serve";
- mes "our stronghold? You must";
- mes "pay ^FF000010,000 zeny^000000 to hire one.";
- next;
- switch(select("Hire:Cancel")) {
- case 1:
- if (getgdskilllv(.@GID,10001) == 0) {
- mes "[ Steward ]";
- mes "Master, we cannot hire a";
- mes "Kafra Employee because";
- mes "you have not yet attained";
- mes "the ^FF0000Contract with Kafra^000000";
- mes "guild skill.";
- close;
- }
- if (Zeny < 10000) {
- mes "[ Steward ]";
- mes "Master, we cannot hire a";
- mes "Kafra Employee because";
- mes "we do not have enough";
- mes "funds to pay the contract fee.";
- close;
- }
- set zeny,zeny-10000;
- enablenpc "Kafra Employee#aru01";
- SetCastleData "arug_cas01",9,1;
- mes "[ Steward ]";
- mes "Very well. We have formed";
- mes "a contract with the Kafra";
- mes "Head Office, and hired a";
- mes "Kafra Employee for our";
- mes "stronghold. Here she is~";
- next;
- cutin "kafra_01",2;
- mes "[ Hired Kafra Employee ]";
- mes "How do you do? I've";
- mes "been dispatched by the";
- mes "Kafra Head Office to";
- mes "serve your guild's needs.";
- mes "I'll do my best to follow";
- mes "your every command, Master.";
- next;
- cutin "kafra_01",255;
- mes "[ Steward ]";
- mes "Our contract will expire";
- mes "after one month, so we must";
- mes "pay additional fees to keep";
- mes "this Kafra Employee in";
- mes "the service of our guild.";
- close;
- case 2:
- mes "[ Steward ]";
- mes "As you command, Master.";
- mes "However, I suggest hiring";
- mes "a Kafra Employee as soon";
- mes "as possible since our guild";
- mes "would greatly benefit from";
- mes "the convenient Kafra services.";
- close;
- }
- }
- case 5:
- mes "[ Steward ]";
- mes "Do you wish to enter the";
- mes "Guild Treasure Room?";
- mes "Only you, the Guild Master,";
- mes "are permitted to enter.";
- next;
- mes "[ Steward ]";
- mes "Please remember to open";
- mes "the Treasure Boxes at the";
- mes "proper time. Otherwise, the";
- mes "treasure may disappear if";
- mes "something unexpected happens.";
- next;
- switch(select("Go to Treasure Room:Cancel")) {
- case 1:
- mes "[ Steward ]";
- mes "Allow me to guide you";
- mes "on the secret path to";
- mes "the Treasure Room.";
- mes "Press the secret switch";
- mes "when you wish to return here.";
- close2;
- warp "arug_cas01",250,363;
- end;
- case 2:
- mes "[ Steward ]";
- mes "Items in the Treasure Room";
- mes "are produced once each day.";
- mes "Therefore, you must obtain";
- mes "the treasure items everyday.";
- mes "For the sake of the guild,";
- mes "prioritize treasure harvesting!";
- close;
- }
- }
-
-Onstop:
- stopnpctimer;
- end;
-
-OnStartArena:
- set .@GID,getcharid(2);
- // Lower castle Economy
- set .@Economy,GetCastleData("arug_cas01",2) - 5;
- if (.@Economy < 0) set .@Economy, 0;
- SetCastleData "arug_cas01", 2, .@Economy;
- // Lower Castle Defence
- set .@Defence,GetCastleData("arug_cas01",3) - 5;
- if (.@Defence < 0) set .@Defence, 0;
- SetCastleData "arug_cas01", 3, .@Defence;
- // Set new owner
- SetCastleData "arug_cas01",1, .@GID;
- // Clear castle's data.
- for( set .@i, 4; .@i <= 9; set .@i, .@i+1 )
- SetCastleData "arug_cas01", .@i, 0;
- // Disable Kafra
- disablenpc "Kafra Employee#aru01";
-
- set .msg,2;
- if (.msg == 1) {
- announce "Fortress [" + GetCastleName("arug_cas01") + "]'s 'Valfreyja' was captured by [" + getguildname(.@gid) + "] Guild.",bc_all|bc_woe;
- donpcevent "Manager#aru01_02::Onstart";
- }
- else if (.msg == 2) {
- announce "The [" + getguildname(.@gid) + "] conquered the [Valfreyja 1] stronghold of " + GetCastleName("arug_cas01"),bc_all|bc_woe;
- mapannounce "arug_cas01","The emperium has been shattered!",bc_map,"0x00FF00",FW_NORMAL,20,0,40;
- if (agitcheck2()) {
- donpcevent "Manager#aru01_02::Onreset";
- initnpctimer;
- }
- else {
- donpcevent "Manager#aru01_02::Onreset";
- stopnpctimer;
- }
- }
- else if (.msg == 0) {
- announce "Fortress [" + GetCastleName("arug_cas01") + "]'s 'Valfreyja' was captured by [" + getguildname(.@gid) + "] Guild.",bc_all|bc_woe;
- donpcevent "Manager#aru01_02::Onreset";
- stopnpctimer;
- end;
- }
- MapRespawnGuildID "arug_cas01",GetCastleData("arug_cas01",1),2;
- donpcevent "::OnRecvCastleAr01";
- end;
-
-OnTimer10000:
- donpcevent "Manager#aru01_02::Onchange";
- mapannounce "arug_cas01","Rebuild this stronghold's Guardian Stones and Fortress Gates to secure your guild's new aquisition!",bc_map,"0x00FF00",FW_NORMAL,20,0,40;
- end;
-}
-
-// Guild Kafra
-arug_cas01,31,362,3 script Kafra Employee#aru01 117,{
- cutin "kafra_01",2;
- set .@GID, GetCastleData("arug_cas01",1);
- if (getcharid(2) == .@GID && getgdskilllv(.@GID,10001)) {
- mes "[Kafra Employee]";
- mes "Welcome, proud member";
- mes "of the ^FF0000" + GetGuildName(.@GID) + "^000000 Guild!";
- mes "The Kafra Corporation is ready";
- mes "to assist you wherever you go!";
- next;
- switch(select("Use Storage:Use Warp Service:Rent Pushcart:Cancel")) {
- case 1:
- if (basicskillcheck() && getskilllv("NV_BASIC") < 6) {
- mes "[Kafra Employee]";
- mes "I'm so sorry, but you must";
- mes "have at least Novice Skill";
- mes "Lv.6 to use the Storage.";
- }
- else {
- openstorage;
- }
- break;
- case 2:
- mes "[Kafra Employee]";
- mes "Please tell me your";
- mes "Warp destination.";
- next;
- switch(select("Rachel -> 200 z:Cancel")) {
- case 1:
- if (Zeny < 200) {
- mes "[Kafra Employee]";
- mes "I'm sorry, but you don't";
- mes "have enough zeny to pay";
- mes "the warp fee. Would you";
- mes "please check your funds again?";
- close2;
- cutin "kafra_01",255;
- end;
- }
- set zeny,zeny-200;
- warp "rachel",115,125;
- end;
- case 2:
- cutin "kafra_01",255;
- }
- break;
- case 3:
- if (BaseClass != Job_Merchant) {
- mes "[Kafra Employee]";
- mes "I'm sorry, but the Pushcart";
- mes "rental service can only be";
- mes "used by Merchant, Blacksmith,";
- mes "and Alchemist class characters.";
- }
- else if (checkcart() == 1) {
- mes "[Kafra Employee]";
- mes "Hm? You've already";
- mes "rented a Pushcart.";
- }
- else {
- mes "[Kafra Employee]";
- mes "The Pushcart rental fee";
- mes "is 800 zeny. Would you";
- mes "like to rent a Pushcart?";
- next;
- switch(select("Rent Pushcart:Cancel")) {
- case 1:
- if (Zeny < 800) {
- mes "[Kafra Employee]";
- mes "I'm sorry, but you don't";
- mes "have enough zeny to rent";
- mes "one of our Pushcarts.";
- close2;
- cutin "kafra_01",255;
- end;
- }
- set zeny,zeny-800;
- setcart;
- break;
- case 2:
- break;
- }
- }
- break;
- case 4:
- mes "[Kafra Employee]";
- mes "Thank you for using the";
- mes "Kafra Service. Wherever";
- mes "you go, Kafra will be";
- mes "there to support you!";
- close2;
- cutin "kafra_01",255;
- end;
- }
- close2;
- cutin "kafra_01",255;
- end;
- }
- else {
- mes "[Kafra Employee]";
- mes "I'm sorry, but I've been";
- mes "exclusively contracted";
- mes "to the members of the";
- mes "^FF0000" + GetGuildName(.@GID) + "^000000 Guild.";
- mes "You'll have to ask another";
- mes "Kafra Employee to help you...";
- close2;
- cutin "kafra_01",255;
- end;
- }
-
-OnRecvCastleAr01:
- if (GetCastleData("arug_cas01",1) == 0) {
- monster "arug_cas01",0,0,"Evil Druid",1117,10;
- monster "arug_cas01",0,0,"Khalitzburg",1132,4;
- monster "arug_cas01",0,0,"Abysmal Knight",1219,3;
- monster "arug_cas01",0,0,"Executioner",1205,1;
- monster "arug_cas01",0,0,"Penomena",1216,10;
- monster "arug_cas01",0,0,"Alarm",1193,18;
- monster "arug_cas01",0,0,"Clock",1269,9;
- monster "arug_cas01",0,0,"Raydric Archer",1276,12;
- monster "arug_cas01",0,0,"Wanderer",1208,3;
- monster "arug_cas01",0,0,"Alice",1275,1;
- monster "arug_cas01",0,0,"Bloody Knight",1268,2;
- monster "arug_cas01",0,0,"Dark Lord",1272,2;
- monster "arug_cas01",0,0,"Tower Keeper",1270,4;
- }
- if (GetCastleData("arug_cas01",9) < 1) {
- disablenpc "Kafra Employee#aru01";
- }
- end;
-}
-
-arug_cas01,259,371,0 script #aru01_switch 111,{
- mes " ";
- mes "^3355FFWill you pull";
- mes "this small lever?^000000";
- next;
- switch(select("Pull Lever:Cancel")) {
- case 1:
- warp "arug_cas01",121,357;
- end;
- case 2:
- close;
- }
-}
-
aru_gld,164,270,4 script Mardol#flag_Ar01_1::Ar01_Flag 722,{
- set .@GID, GetCastleData("arug_cas01",1);
- if (.@GID == 0) {
- mes "[ Arunafeltz Royal Edict ]";
- mes "The Holy Kingdom of";
- mes "Arunafeltz declares that";
- mes "one has yet to claim lordship";
- mes "over this stronghold. The one";
- mes "that breaks the Emperium will";
- mes "be recognized as its new owner.";
- close;
- }
- else {
- if (getcharid(2) == .@GID) {
- mes "[ Ringing Voice ]";
- mes "Courageous one,";
- mes "do you wish to return";
- mes "to your stronghold?";
- next;
- switch(select("Return to the Stronghold:Cancel")) {
- case 1:
- set .@GID, GetCastleData("arug_cas01",1);
- if (getcharid(2) == .@GID) {
- warp "arug_cas01",67,193;
- end;
- }
- close;
- case 2:
- close;
- }
- }
- mes "[ Arunafeltz Royal Edict ]";
- mes "The Holy Kingdom of";
- mes "Arunafeltz decrees that";
- mes "this stronghold is owned";
- mes "by the ^FF0000" + GetGuildName(.@GID) + "^000000 Guild.";
- next;
- mes "[ Arunafeltz Royal Edict ]";
- mes "^FF0000" + GetGuildMaster(.@GID) + "^000000 is";
- mes "Guild Master of ^FF0000" + GetGuildName(.@GID) + "^000000.";
- mes "Any that object must claim this";
- mes "stronghold through strength of";
- mes "steel and magic during the";
- mes "appointed Guild Siege times.";
- close;
- }
-
+ callfunc "ReturnFlag","arug_cas01",1;
+ end;
OnInterIfInitOnce:
OnRecvCastleAr01:
FlagEmblem GetCastleData("arug_cas01",1);
end;
}
-
aru_gld,142,235,4 duplicate(Ar01_Flag) Mardol#flag_Ar01_2 722
aru_gld,164,245,5 duplicate(Ar01_Flag) Mardol#flag_Ar01_3 722
-aru_gld,182,255,5 duplicate(Ar01_Flag) Mardol#flag_Ar01_4 722
+aru_gld,182,255,5 duplicate(Ar01_Flag) Mardol#flag_Ar01_4 722 \ No newline at end of file
diff --git a/npc/guild2/arug_cas02.txt b/npc/guild2/arug_cas02.txt
index 4bef4eab0..f37e7a7cb 100644
--- a/npc/guild2/arug_cas02.txt
+++ b/npc/guild2/arug_cas02.txt
@@ -1,2186 +1,45 @@
//===== rAthena Script =======================================
-//= War of Emperium Second Edition
+//= War of Emperium SE - Cyr
//===== By: ==================================================
-//= L0ne_W0lf
+//= Euphy
//===== Current Version: =====================================
-//= 2.3
+//= 1.0
//===== Compatible With: =====================================
//= rAthena SVN
-//===== Description: =========================================
-//= WoE SE Arunafeltz Castle 2
//===== Additional Comments: =================================
-//= 1.0 First Version [L0ne_W0lf]
-//= 1.1 Swaped an end for a close in eco investing. [L0ne_W0lf]
-//= 1.2 Fixed double message in defense investing. [L0ne_W0lf]
-//= Corrected a minor typo in the guild steward.
-//= 1.3 Fixed a guardian spawning NPCs. [L0ne_W0lf]
-//= 1.4 Fixed investment period not resetting. [L0ne_W0lf]
-//= Made it so treasure won't spawn if castle is empty.
-//= Treasure will now be killed before spawning.
-//= 1.5 Fixed error with control devices. [L0ne_W0lf]
-//= 1.6 Two small fixes. (aegis carry-overs) [L0ne_W0lf]
-//= 1.7 Another two fixes [Yommy]
-//= 1.8 Corrected copy/paste error. [L0ne_W0lf]
-//= 1.9 Implemented new Wall System. [Zephyrus]
-//= 2.0 Replaced effect numerics with constants. [L0ne_W0lf]
-//= 2.1 Applied updated eco/def systems. [L0ne_W0lf]
-//= 2.2 Fixed eco/def not actually incrementing. [L0ne_W0lf]
-//= Can no longer gain eco/def higher than 100.
-//= 2.3 Fixed a possible exploit in guild castle investment. [Brian]
+//= 1.0 Merged to template file.
//============================================================
-arug_cas02,1,1,0 script Manager#aru02_02 111,{
- end;
-
-OnAgitInit2:
-OnRecvCastleAr02:
- if (GetCastleData("arug_cas02",1) == 0) {
- donpcevent "Manager#aru02_02::Onstart";
- }
- end;
-
-OnAgitStart2:
- if (agitcheck2()) {
- MapRespawnGuildID "arug_cas02",GetCastleData("arug_cas02",1),2;
- GvgOn "arug_cas02";
- donpcevent "Manager#aru02_02::Onstart";
- }
- else {
- donpcevent "#aru02_RL00::OnDisable";
- donpcevent "#aru02_RL01::OnDisable";
- donpcevent "#aru02_RL02::OnDisable";
- donpcevent "#aru02_RL03::OnDisable";
- }
- end;
-
-OnAgitEnd2:
- GvgOff "arug_cas02";
- if (GetCastleData("arug_cas02",1)) {
- KillMonster "arug_cas02","Steward#aru02::OnStartArena";
- donpcevent "Manager#aru02_02::Onreset";
- donpcevent "Steward#aru02::Onstop";
- }
- end;
-
-Onstart:
- // 1st Guardian stone, 2nd Guardian stone, Barrier 1, Barrier 2, Barrier 3, Summon Guardians
- // Settings for all but Summon Guardians
- // 0 = Okay; 1 = Destroyed; 2 = Repairing
- // Summon Guardians
- // 0 = Do not Summon; 1 = Summon
- if (GetCastleData("arug_cas02",1)) {
- setarray $agit_ar02[0],0,0,0,0,0,0;
- donpcevent "#aru02_df01::OnEnable";
- donpcevent "#aru02_df02::OnEnable";
- donpcevent "#aru02_RL00::OnEnable";
- donpcevent "#aru02_RL01::OnEnable";
- donpcevent "#aru02_RL02::OnEnable";
- donpcevent "#aru02_RL03::OnEnable";
- }
- monster "arug_cas02",89,256,"Emperium",1288,1,"Steward#aru02::OnStartArena";
- end;
-
-Onreset:
- donpcevent "#aru02_df01::OnDisable";
- donpcevent "#aru02_df02::OnDisable";
- donpcevent "#aru02_gard01::Onreset";
- donpcevent "#aru02_gard02::Onreset";
- donpcevent "#aru02_RL00::OnDisable";
- donpcevent "#aru02_RL01::OnDisable";
- donpcevent "#aru02_RL02::OnDisable";
- donpcevent "#aru02_RL03::OnDisable";
- donpcevent "1st Guardian Stone#aru02::OnDisable";
- donpcevent "2nd Guardian Stone#aru02::OnDisable";
- donpcevent "Control Device01#aru02::OnDisable";
- donpcevent "Control Device02#aru02::OnDisable";
- donpcevent "Control Device03#aru02::OnDisable";
- if (agitcheck2()) {
- setarray $agit_ar02[0],0,0,1,1,1,0;
- }
- end;
-
-Onchange:
- setarray $agit_ar02[0],2,2,1,1,2,0;
- monster "arug_cas02",89,256,"Emperium",1288,1,"Steward#aru02::OnStartArena";
- donpcevent "Control Device03#aru02::OnEnable";
- donpcevent "1st Guardian Stone#aru02::OnEnable";
- donpcevent "2nd Guardian Stone#aru02::OnEnable";
- end;
-
-OnClock0001:
- if (!GetCastleData("arug_cas02",1)) end;
- killmonster "arug_cas02","Manager#aru02_02::OnTreasureDied";
-
- if (GetCastleData("arug_cas02",4)) {
- set .@Economy,GetCastleData("arug_cas02",2);
- SetCastleData "arug_cas02",2,.@Economy + GetCastleData("arug_cas02",4) + (rand(2) && getgdskilllv(.@GID,10014));
- if (GetCastleData("arug_cas02",2) > 100) SetCastleData "arug_cas02",2,100;
- setcastledata "arug_cas02",4,0;
- }
- if (GetCastleData("arug_cas02",5)) {
- set .@Defence,GetCastleData("arug_cas02",3);
- SetCastleData "arug_cas02",3,.@Defence + GetCastleData("arug_cas02",5);
- if (GetCastleData("arug_cas02",3) > 100) SetCastleData "arug_cas02",3,100;
- setcastledata "arug_cas02",5,0;
- }
-
- set .@Treasure,GetCastleData("arug_cas02",2)/5+4;
- if (.@Treasure) {
- monster "arug_cas02",382,231,"Treasure Chest",1944,1,"Manager#aru02_02::OnTreasureDied";
- monster "arug_cas02",383,231,"Treasure Chest",1324,1,"Manager#aru02_02::OnTreasureDied";
- monster "arug_cas02",384,231,"Treasure Chest",1944,1,"Manager#aru02_02::OnTreasureDied";
- monster "arug_cas02",385,231,"Treasure Chest",1324,1,"Manager#aru02_02::OnTreasureDied";
- if (.@Treasure < 5) end;
- monster "arug_cas02",386,231,"Treasure Chest",1944,1,"Manager#aru02_02::OnTreasureDied";
- if (.@Treasure < 6) end;
- monster "arug_cas02",387,231,"Treasure Chest",1324,1,"Manager#aru02_02::OnTreasureDied";
- if (.@Treasure < 7) end;
- monster "arug_cas02",384,230,"Treasure Chest",1944,1,"Manager#aru02_02::OnTreasureDied";
- if (.@Treasure < 8) end;
- monster "arug_cas02",385,230,"Treasure Chest",1324,1,"Manager#aru02_02::OnTreasureDied";
- if (.@Treasure < 9) end;
- monster "arug_cas02",386,230,"Treasure Chest",1944,1,"Manager#aru02_02::OnTreasureDied";
- if (.@Treasure < 10) end;
- monster "arug_cas02",387,230,"Treasure Chest",1324,1,"Manager#aru02_02::OnTreasureDied";
- if (.@Treasure < 11) end;
- monster "arug_cas02",388,230,"Treasure Chest",1944,1,"Manager#aru02_02::OnTreasureDied";
- if (.@Treasure < 12) end;
- monster "arug_cas02",389,230,"Treasure Chest",1324,1,"Manager#aru02_02::OnTreasureDied";
- if (.@Treasure < 13) end;
- monster "arug_cas02",382,225,"Treasure Chest",1944,1,"Manager#aru02_02::OnTreasureDied";
- if (.@Treasure < 14) end;
- monster "arug_cas02",383,225,"Treasure Chest",1324,1,"Manager#aru02_02::OnTreasureDied";
- if (.@Treasure < 15) end;
- monster "arug_cas02",384,225,"Treasure Chest",1944,1,"Manager#aru02_02::OnTreasureDied";
- if (.@Treasure < 16) end;
- monster "arug_cas02",385,225,"Treasure Chest",1324,1,"Manager#aru02_02::OnTreasureDied";
- if (.@Treasure < 17) end;
- monster "arug_cas02",386,225,"Treasure Chest",1944,1,"Manager#aru02_02::OnTreasureDied";
- if (.@Treasure < 18) end;
- monster "arug_cas02",387,225,"Treasure Chest",1324,1,"Manager#aru02_02::OnTreasureDied";
- if (.@Treasure < 19) end;
- monster "arug_cas02",384,224,"Treasure Chest",1944,1,"Manager#aru02_02::OnTreasureDied";
- if (.@Treasure < 20) end;
- monster "arug_cas02",385,224,"Treasure Chest",1324,1,"Manager#aru02_02::OnTreasureDied";
- if (.@Treasure < 21) end;
- monster "arug_cas02",386,224,"Treasure Chest",1944,1,"Manager#aru02_02::OnTreasureDied";
- if (.@Treasure < 22) end;
- monster "arug_cas02",387,224,"Treasure Chest",1324,1,"Manager#aru02_02::OnTreasureDied";
- if (.@Treasure < 23) end;
- monster "arug_cas02",388,224,"Treasure Chest",1944,1,"Manager#aru02_02::OnTreasureDied";
- if (.@Treasure < 24) end;
- monster "arug_cas02",389,224,"Treasure Chest",1324,1,"Manager#aru02_02::OnTreasureDied";
- }
- end;
-
-OnTreasureDied:
- end;
-}
-
-arug_cas02,38,259,5 script Yumenes#aru02_01 868,{
- set .@GID, GetCastleData("arug_cas02",1);
- if (.@GID == 0) {
- mes "[Yumenes]";
- 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 "[Yumenes]";
- 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 "[Yumenes]";
- mes "I am Yumenes, guardian of";
- mes "this stronghold. For now,";
- mes "all is quiet in this place.";
- next;
- switch(select("Converse:Cancel")) {
- case 1:
- mes "[Yumenes]";
- 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 "[Yumenes]";
- 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 "[Yumenes]";
- 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 "[Yumenes]";
- 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 "[Yumenes]";
- 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 "[Yumenes]";
- 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 "[Yumenes]";
- 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 "[Yumenes]";
- 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 "[Yumenes]";
- 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 "[Yumenes]";
- 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 "[Yumenes]";
- 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 "[Yumenes]";
- mes "You have no questions";
- mes "to ask of me? Well, I'm";
- mes "here to serve your needs.";
- close;
- }
- case 2:
- mes "[Yumenes]";
- mes "I'm always here, so";
- mes "feel free to request my";
- mes "assistance whenever";
- mes "the need arises.";
- close;
- }
- }
- else {
- mes "[Yumenes]";
- mes "Greetings, "+strcharinfo(0)+".";
- mes "What are your orders?";
- next;
- switch(select("Increase Stronghold Defense:Situational Briefing:Cancel")) {
- case 1:
- if ($agit_ar02[5] == 0) {
- if (getgdskilllv(.@GID,10002) == 0) {
- mes "[Yumenes]";
- 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 "[Yumenes]";
- 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 $agit_ar02[5],1;
- if ($agit_ar02[0] == 0) {
- donpcevent "#aru02_gard01::OnEnable";
- }
- if ($agit_ar02[1] == 0) {
- donpcevent "#aru02_gard02::OnEnable";
- }
- close;
- }
- }
- else {
- mes "[Yumenes]";
- mes "You've already commanded";
- mes "me to summon a Guardian";
- mes "to defend the stronghold.";
- close;
- }
- case 2:
- mes "[Yumenes]";
- mes "Our defense status is...";
- if ($agit_ar02[0] == 1) {
- mes "1st Guardian Stone: ^FF0000Destroyed^000000";
- }
- else if ($agit_ar02[0] == 2) {
- mes "1st Guardian Stone: ^008000Repairing^000000";
- }
- else {
- mes "1st Guardian Stone: ^4D4DFFOperational^000000";
- }
- if ($agit_ar02[1] == 1) {
- mes "2nd Guardian Stone: ^FF0000Destroyed^000000";
- }
- else if ($agit_ar02[1] == 2) {
- mes "2nd Guardian Stone: ^008000Repairing^000000";
- }
- else {
- mes "2nd Guardian Stone: ^4D4DFFOperational^000000";
- }
- if ($agit_ar02[2] == 1) {
- mes "1st Fortress Gate: ^FF0000Destroyed^000000";
- }
- else if ($agit_ar02[2] == 2) {
- mes "1st Fortress Gate: ^008000Repairing^000000";
- }
- else {
- mes "1st Fortress Gate: ^4D4DFFOperational^000000";
- }
- if ($agit_ar02[3] == 1) {
- mes "2nd Fortress Gate: ^FF0000Destroyed^000000";
- }
- else if ($agit_ar02[3] == 2) {
- mes "2nd Fortress Gate: ^008000Repairing^000000";
- }
- else {
- mes "2nd Fortress Gate: ^4D4DFFOperational^000000";
- }
- if ($agit_ar02[4] == 1) {
- mes "3rd Fortress Gate: ^FF0000Destroyed^000000";
- }
- else if ($agit_ar02[4] == 2) {
- mes "3rd Fortress Gate: ^008000Repairing^000000";
- }
- else {
- mes "3rd Fortress Gate: ^4D4DFFOperational^000000";
- }
- close;
- case 3:
- mes "[Yumenes]";
- mes "I'll be standing by,";
- mes "awaiting your orders.";
- close;
- }
- }
- }
- }
- else {
- mes "[Yumenes]";
- mes "Who are you? Scoundrel!";
- mes "Leave this stronghold now!";
- close;
- }
-
-OnInit:
- setarray $agit_ar02[0],0,0,0,0,0,0;
- end;
-}
-
-arug_cas02,1,1,0 script #aru02_gard01 -1,{
-OnEnable:
- set .@defence,GetCastleData("arug_cas02",3);
- guardian "arug_cas02",104,32,"Guardian",1899,"#aru02_gard01::OnGuardianDied"; //0;
- if ((.@defence > 10) && (.@defence < 31)) {
- set .MyMobCount,2;
- guardian "arug_cas02",67,36,"Guardian",1899,"#aru02_gard01::OnGuardianDied"; //1;
- }
- else if ((.@defence > 30) && (.@defence < 51)) {
- set .MyMobCount,3;
- guardian "arug_cas02",67,36,"Guardian",1899,"#aru02_gard01::OnGuardianDied"; //1;
- guardian "arug_cas02",67,85,"Guardian",1899,"#aru02_gard01::OnGuardianDied"; //2;
- }
- else if ((.@defence > 50) && (.@defence < 71)) {
- set .MyMobCount,4;
- guardian "arug_cas02",67,36,"Guardian",1899,"#aru02_gard01::OnGuardianDied"; //1;
- guardian "arug_cas02",67,85,"Guardian",1899,"#aru02_gard01::OnGuardianDied"; //2;
- guardian "arug_cas02",113,87,"Guardian",1899,"#aru02_gard01::OnGuardianDied"; //3;
- }
- else if (.@defence > 70) {
- set .MyMobCount,5;
- guardian "arug_cas02",67,36,"Guardian",1899,"#aru02_gard01::OnGuardianDied"; //1;
- guardian "arug_cas02",67,85,"Guardian",1899,"#aru02_gard01::OnGuardianDied"; //2;
- guardian "arug_cas02",113,87,"Guardian",1899,"#aru02_gard01::OnGuardianDied"; //3;
- guardian "arug_cas02",122,112,"Guardian",1899,"#aru02_gard01::OnGuardianDied"; //4;
- }
- else {
- set .MyMobCount,2;
- guardian "arug_cas02",20,169,"Guardian",1899,"#aru02_gard01::OnGuardianDied"; //1;
- }
- initnpctimer;
- end;
-
-OnTimer300000:
- set .MyMobCount,.MyMobCount+1;
- guardian "arug_cas02",67,60,"Guardian",1899,"#aru02_gard01::OnGuardianDied"; //5;
- mapannounce "arug_cas02","The 1st Guardian has been summoned from the Gate House.",bc_map,"0xff4500";
- end;
-
-OnTimer900000:
- set .MyMobCount,.MyMobCount+1;
- guardian "arug_cas02",90,167,"Guardian",1899,"#aru02_gard01::OnGuardianDied"; //6;
- mapannounce "arug_cas02","The 2nd Guardian has been summoned from the Gate House.",bc_map,"0xff4500";
- end;
-
-OnTimer1800000:
- set .MyMobCount,.MyMobCount+1;
- guardian "arug_cas02",91,119,"Guardian",1899,"#aru02_gard01::OnGuardianDied"; //7;
- mapannounce "arug_cas02","The 3rd Guardian has been summoned from the Gate House.",bc_map,"0xff4500";
- end;
-
-OnTimer2700000:
- set .MyMobCount,.MyMobCount+1;
- guardian "arug_cas02",122,112,"Guardian",1899,"#aru02_gard01::OnGuardianDied"; //8;
- mapannounce "arug_cas02","The 4th Guardian has been summoned from the Gate House.",bc_map,"0xff4500";
- end;
-
-OnTimer3600000:
- set .MyMobCount,.MyMobCount+1;
- guardian "arug_cas02",20,169,"Guardian",1899,"#aru02_gard01::OnGuardianDied"; //9;
- mapannounce "arug_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 "arug_cas02",67,85,"Guardian",1899,"#aru02_gard01::OnGuardianDied"; //10;
- }
- end;
-
-Onreset:
- stopnpctimer;
- killmonster "arug_cas02","#aru02_gard01::OnGuardianDied";
- end;
-}
-
-arug_cas02,1,2,0 script #aru02_gard02 -1,{
-OnEnable:
- set .@defence,GetCastleData("arug_cas02",3);
- guardian "arug_cas02",175,31,"Guardian",1899,"#aru02_gard02::OnGuardianDied"; //11;
- if ((.@defence > 10) && (.@defence < 31)) {
- set .MyMobCount,2;
- guardian "arug_cas02",204,32,"Guardian",1899,"#aru02_gard02::OnGuardianDied"; //12;
- }
- else if ((.@defence > 30) && (.@defence < 51)) {
- set .MyMobCount,3;
- guardian "arug_cas02",204,32,"Guardian",1899,"#aru02_gard02::OnGuardianDied"; //12;
- guardian "arug_cas02",211,63,"Guardian",1899,"#aru02_gard02::OnGuardianDied"; //13;
- }
- else if ((.@defence > 50) && (.@defence < 71)) {
- set .MyMobCount,4;
- guardian "arug_cas02",204,32,"Guardian",1899,"#aru02_gard02::OnGuardianDied"; //12;
- guardian "arug_cas02",211,63,"Guardian",1899,"#aru02_gard02::OnGuardianDied"; //13;
- guardian "arug_cas02",209,88,"Guardian",1899,"#aru02_gard02::OnGuardianDied"; //14;
- }
- else if (.@defence > 70) {
- set .MyMobCount,5;
- guardian "arug_cas02",204,32,"Guardian",1899,"#aru02_gard02::OnGuardianDied"; //12;
- guardian "arug_cas02",211,63,"Guardian",1899,"#aru02_gard02::OnGuardianDied"; //13;
- guardian "arug_cas02",209,88,"Guardian",1899,"#aru02_gard02::OnGuardianDied"; //14;
- guardian "arug_cas02",161,91,"Guardian",1899,"#aru02_gard02::OnGuardianDied"; //15;
- }
- else {
- set .MyMobCount,2;
- guardian "arug_cas02",268,169,"Guardian",1899,"#aru02_gard02::OnGuardianDied"; //12;
- }
- initnpctimer;
- end;
-
-OnTimer600000:
- set .MyMobCount,.MyMobCount+1;
- guardian "arug_cas02",186,170,"Guardian",1899,"#aru02_gard02::OnGuardianDied"; //16;
- end;
-
-OnTimer1200000:
- set .MyMobCount,.MyMobCount+1;
- guardian "arug_cas02",183,121,"Guardian",1899,"#aru02_gard02::OnGuardianDied"; //17;
- end;
-
-OnTimer2100000:
- set .MyMobCount,.MyMobCount+1;
- guardian "arug_cas02",150,110,"Guardian",1899,"#aru02_gard02::OnGuardianDied"; //18;
- end;
-
-OnTimer3000000:
- set .MyMobCount,.MyMobCount+1;
- guardian "arug_cas02",161,91,"Guardian",1899,"#aru02_gard02::OnGuardianDied"; //19;
- end;
-
-OnTimer3900000:
- set .MyMobCount,.MyMobCount+1;
- guardian "arug_cas02",209,88,"Guardian",1899,"#aru02_gard02::OnGuardianDied"; //20;
- stopnpctimer;
- end;
-
-OnGuardianDied:
- set .MyMobCount,.MyMobCount-1;
- if (.MyMobCount < 2) {
- set .MyMobCount,.MyMobCount+1;
- guardian "arug_cas02",211,63,"Guardian",1899,"#aru02_gard02::OnGuardianDied"; //21;
- }
- end;
-
-Onreset:
- stopnpctimer;
- killmonster "arug_cas02","#aru02_gard02::OnGuardianDied";
- end;
-}
-
-arug_cas02,1,3,0 script #aru02_df01 -1,{
-OnEnable:
- guardian "arug_cas02",33,168,"1st Guardian Stone",1907,"#aru02_df01::OnGuardianStoneDied"; //22;
- end;
-
-OnDisable:
- killmonster "arug_cas02","#aru02_df01::OnGuardianStoneDied";
- setarray $agit_ar02[0],1; //Global Variable
- stopnpctimer;
- end;
-
-OnGuardianStoneDied:
- // 1st Guardian Stone is Destroyed
- setarray $agit_ar02[0],1;
- if (($agit_ar02[0] == 1) || ($agit_ar02[0] == 2)) {
- set .@destroyed,.@destroyed + 1;
- }
- if (($agit_ar02[1] == 1) || ($agit_ar02[1] == 2)) {
- set .@destroyed,.@destroyed + 1;
- }
- if (.@destroyed == 2) {
- mapannounce "arug_cas02","All of the Guardian Stones have been destroyed!",bc_map,"0x00ff00";
- donpcevent "#aru02_RL00::OnDisable";
- donpcevent "#aru02_gard01::Onreset";
- }
- else {
- mapannounce "arug_cas02","The 1st Guardian Stone has been destroyed!",bc_map,"0x00ff00";
- donpcevent "#aru02_gard01::Onreset";
- }
- initnpctimer;
- end;
-
-OnTimer300000:
- donpcevent "1st Guardian Stone#aru02::OnEnable";
- setarray $agit_ar02[0],2; //Global Variable
- stopnpctimer;
- end;
-}
-
-arug_cas02,33,168,0 script 1st Guardian Stone#aru02 844,{
- set .@GID, GetCastleData("arug_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_ar02[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 "#aru02_df01::OnEnable";
- specialeffect EF_ICECRASH;
- disablenpc "1st Guardian Stone#aru02";
- setarray $agit_ar02[0],0;
- set .@df_all,$agit_ar02[0]+$agit_ar02[1];
- if (.@df_all == 0) {
- mapannounce "arug_cas02","Both Guardian Stones have been erected, bolstering this stronghold's defenses!",bc_map,"0x00ff00";
- donpcevent "#aru02_RL00::OnEnable";
- }
- else {
- mapannounce "arug_cas02","The 1st Guardian Stone has been repaired successfully.",bc_map,"0x00ff00";
- }
- if ($agit_ar02[5] == 1) {
- donpcevent "#aru02_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#aru02";
- end;
-
-OnEnable:
- enablenpc "1st Guardian Stone#aru02";
- specialeffect EF_MAPPILLAR2;
- end;
-
-OnDisable:
- disablenpc "1st Guardian Stone#aru02";
- end;
-}
-
-arug_cas02,1,4,0 script #aru02_df02 -1,{
-OnEnable:
- guardian "arug_cas02",245,168,"2nd Guardian Stone",1908,"#aru02_df02::OnGuardianStoneDied"; //23;
- end;
-
-OnDisable:
- killmonster "arug_cas02","#aru02_df02::OnGuardianStoneDied";
- setarray $agit_ar02[1],1; //Global Variable
- stopnpctimer;
- end;
-
-OnGuardianStoneDied:
- // 2nd Guardian Stone is Destroyed
- setarray $agit_ar02[1],1;
- if (($agit_ar02[0] == 1) || ($agit_ar02[0] == 2)) {
- set .@destroyed,.@destroyed + 1;
- }
- if (($agit_ar02[1] == 1) || ($agit_ar02[1] == 2)) {
- set .@destroyed,.@destroyed + 1;
- }
- if (.@destroyed == 2) {
- mapannounce "arug_cas02","All of the Guardian Stones have been destroyed!",bc_map,"0x00ff00";
- donpcevent "#aru02_RL00::OnDisable";
- donpcevent "#aru02_gard02::Onreset";
- }
- else {
- mapannounce "arug_cas02","The 2nd Guardian Stone has been destroyed!",bc_map,"0x00ff00";
- donpcevent "#aru02_gard02::Onreset";
- }
- initnpctimer;
- end;
-
-OnTimer300000:
- donpcevent "2nd Guardian Stone#aru02::OnEnable";
- setarray $agit_ar02[1],2; //Global Variable
- stopnpctimer;
- end;
-}
-
-arug_cas02,245,168,0 script 2nd Guardian Stone#aru02 844,{
- set .@GID, GetCastleData("arug_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_ar02[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 "#aru02_df02::OnEnable";
- specialeffect EF_ICECRASH;
- disablenpc "2nd Guardian Stone#aru02";
- setarray $agit_ar02[1],0;
- set .@df_all,$agit_ar02[0]+$agit_ar02[1];
- if (.@df_all == 0) {
- mapannounce "arug_cas02","Both Guardian Stones have been erected, bolstering this stronghold's defenses!",bc_map,"0x00ff00";
- donpcevent "#aru02_RL00::OnEnable";
- }
- else {
- mapannounce "arug_cas02","The 2nd Guardian Stone has been repaired successfully.",bc_map,"0x00ff00";
- }
- if ($agit_ar02[5] == 1) {
- donpcevent "#aru02_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#aru02";
- end;
-
-OnEnable:
- enablenpc "2nd Guardian Stone#aru02";
- specialeffect EF_MAPPILLAR2;
- end;
-
-OnDisable:
- disablenpc "2nd Guardian Stone#aru02";
- end;
-}
-
-arug_cas02,2,1,0 script #aru02_RL00 -1,{
-OnEnable:
- setwall "arug_cas02",136,136,8,6,0,"aru02_RL00";
- guardian "arug_cas02",137,137," ",1905,"#aru02_RL00::OnBarrierDestroyed"; //24;
- guardian "arug_cas02",139,137," ",1905,"#aru02_RL00::OnBarrierDestroyed"; //25;
- guardian "arug_cas02",141,137," ",1905,"#aru02_RL00::OnBarrierDestroyed"; //26;
- guardian "arug_cas02",143,137," ",1905,"#aru02_RL00::OnBarrierDestroyed"; //27;
- end;
-
-OnDisable:
- delwall "aru02_RL00";
- killmonster "arug_cas02","#aru02_RL00::OnBarrierDestroyed";
- end;
-
-OnBarrierDestroyed:
- end;
-}
-
-arug_cas02,2,2,0 script #aru02_RL01 -1,{
-OnEnable:
- set .MyMobCount,6;
- setwall "arug_cas02",150,223,12,6,1,"aru02_RL01";
- guardian "arug_cas02",151,222," ",1905,"#aru02_RL01::OnBarrierDestroyed"; //28;
- guardian "arug_cas02",153,222," ",1905,"#aru02_RL01::OnBarrierDestroyed"; //29;
- guardian "arug_cas02",155,222," ",1905,"#aru02_RL01::OnBarrierDestroyed"; //30;
- guardian "arug_cas02",157,222," ",1905,"#aru02_RL01::OnBarrierDestroyed"; //31;
- guardian "arug_cas02",159,222," ",1905,"#aru02_RL01::OnBarrierDestroyed"; //32;
- guardian "arug_cas02",161,222," ",1905,"#aru02_RL01::OnBarrierDestroyed"; //33;
- end;
-
-OnBarrierDestroyed:
- set .MyMobCount,.MyMobCount-1;
- if (.MyMobCount == 0) {
- setarray $agit_ar02[2],1;
- mapannounce "arug_cas02","The 1st Fortress Gate is destroyed.",bc_map,"0x00ff00";
- delwall "aru02_RL01";
- }
- end;
-
-OnDisable:
- delwall "aru02_RL01";
- killmonster "arug_cas02","#aru02_RL01::OnBarrierDestroyed";
- end;
-}
-
-arug_cas02,2,3,0 script #aru02_RL02 -1,{
-OnEnable:
- set .MyMobCount,6;
- setwall "arug_cas02",125,342,8,0,1,"aru02_RL02";
- guardian "arug_cas02",126,343," ",1905,"#aru02_RL02::OnBarrierDestroyed"; //34;
- guardian "arug_cas02",126,345," ",1905,"#aru02_RL02::OnBarrierDestroyed"; //35;
- guardian "arug_cas02",126,347," ",1905,"#aru02_RL02::OnBarrierDestroyed"; //36;
- guardian "arug_cas02",127,344," ",1905,"#aru02_RL02::OnBarrierDestroyed"; //37;
- guardian "arug_cas02",127,346," ",1905,"#aru02_RL02::OnBarrierDestroyed"; //38;
- guardian "arug_cas02",127,348," ",1905,"#aru02_RL02::OnBarrierDestroyed"; //39;
- end;
-
-OnBarrierDestroyed:
- set .MyMobCount,.MyMobCount-1;
- if (.MyMobCount == 0) {
- setarray $agit_ar02[3],1;
- mapannounce "arug_cas02","The 2nd Fortress Gate is destroyed.",bc_map,"0x00ff00";
- delwall "aru02_RL02";
- }
- end;
-
-OnDisable:
- delwall "aru02_RL02";
- killmonster "arug_cas02","#aru02_RL02::OnBarrierDestroyed";
- end;
-}
-
-arug_cas02,2,4,0 script #aru02_RL03 -1,{
-OnEnable:
- set .MyMobCount,4;
- setwall "arug_cas02",38,314,12,6,1,"aru02_RL03";
- guardian "arug_cas02",40,315," ",1905,"#aru02_RL03::OnBarrierDestroyed"; //40;
- guardian "arug_cas02",42,315," ",1905,"#aru02_RL03::OnBarrierDestroyed"; //41;
- guardian "arug_cas02",44,315," ",1905,"#aru02_RL03::OnBarrierDestroyed"; //42;
- guardian "arug_cas02",46,315," ",1905,"#aru02_RL03::OnBarrierDestroyed"; //43;
- end;
-
-OnBarrierDestroyed:
- set .MyMobCount,.MyMobCount-1;
- if (.MyMobCount == 0) {
- setarray $agit_ar02[4],1;
- mapannounce "arug_cas02","The 3rd Fortress Gate is destroyed!",bc_map,"0x00ff00";
- delwall "aru02_RL03";
- }
- end;
-
-OnDisable:
- delwall "aru02_RL03";
- killmonster "arug_cas02","#aru02_RL03::OnBarrierDestroyed";
- end;
-}
-
-arug_cas02,143,228,0 script Control Device01#aru02 111,{
- set .@GID, GetCastleData("arug_cas02",1);
- if (getcharid(2) == .@GID) {
- if (strcharinfo(0) == getguildmaster(.@GID)) {
- if ($agit_ar02[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 "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 "#aru02_RL01::OnEnable";
- disablenpc "Control Device01#aru02";
- mapannounce "arug_cas02","The 1st Fortress Gate has been reconstructed!",bc_map,"0x00ff00";
- setarray $agit_ar02[2],0;
- end;
- }
- else {
- mes "^3355FFThe wall has been breached,";
- mes "and the attempt to repair the";
- mes "Fortress Gate has failed.";
- mes "You lost some of your";
- mes "repair resources...^000000";
- delitem 984,2; //Oridecon
- delitem 999,4; //Steel
- delitem 1019,14; //Wooden_Block
- delitem 1011,3; //Emveretarcon
- close;
- }
- }
- }
- else {
- mes "^3355FFYou can't attempt to repair";
- mes "the Fortress Gate if you don't";
- mes "have all the needed materials.^000000";
- close;
- }
- }
- }
- }
- end;
-
-OnInit:
- disablenpc "Control Device01#aru02";
- end;
-
-OnEnable:
- enablenpc "Control Device01#aru02";
- end;
-
-OnDisable:
- disablenpc "Control Device01#aru02";
- end;
-}
-
-arug_cas02,118,356,0 script Control Device02#aru02 111,{
- set .@GID, GetCastleData("arug_cas02",1);
- if (getcharid(2) == .@GID) {
- if (strcharinfo(0) == getguildmaster(.@GID)) {
- if ($agit_ar02[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 "#aru02_RL02::OnEnable";
- disablenpc "Control Device02#aru02";
- mapannounce "arug_cas02","The 2nd Fortress Gate has been reconstructed!",bc_map,"0x00ff00";
- setarray $agit_ar02[3],0; //Global Variable
- setarray $agit_ar02[2],2; //Global Variable
- donpcevent "Control Device01#aru02::OnEnable";
- end;
- }
- else {
- mes "^3355FFThe wall has been breached,";
- mes "and the attempt to repair the";
- mes "Fortress Gate has failed.";
- mes "You lost some of your";
- mes "repair resources...^000000";
- delitem 984,2; //Oridecon
- delitem 999,4; //Steel
- delitem 1019,14; //Wooden_Block
- delitem 1011,3; //Emveretarcon
- close;
- }
- }
- }
- else {
- mes "^3355FFYou can't attempt to repair";
- mes "the Fortress Gate if you don't";
- mes "have all the needed materials.^000000";
- close;
- }
- }
- }
- }
- end;
-
-OnInit:
- disablenpc "Control Device02#aru02";
- end;
-
-OnEnable:
- enablenpc "Control Device02#aru02";
- end;
-
-OnDisable:
- disablenpc "Control Device02#aru02";
- end;
-}
-
-arug_cas02,56,308,0 script Control Device03#aru02 111,{
- set .@GID, GetCastleData("arug_cas02",1);
- if (getcharid(2) == .@GID) {
- if (strcharinfo(0) == getguildmaster(.@GID)) {
- if ($agit_ar02[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 "#aru02_RL03::OnEnable";
- disablenpc "Control Device03#aru02";
- mapannounce "arug_cas02","The 3rd Fortress Gate has been reconstructed!",bc_map,"0x00ff00";
- setarray $agit_ar02[4],0;
- setarray $agit_ar02[3],2;
- donpcevent "Control Device02#aru02::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#aru02";
- end;
-
-OnEnable:
- enablenpc "Control Device03#aru02";
- end;
-
-OnDisable:
- disablenpc "Control Device03#aru02";
- end;
-}
-
-// Link Flags
-arug_cas02,98,270,0 script LF-01#arug_cas02 111,{
- set .@GID, GetCastleData("arug_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 "arug_cas02",10,187;
- end;
- case 2:
- warp "arug_cas02",268,187;
- end;
- case 3:
- close;
- }
- }
- end;
-}
-
-arug_cas02,98,266,0 script LF-02#arug_cas02 111,{
- set .@GID, GetCastleData("arug_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 "arug_cas02",66,31;
- end;
- case 2:
- warp "arug_cas02",212,31;
- end;
- case 3:
- close;
- }
- }
- end;
-}
-
-arug_cas02,98,262,0 script LF-03#arug_cas02 111,{
- set .@GID, GetCastleData("arug_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 1-3:Defense Area 1-4:Cancel")) {
- case 1:
- warp "arug_cas02",90,120;
- end;
- case 2:
- warp "arug_cas02",188,119;
- end;
- case 3:
- close;
- }
- }
- end;
-}
-
-arug_cas02,98,258,0 script LF-04#arug_cas02 111,{
- set .@GID, GetCastleData("arug_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 "arug_cas02",119,183;
- end;
- case 2:
- warp "arug_cas02",159,183;
- end;
- case 3:
- close;
- }
- }
- end;
-}
-
-arug_cas02,98,253,0 script LF-05#arug_cas02 111,{
- set .@GID, GetCastleData("arug_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 2-3:Defense Area 2-4:Cancel")) {
- case 1:
- warp "arug_cas02",156,324;
- end;
- case 2:
- warp "arug_cas02",174,372;
- end;
- case 3:
- close;
- }
- }
- end;
-}
-
-arug_cas02,98,249,0 script LF-06#arug_cas02 111,{
- set .@GID, GetCastleData("arug_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 "arug_cas02",28,325;
- end;
- case 2:
- warp "arug_cas02",57,325;
- end;
- case 3:
- close;
- }
- }
- end;
-}
-
-arug_cas02,98,245,0 script LF-07#arug_cas02 111,{
- set .@GID, GetCastleData("arug_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 2nd Area:Center 3rd Area:Cancel")) {
- case 1:
- warp "arug_cas02",156,263;
- end;
- case 2:
- warp "arug_cas02",43,354;
- end;
- case 3:
- close;
- }
- }
- end;
-}
-
-arug_cas02,98,241,0 script LF-08#arug_cas02 111,{
- set .@GID, GetCastleData("arug_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 "arug_cas02",387,323;
- end;
- case 2:
- close;
- }
- }
- end;
-}
-
-arug_cas02,216,92,0 script Cyr#LF_ar02_1::LF_ar02_1 111,{
- set .@GID, GetCastleData("arug_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 "arug_cas02",43,256;
- end;
- case 2:
- close;
- }
- }
- end;
-}
-
+- duplicate(Manager#template) Manager#arug_cas02 -1
+- duplicate(gard#template) gard1#arug_cas02 -1
+- duplicate(gard#template) gard2#arug_cas02 -1
+- duplicate(df#template) df1#arug_cas02 -1
+- duplicate(df#template) df2#arug_cas02 -1
+- duplicate(RL#template) RL0#arug_cas02 -1
+- duplicate(RL#template) RL1#arug_cas02 -1
+- duplicate(RL#template) RL2#arug_cas02 -1
+- duplicate(RL#template) RL3#arug_cas02 -1
+
+arug_cas02,303,341,3 duplicate(Steward#template) Steward#ar02 55
+arug_cas02,38,259,5 duplicate(Guardian#template) Yumenes#ar02 868
+arug_cas02,354,326,3 duplicate(Kafra#template) Kafra Employee#ar02 117
+arug_cas02,33,168,0 duplicate(Guardian Stone#template) 1st Guardian Stone#ar02 844
+arug_cas02,245,168,0 duplicate(Guardian Stone#template) 2nd Guardian Stone#ar02 844
+arug_cas02,143,228,0 duplicate(Control#template) Control Device01#ar02 111
+arug_cas02,118,356,0 duplicate(Control#template) Control Device02#ar02 111
+arug_cas02,56,308,0 duplicate(Control#template) Control Device03#ar02 111
+arug_cas02,386,227,0 duplicate(Switch#template) #aru02_switch 111
+arug_cas02,350,294,3 duplicate(Sunflower#template) Mysterious Sunflower#07 977
+
+arug_cas02,98,270,0 script LF-01#arug_cas02 111,{ callfunc "LinkFlag","First Gate House",10,187,"Second Gate House",268,187; }
+arug_cas02,98,266,0 script LF-02#arug_cas02 111,{ callfunc "LinkFlag","Defense Area 1-1",66,31,"Defense Area 1-2",212,31; }
+arug_cas02,98,262,0 script LF-03#arug_cas02 111,{ callfunc "LinkFlag","Defense Area 1-3",90,120,"Defense Area 1-4",188,119; }
+arug_cas02,98,258,0 script LF-04#arug_cas02 111,{ callfunc "LinkFlag","Defense Area 2-1",119,183,"Defense Area 2-2",159,183; }
+arug_cas02,98,253,0 script LF-05#arug_cas02 111,{ callfunc "LinkFlag","Defense Area 2-3",156,324,"Defense Area 2-4",174,372; }
+arug_cas02,98,249,0 script LF-06#arug_cas02 111,{ callfunc "LinkFlag","Defense Area 3-1",28,325,"Defense Area 3-2",57,325; }
+arug_cas02,98,245,0 script LF-07#arug_cas02 111,{ callfunc "LinkFlag","Center 2nd Area",156,263,"Center 3rd Area",43,354; }
+arug_cas02,98,241,0 script LF-08#arug_cas02 111,{ callfunc "LinkFlag","Convenience Facility",387,323; }
+arug_cas02,216,92,0 script Cyr#LF_ar02_1::LF_ar02_1 111,{ callfunc "LinkFlag","Emperium Center",43,256; }
arug_cas02,63,92,0 duplicate(LF_ar02_1) Cyr#LF_ar02_2 111
arug_cas02,127,133,4 duplicate(LF_ar02_1) Cyr#LF_ar02_3 111
arug_cas02,152,133,4 duplicate(LF_ar02_1) Cyr#LF_ar02_4 111
@@ -2192,732 +51,32 @@ arug_cas02,49,317,0 duplicate(LF_ar02_1) Cyr#LF_ar02_9 111
arug_cas02,30,317,0 duplicate(LF_ar02_1) Cyr#LF_ar02_10 111
arug_cas02,9,190,0 duplicate(LF_ar02_1) Cyr#LF_ar02_11 111
arug_cas02,271,190,0 duplicate(LF_ar02_1) Cyr#LF_ar02_12 111
-
arug_cas02,129,178,4 script Cyr#LF_ar02_13::LF_ar02_2 722,{
- set .@GID, GetCastleData("arug_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 "arug_cas02",43,256;
- end;
- case 2:
- close;
- }
- }
+ callfunc "LinkFlag","Emperium Center",43,256;
end;
-
OnInterIfInitOnce:
OnRecvCastleAr02:
FlagEmblem GetCastleData("arug_cas02",1);
end;
}
-
arug_cas02,149,178,4 duplicate(LF_ar02_2) Cyr#LF_ar02_14 722
arug_cas02,132,38,4 duplicate(LF_ar02_2) Cyr#LF_ar02_15 722
arug_cas02,147,38,4 duplicate(LF_ar02_2) Cyr#LF_ar02_16 722
-// Guild Manager
-arug_cas02,303,341,3 script Steward#aru02 55,{
- set .@GID, GetCastleData("arug_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("arug_cas02",2) + ".";
- if (GetCastleData("arug_cas02",4) > 0) {
- mes "Last time, you invested in";
- mes "Commercial Growth " + GetCastleData("arug_cas02",4) + ".";
- }
- next;
- mes "[ Steward ]";
- mes "Our stronghold's";
- mes "safeguard level is " + GetCastleData("arug_cas02",3) + ".";
- if (GetCastleData("arug_cas02",5) > 0) {
- mes "Last time, you invested";
- mes "in defense " + GetCastleData("arug_cas02",5) + " times.";
- }
- mes " ";
- mes "That is all, master.";
- close;
- case 2:
- set .@Economy,GetCastleData("arug_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("arug_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("arug_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("arug_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("arug_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 "arug_cas02",4,GetCastleData("arug_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("arug_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("arug_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("arug_cas02",3) == 100) {
- mes "The Defense Level of this";
- mes "stronghold is 100%, and";
- mes "cannot be increased further.";
- close;
- }
- if (GetCastleData("arug_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("arug_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("arug_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 "arug_cas02",5,GetCastleData("arug_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("arug_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#aru02";
- SetCastleData "arug_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#aru02";
- SetCastleData "arug_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 "arug_cas02",382,227;
- end;
- case 2:
- mes "[ Steward ]";
- mes "Items in the Treasure Room";
- mes "are produced once each day.";
- mes "Therefore, you must obtain";
- mes "the treasure items everyday.";
- mes "For the sake of the guild,";
- mes "prioritize treasure harvesting!";
- close;
- }
- }
-
-Onstop:
- stopnpctimer;
- end;
-
-OnStartArena:
- set .@GID,getcharid(2);
- // Lower castle Economy
- set .@Economy,GetCastleData("arug_cas02",2) - 5;
- if (.@Economy < 0) set .@Economy, 0;
- SetCastleData "arug_cas02", 2, .@Economy;
- // Lower Castle Defence
- set .@Defence,GetCastleData("arug_cas02",3) - 5;
- if (.@Defence < 0) set .@Defence, 0;
- SetCastleData "arug_cas02", 3, .@Defence;
- // Set new owner
- SetCastleData "arug_cas02",1, .@GID;
- // Clear castle's data.
- for( set .@i, 4; .@i <= 9; set .@i, .@i+1 )
- SetCastleData "arug_cas02", .@i, 0;
- // Disable Kafra
- disablenpc "Kafra Employee#aru02";
-
- set .msg,2;
- if (.msg == 1) {
- announce "Fortress [" + GetCastleName("arug_cas02") + "]'s 'Valfreyja' was captured by [" + getguildname(.@gid) + "] Guild.",bc_all|bc_woe;
- donpcevent "Manager#aru02_02::Onstart";
- }
- else if (.msg == 2) {
- announce "The [" + getguildname(.@gid) + "] conquered the [Valfreyja 2] stronghold of "+GetCastleName("arug_cas02"),bc_all|bc_woe;
- mapannounce "arug_cas02","The emperium has been shattered!",bc_map,"0x00FF00",FW_NORMAL,20,0,40;
- if (agitcheck2()) {
- donpcevent "Manager#aru02_02::Onreset";
- initnpctimer;
- }
- else {
- donpcevent "Manager#aru02_02::Onreset";
- stopnpctimer;
- }
- }
- else if (.msg == 0) {
- announce "Fortress [" + GetCastleName("arug_cas02") + "]'s 'Valfreyja' was captured by [" + getguildname(.@gid) + "] Guild.",bc_all|bc_woe;
- donpcevent "Manager#aru02_02::Onreset";
- stopnpctimer;
- end;
- }
- MapRespawnGuildID "arug_cas02",GetCastleData("arug_cas02",1),2;
- donpcevent "::OnRecvCastleAr02";
- end;
-
-OnTimer10000:
- donpcevent "Manager#aru02_02::Onchange";
- mapannounce "arug_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
-arug_cas02,354,326,3 script Kafra Employee#aru02 117,{
- cutin "kafra_01",2;
- set .@GID, GetCastleData("arug_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("Rachel -> 200 z:Cancel")) {
- case 1:
- if (Zeny < 200) {
- mes "[Kafra Employee]";
- mes "I'm sorry, but you don't";
- mes "have enough zeny to pay";
- mes "the warp fee. Would you";
- mes "please check your funds again?";
- close2;
- cutin "kafra_01",255;
- end;
- }
- set zeny,zeny-200;
- warp "rachel",115,125;
- end;
- case 2:
- cutin "kafra_01",255;
- }
- break;
- case 3:
- if (BaseClass != Job_Merchant) {
- mes "[Kafra Employee]";
- mes "I'm sorry, but the Pushcart";
- mes "rental service can only be";
- mes "used by Merchant, Blacksmith,";
- mes "and Alchemist class characters.";
- }
- else if (checkcart() == 1) {
- mes "[Kafra Employee]";
- mes "Hm? You've already";
- mes "rented a Pushcart.";
- }
- else {
- mes "[Kafra Employee]";
- mes "The Pushcart rental fee";
- mes "is 800 zeny. Would you";
- mes "like to rent a Pushcart?";
- next;
- switch(select("Rent Pushcart:Cancel")) {
- case 1:
- if (Zeny < 800) {
- mes "[Kafra Employee]";
- mes "I'm sorry, but you don't";
- mes "have enough zeny to rent";
- mes "one of our Pushcarts.";
- close2;
- cutin "kafra_01",255;
- end;
- }
- set zeny,zeny-800;
- setcart;
- break;
- case 2:
- break;
- }
- }
- break;
- case 4:
- mes "[Kafra Employee]";
- mes "Thank you for using the";
- mes "Kafra Service. Wherever";
- mes "you go, Kafra will be";
- mes "there to support you!";
- close2;
- cutin "kafra_01",255;
- end;
- }
- close2;
- cutin "kafra_01",255;
- end;
- }
- else {
- mes "[Kafra Employee]";
- mes "I'm sorry, but I've been";
- mes "exclusively contracted";
- mes "to the members of the";
- mes "^FF0000" + GetGuildName(.@GID) + "^000000 Guild.";
- mes "You'll have to ask another";
- mes "Kafra Employee to help you...";
- close2;
- cutin "kafra_01",255;
- end;
- }
-
-OnRecvCastleAr02:
- if (GetCastleData("arug_cas02",1) == 0) {
- monster "arug_cas02",0,0,"Evil Druid",1117,10;
- monster "arug_cas02",0,0,"Khalitzburg",1132,4;
- monster "arug_cas02",0,0,"Abysmal Knight",1219,3;
- monster "arug_cas02",0,0,"Executioner",1205,1;
- monster "arug_cas02",0,0,"Penomena",1216,10;
- monster "arug_cas02",0,0,"Alarm",1193,18;
- monster "arug_cas02",0,0,"Clock",1269,9;
- monster "arug_cas02",0,0,"Raydric Archer",1276,12;
- monster "arug_cas02",0,0,"Wanderer",1208,3;
- monster "arug_cas02",0,0,"Alice",1275,1;
- monster "arug_cas02",0,0,"Bloody Knight",1268,2;
- monster "arug_cas02",0,0,"Dark Lord",1272,2;
- monster "arug_cas02",0,0,"Tower Keeper",1270,4;
- }
- if (GetCastleData("arug_cas02",9) < 1) {
- disablenpc "Kafra Employee#aru02";
- }
- end;
-}
-
-arug_cas02,386,227,0 script #aru02_switch 111,{
- mes " ";
- mes "^3355FFWill you pull";
- mes "this small lever?^000000";
- next;
- switch(select("Pull Lever:Cancel")) {
- case 1:
- warp "arug_cas02",387,323;
- end;
- case 2:
- close;
- }
-}
-
aru_gld,80,41,6 script Cyr#flag_Ar02_1::Ar02_Flag 722,{
- set .@GID, GetCastleData("arug_cas02",1);
- if (.@GID == 0) {
- mes "[ Arunafeltz Royal Edict ]";
- mes "The Holy Kingdom of";
- mes "Arunafeltz declares that";
- mes "one has yet to claim lordship";
- mes "over this stronghold. The one";
- mes "that breaks the Emperium will";
- mes "be recognized as its new owner.";
- close;
- }
- else {
- if (getcharid(2) == .@GID) {
- mes "[ Ringing Voice ]";
- mes "Courageous one,";
- mes "do you wish to return";
- mes "to your stronghold?";
- next;
- switch(select("Return to the Stronghold:Cancel")) {
- case 1:
- set .@GID, GetCastleData("arug_cas02",1);
- if (getcharid(2) == .@GID) {
- warp "arug_cas02",43,256;
- end;
- }
- close;
- case 2:
- close;
- }
- }
- mes "[ Arunafeltz Royal Edict ]";
- mes "The Holy Kingdom of";
- mes "Arunafeltz decrees that";
- mes "this stronghold is owned";
- mes "by the ^FF0000" + GetGuildName(.@GID) + "^000000 Guild.";
- next;
- mes "[ Arunafeltz Royal Edict ]";
- mes "^FF0000" + GetGuildMaster(.@GID) + "^000000 is";
- mes "Guild Master of ^FF0000" + GetGuildName(.@GID) + "^000000.";
- mes "Any that object must claim this";
- mes "stronghold through strength of";
- mes "steel and magic during the";
- mes "appointed Guild Siege times.";
- close;
- }
-
+ callfunc "ReturnFlag","arug_cas02",1;
+ end;
OnInterIfInitOnce:
OnRecvCastleAr02:
FlagEmblem GetCastleData("arug_cas02",1);
end;
}
-
aru_gld,80,52,6 duplicate(Ar02_Flag) Cyr#flag_Ar02_2 722
-
aru_gld,120,83,5 script Cyr#flag_Ar02_3 722,{
- set .@GID, GetCastleData("arug_cas02",1);
- if (.@GID == 0) {
- mes "[ Arunafeltz Royal Edict ]";
- mes "The Holy Kingdom of";
- mes "Arunafeltz declares that";
- mes "one has yet to claim lordship";
- mes "over this stronghold. The one";
- mes "that breaks the Emperium will";
- mes "be recognized as its new owner.";
- close;
- }
- else {
- mes "[ Arunafeltz Royal Edict ]";
- mes "The Holy Kingdom of";
- mes "Arunafeltz decrees that";
- mes "this stronghold is owned";
- mes "by the ^FF0000" + getGuildName(.@GID) + "^000000 Guild.";
- next;
- mes "[ Arunafeltz Royal Edict ]";
- mes "^FF0000" + getGuildMaster(.@GID) + "^000000 is";
- mes "Guild Master of ^FF0000" + getGuildName(.@GID) + "^000000.";
- mes "Any that object must claim this";
- mes "stronghold through strength of";
- mes "steel and magic during the";
- mes "appointed Guild Siege times.";
- close;
- }
+ callfunc "ReturnFlag","arug_cas02",0;
+ end;
OnInterIfInitOnce:
OnRecvCastleAr02:
FlagEmblem GetCastleData("arug_cas02",1);
end;
-}
+} \ No newline at end of file
diff --git a/npc/guild2/arug_cas03.txt b/npc/guild2/arug_cas03.txt
index 6785eb812..646127138 100644
--- a/npc/guild2/arug_cas03.txt
+++ b/npc/guild2/arug_cas03.txt
@@ -1,2233 +1,47 @@
//===== rAthena Script =======================================
-//= War of Emperium Second Edition
+//= War of Emperium SE - Horn
//===== By: ==================================================
-//= L0ne_W0lf
+//= Euphy
//===== Current Version: =====================================
-//= 2.1
+//= 1.0
//===== Compatible With: =====================================
//= rAthena SVN
-//===== Description: =========================================
-//= WoE SE Arunafeltz Castle 3
//===== Additional Comments: =================================
-//= 1.0 First Version [L0ne_W0lf]
-//= 1.1 Swaped an end for a close in eco investing. [L0ne_W0lf]
-//= 1.2 Fixed double message in defense investing. [L0ne_W0lf]
-//= Corrected a minor typo in the guild steward.
-//= 1.3 Fixed a guardian spawning NPCs. [L0ne_W0lf]
-//= 1.4 Fixed investment period not resetting. [L0ne_W0lf]
-//= Made it so treasure won't spawn if castle is empty.
-//= Treasure will now be killed before spawning.
-//= Should take care of event-not-found error.
-//= 1.5 Fixed error with control devices. [L0ne_W0lf]
-//= 1.6 Corrected copy/paste error. [L0ne_W0lf]
-//= 1.7 Implemented new Wall System. [Zephyrus]
-//= 1.8 Replaced effect numerics with constants. [L0ne_W0lf]
-//= 1.9 Applied updated eco/def systems. [L0ne_W0lf]
-//= 2.0 Fixed eco/def not actually incrementing. [L0ne_W0lf]
-//= Can no longer gain eco/def higher than 100.
-//= 2.1 Fixed a possible exploit in guild castle investment. [Brian]
+//= 1.0 Merged to template file.
//============================================================
-arug_cas03,1,1,0 script Manager#aru03_02 111,{
- end;
-
-OnAgitInit2:
-OnRecvCastleAr03:
- if (GetCastleData("arug_cas03",1) == 0) {
- donpcevent "Manager#aru03_02::Onstart";
- }
- end;
-
-OnAgitStart2:
- if (agitcheck2()) {
- MapRespawnGuildID "arug_cas03",GetCastleData("arug_cas03",1),2;
- GvgOn "arug_cas03";
- donpcevent "Manager#aru03_02::Onstart";
- }
- else {
- donpcevent "#aru03_RL00::OnDisable";
- donpcevent "#aru03_RL01::OnDisable";
- donpcevent "#aru03_RL02::OnDisable";
- donpcevent "#aru03_RL03::OnDisable";
- }
- end;
-
-OnAgitEnd2:
- GvgOff "arug_cas03";
- if (GetCastleData("arug_cas03",1)) {
- KillMonster "arug_cas03","Steward#aru03::OnStartArena";
- donpcevent "Manager#aru03_02::Onreset";
- donpcevent "Steward#aru03::Onstop";
- }
- end;
-
-Onstart:
- // 1st Guardian stone, 2nd Guardian stone, Barrier 1, Barrier 2, Barrier 3, Summon Guardians
- // Settings for all but Summon Guardians
- // 0 = Okay; 1 = Destroyed; 2 = Repairing
- // Summon Guardians
- // 0 = Do not Summon; 1 = Summon
- if (GetCastleData("arug_cas03",1)) {
- setarray $agit_ar03[0],0,0,0,0,0,0;
- donpcevent "#aru03_df01::OnEnable";
- donpcevent "#aru03_df02::OnEnable";
- donpcevent "#aru03_RL00::OnEnable";
- donpcevent "#aru03_RL01::OnEnable";
- donpcevent "#aru03_RL02::OnEnable";
- donpcevent "#aru03_RL03::OnEnable";
- }
- monster "arug_cas03",141,293,"Emperium",1288,1,"Steward#aru03::OnStartArena";
- end;
-
-Onreset:
- donpcevent "#aru03_df01::OnDisable";
- donpcevent "#aru03_df02::OnDisable";
- donpcevent "#aru03_gard01::Onreset";
- donpcevent "#aru03_gard02::Onreset";
- donpcevent "#aru03_RL00::OnDisable";
- donpcevent "#aru03_RL01::OnDisable";
- donpcevent "#aru03_RL02::OnDisable";
- donpcevent "#aru03_RL03::OnDisable";
- donpcevent "1st Guardian Stone#aru03::OnDisable";
- donpcevent "2nd Guardian Stone#aru03::OnDisable";
- donpcevent "Control Device01#aru03::OnDisable";
- donpcevent "Control Device02#aru03::OnDisable";
- donpcevent "Control Device03#aru03::OnDisable";
- if (agitcheck2()) {
- setarray $agit_ar03[0],0,0,1,1,1,0;
- }
- end;
-
-Onchange:
- setarray $agit_ar03[0],2,2,1,1,2,0;
- monster "arug_cas03",141,293,"Emperium",1288,1,"Steward#aru03::OnStartArena";
- donpcevent "Control Device03#aru03::OnEnable";
- donpcevent "1st Guardian Stone#aru03::OnEnable";
- donpcevent "2nd Guardian Stone#aru03::OnEnable";
- end;
-
-OnClock0001:
- if (!GetCastleData("arug_cas03",1)) end;
- killmonster "arug_cas03","Manager#aru03_02::OnTreasureDied";
-
- if (GetCastleData("arug_cas03",4)) {
- set .@Economy,GetCastleData("arug_cas03",2);
- SetCastleData "arug_cas03",2,.@Economy + GetCastleData("arug_cas03",4) + (rand(2) && getgdskilllv(.@GID,10014));
- if (GetCastleData("arug_cas03",2) > 100) SetCastleData "arug_cas03",2,100;
- setcastledata "arug_cas03",4,0;
- }
- if (GetCastleData("arug_cas03",5)) {
- set .@Defence,GetCastleData("arug_cas03",3);
- SetCastleData "arug_cas03",3,.@Defence + GetCastleData("arug_cas03",5);
- if (GetCastleData("arug_cas03",3) > 100) SetCastleData "arug_cas03",3,100;
- setcastledata "arug_cas03",5,0;
- }
-
- set .@Treasure,GetCastleData("arug_cas03",2)/5+4;
- if (.@Treasure) {
- monster "arug_cas03",291,276,"Treasure Chest",1945,1,"Manager#aru03_02::OnTreasureDied";
- monster "arug_cas03",292,276,"Treasure Chest",1324,1,"Manager#aru03_02::OnTreasureDied";
- monster "arug_cas03",293,276,"Treasure Chest",1945,1,"Manager#aru03_02::OnTreasureDied";
- monster "arug_cas03",294,276,"Treasure Chest",1324,1,"Manager#aru03_02::OnTreasureDied";
- if (.@Treasure < 5) end;
- monster "arug_cas03",295,276,"Treasure Chest",1945,1,"Manager#aru03_02::OnTreasureDied";
- if (.@Treasure < 6) end;
- monster "arug_cas03",296,276,"Treasure Chest",1324,1,"Manager#aru03_02::OnTreasureDied";
- if (.@Treasure < 7) end;
- monster "arug_cas03",293,274,"Treasure Chest",1945,1,"Manager#aru03_02::OnTreasureDied";
- if (.@Treasure < 8) end;
- monster "arug_cas03",294,274,"Treasure Chest",1324,1,"Manager#aru03_02::OnTreasureDied";
- if (.@Treasure < 9) end;
- monster "arug_cas03",295,274,"Treasure Chest",1945,1,"Manager#aru03_02::OnTreasureDied";
- if (.@Treasure < 10) end;
- monster "arug_cas03",296,274,"Treasure Chest",1324,1,"Manager#aru03_02::OnTreasureDied";
- if (.@Treasure < 11) end;
- monster "arug_cas03",297,274,"Treasure Chest",1945,1,"Manager#aru03_02::OnTreasureDied";
- if (.@Treasure < 12) end;
- monster "arug_cas03",298,274,"Treasure Chest",1324,1,"Manager#aru03_02::OnTreasureDied";
- if (.@Treasure < 13) end;
- monster "arug_cas03",291,272,"Treasure Chest",1945,1,"Manager#aru03_02::OnTreasureDied";
- if (.@Treasure < 14) end;
- monster "arug_cas03",292,272,"Treasure Chest",1324,1,"Manager#aru03_02::OnTreasureDied";
- if (.@Treasure < 15) end;
- monster "arug_cas03",293,272,"Treasure Chest",1945,1,"Manager#aru03_02::OnTreasureDied";
- if (.@Treasure < 16) end;
- monster "arug_cas03",294,272,"Treasure Chest",1324,1,"Manager#aru03_02::OnTreasureDied";
- if (.@Treasure < 17) end;
- monster "arug_cas03",295,272,"Treasure Chest",1945,1,"Manager#aru03_02::OnTreasureDied";
- if (.@Treasure < 18) end;
- monster "arug_cas03",296,272,"Treasure Chest",1324,1,"Manager#aru03_02::OnTreasureDied";
- if (.@Treasure < 19) end;
- monster "arug_cas03",293,269,"Treasure Chest",1945,1,"Manager#aru03_02::OnTreasureDied";
- if (.@Treasure < 20) end;
- monster "arug_cas03",294,269,"Treasure Chest",1324,1,"Manager#aru03_02::OnTreasureDied";
- if (.@Treasure < 21) end;
- monster "arug_cas03",295,269,"Treasure Chest",1945,1,"Manager#aru03_02::OnTreasureDied";
- if (.@Treasure < 22) end;
- monster "arug_cas03",296,269,"Treasure Chest",1324,1,"Manager#aru03_02::OnTreasureDied";
- if (.@Treasure < 23) end;
- monster "arug_cas03",297,269,"Treasure Chest",1945,1,"Manager#aru03_02::OnTreasureDied";
- if (.@Treasure < 24) end;
- monster "arug_cas03",298,269,"Treasure Chest",1324,1,"Manager#aru03_02::OnTreasureDied";
- }
- end;
-
-OnTreasureDied:
- end;
-}
-
-arug_cas03,146,315,3 script Yehsus#aru03_01 868,{
- set .@GID, GetCastleData("arug_cas03",1);
- if (.@GID == 0) {
- mes "[Yehsus]";
- 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 "[Yehsus]";
- 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 "[Yehsus]";
- mes "I am Yehsus, guardian of";
- mes "this stronghold. For now,";
- mes "all is quiet in this place.";
- next;
- switch(select("Converse:Cancel")) {
- case 1:
- mes "[Yehsus]";
- 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 "[Yehsus]";
- 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 "[Yehsus]";
- 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 "[Yehsus]";
- 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 "[Yehsus]";
- 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 "[Yehsus]";
- 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 "[Yehsus]";
- 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 "[Yehsus]";
- 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 "[Yehsus]";
- 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 "[Yehsus]";
- 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 "[Yehsus]";
- 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 "[Yehsus]";
- mes "You have no questions";
- mes "to ask of me? Well, I'm";
- mes "here to serve your needs.";
- close;
- }
- case 2:
- mes "[Yehsus]";
- mes "I'm always here, so";
- mes "feel free to request my";
- mes "assistance whenever";
- mes "the need arises.";
- close;
- }
- }
- else {
- mes "[Yehsus]";
- mes "Greetings, "+strcharinfo(0)+".";
- mes "What are your orders?";
- next;
- switch(select("Increase Stronghold Defense:Situational Briefing:Cancel")) {
- case 1:
- if ($agit_ar03[5] == 0) {
- if (getgdskilllv(.@GID,10002) == 0) {
- mes "[Yehsus]";
- 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 "[Yehsus]";
- 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 $agit_ar03[5],1;
- if ($agit_ar03[0] == 0) {
- donpcevent "#aru03_gard01::OnEnable";
- }
- if ($agit_ar03[1] == 0) {
- donpcevent "#aru03_gard02::OnEnable";
- }
- close;
- }
- }
- else {
- mes "[Yehsus]";
- mes "You've already commanded";
- mes "me to summon a Guardian";
- mes "to defend the stronghold.";
- close;
- }
- case 2:
- mes "[Yehsus]";
- mes "Our defense status is...";
- if ($agit_ar03[0] == 1) {
- mes "1st Guardian Stone: ^FF0000Destroyed^000000";
- }
- else if ($agit_ar03[0] == 2) {
- mes "1st Guardian Stone: ^008000Repairing^000000";
- }
- else {
- mes "1st Guardian Stone: ^4D4DFFOperational^000000";
- }
- if ($agit_ar03[1] == 1) {
- mes "2nd Guardian Stone: ^FF0000Destroyed^000000";
- }
- else if ($agit_ar03[1] == 2) {
- mes "2nd Guardian Stone: ^008000Repairing^000000";
- }
- else {
- mes "2nd Guardian Stone: ^4D4DFFOperational^000000";
- }
- if ($agit_ar03[2] == 1) {
- mes "1st Fortress Gate: ^FF0000Destroyed^000000";
- }
- else if ($agit_ar03[2] == 2) {
- mes "1st Fortress Gate: ^008000Repairing^000000";
- }
- else {
- mes "1st Fortress Gate: ^4D4DFFOperational^000000";
- }
- if ($agit_ar03[3] == 1) {
- mes "2nd Fortress Gate: ^FF0000Destroyed^000000";
- }
- else if ($agit_ar03[3] == 2) {
- mes "2nd Fortress Gate: ^008000Repairing^000000";
- }
- else {
- mes "2nd Fortress Gate: ^4D4DFFOperational^000000";
- }
- if ($agit_ar03[4] == 1) {
- mes "3rd Fortress Gate: ^FF0000Destroyed^000000";
- }
- else if ($agit_ar03[4] == 2) {
- mes "3rd Fortress Gate: ^008000Repairing^000000";
- }
- else {
- mes "3rd Fortress Gate: ^4D4DFFOperational^000000";
- }
- close;
- case 3:
- mes "[Yehsus]";
- mes "I'll be standing by,";
- mes "awaiting your orders.";
- close;
- }
- }
- }
- }
- else {
- mes "[Yehsus]";
- mes "Who are you? Scoundrel!";
- mes "Leave this stronghold now!";
- close;
- }
-
-OnInit:
- setarray $agit_ar03[0],0,0,0,0,0,0;
- end;
-}
-
-arug_cas03,1,1,0 script #aru03_gard01 -1,{
-OnEnable:
- set .@defence,GetCastleData("arug_cas03",3);
- guardian "arug_cas03",130,60,"Guardian",1899,"#aru03_gard01::OnGuardianDied"; //0;
- if ((.@defence > 10) && (.@defence < 31)) {
- set .MyMobCount,2;
- guardian "arug_cas03",128,77,"Guardian",1899,"#aru03_gard01::OnGuardianDied"; //1;
- }
- else if ((.@defence > 30) && (.@defence < 51)) {
- set .MyMobCount,3;
- guardian "arug_cas03",128,77,"Guardian",1899,"#aru03_gard01::OnGuardianDied"; //1;
- guardian "arug_cas03",128,90,"Guardian",1899,"#aru03_gard01::OnGuardianDied"; //2;
- }
- else if ((.@defence > 50) && (.@defence < 71)) {
- set .MyMobCount,4;
- guardian "arug_cas03",128,77,"Guardian",1899,"#aru03_gard01::OnGuardianDied"; //1;
- guardian "arug_cas03",128,90,"Guardian",1899,"#aru03_gard01::OnGuardianDied"; //2;
- guardian "arug_cas03",128,100,"Guardian",1899,"#aru03_gard01::OnGuardianDied"; //3;
- }
- else if (.@defence > 70) {
- set .MyMobCount,5;
- guardian "arug_cas03",128,77,"Guardian",1899,"#aru03_gard01::OnGuardianDied"; //1;
- guardian "arug_cas03",128,90,"Guardian",1899,"#aru03_gard01::OnGuardianDied"; //2;
- guardian "arug_cas03",128,100,"Guardian",1899,"#aru03_gard01::OnGuardianDied"; //3;
- guardian "arug_cas03",110,96,"Guardian",1899,"#aru03_gard01::OnGuardianDied"; //4;
- }
- else {
- set .MyMobCount,2;
- guardian "arug_cas03",66,157,"Guardian",1899,"#aru03_gard01::OnGuardianDied"; //1;
- }
- initnpctimer;
- end;
-
-OnTimer300000:
- set .MyMobCount,.MyMobCount+1;
- guardian "arug_cas03",91,53,"Guardian",1899,"#aru03_gard01::OnGuardianDied"; //5;
- mapannounce "arug_cas03","The 1st Guardian has been summoned from the Gate House.",bc_map,"0xff4500";
- end;
-
-OnTimer900000:
- set .MyMobCount,.MyMobCount+1;
- guardian "arug_cas03",65,71,"Guardian",1899,"#aru03_gard01::OnGuardianDied"; //6;
- mapannounce "arug_cas03","The 2nd Guardian has been summoned from the Gate House.",bc_map,"0xff4500";
- end;
-
-OnTimer1800000:
- set .MyMobCount,.MyMobCount+1;
- guardian "arug_cas03",65,103,"Guardian",1899,"#aru03_gard01::OnGuardianDied"; //7;
- mapannounce "arug_cas03","The 3rd Guardian has been summoned from the Gate House.",bc_map,"0xff4500";
- end;
-
-OnTimer2700000:
- set .MyMobCount,.MyMobCount+1;
- guardian "arug_cas03",110,96,"Guardian",1899,"#aru03_gard01::OnGuardianDied"; //8;
- mapannounce "arug_cas03","The 4th Guardian has been summoned from the Gate House.",bc_map,"0xff4500";
- end;
-
-OnTimer3600000:
- set .MyMobCount,.MyMobCount+1;
- guardian "arug_cas03",128,100,"Guardian",1899,"#aru03_gard01::OnGuardianDied"; //9;
- mapannounce "arug_cas03","The 5th Guardian has been summoned from the Gate House.",bc_map,"0xff4500";
- stopnpctimer;
- end;
-
-OnGuardianDied:
- set .MyMobCount,.MyMobCount-1;
- if (.MyMobCount < 2) {
- set .MyMobCount,.MyMobCount+1;
- guardian "arug_cas03",128,77,"Guardian",1899,"#aru03_gard01::OnGuardianDied"; //10;
- }
- end;
-
-Onreset:
- stopnpctimer;
- killmonster "arug_cas03","#aru03_gard01::OnGuardianDied";
- end;
-}
-
-arug_cas03,1,2,0 script #aru03_gard02 -1,{
-OnEnable:
- set .@defence,GetCastleData("arug_cas03",3);
- guardian "arug_cas03",156,101,"Guardian",1899,"#aru03_gard02::OnGuardianDied"; //11;
- if ((.@defence > 10) && (.@defence < 31)) {
- set .MyMobCount,2;
- guardian "arug_cas03",172,95,"Guardian",1899,"#aru03_gard02::OnGuardianDied"; //12;
- }
- else if ((.@defence > 30) && (.@defence < 51)) {
- set .MyMobCount,3;
- guardian "arug_cas03",172,95,"Guardian",1899,"#aru03_gard02::OnGuardianDied"; //12;
- guardian "arug_cas03",154,90,"Guardian",1899,"#aru03_gard02::OnGuardianDied"; //13;
- }
- else if ((.@defence > 50) && (.@defence < 71)) {
- set .MyMobCount,4;
- guardian "arug_cas03",172,95,"Guardian",1899,"#aru03_gard02::OnGuardianDied"; //12;
- guardian "arug_cas03",154,90,"Guardian",1899,"#aru03_gard02::OnGuardianDied"; //13;
- guardian "arug_cas03",156,77,"Guardian",1899,"#aru03_gard02::OnGuardianDied"; //14;
- }
- else if (.@defence > 70) {
- set .MyMobCount,5;
- guardian "arug_cas03",172,95,"Guardian",1899,"#aru03_gard02::OnGuardianDied"; //12;
- guardian "arug_cas03",154,90,"Guardian",1899,"#aru03_gard02::OnGuardianDied"; //13;
- guardian "arug_cas03",156,77,"Guardian",1899,"#aru03_gard02::OnGuardianDied"; //14;
- guardian "arug_cas03",155,60,"Guardian",1899,"#aru03_gard02::OnGuardianDied"; //15;
- }
- else {
- set .MyMobCount,2;
- guardian "arug_cas03",211,159,"Guardian",1899,"#aru03_gard02::OnGuardianDied"; //12;
- }
- initnpctimer;
- end;
-
-OnTimer600000:
- set .MyMobCount,.MyMobCount+1;
- guardian "arug_cas03",187,54,"Guardian",1899,"#aru03_gard02::OnGuardianDied"; //16;
- end;
-
-OnTimer1200000:
- set .MyMobCount,.MyMobCount+1;
- guardian "arug_cas03",212,67,"Guardian",1899,"#aru03_gard02::OnGuardianDied"; //17;
- end;
-
-OnTimer2100000:
- set .MyMobCount,.MyMobCount+1;
- guardian "arug_cas03",211,105,"Guardian",1899,"#aru03_gard02::OnGuardianDied"; //18;
- end;
-
-OnTimer3000000:
- set .MyMobCount,.MyMobCount+1;
- guardian "arug_cas03",155,60,"Guardian",1899,"#aru03_gard02::OnGuardianDied"; //19;
- end;
-
-OnTimer3900000:
- set .MyMobCount,.MyMobCount+1;
- guardian "arug_cas03",156,77,"Guardian",1899,"#aru03_gard02::OnGuardianDied"; //20;
- stopnpctimer;
- end;
-
-OnGuardianDied:
- set .MyMobCount,.MyMobCount-1;
- if (.MyMobCount < 2) {
- set .MyMobCount,.MyMobCount+1;
- guardian "arug_cas03",172,95,"Guardian",1899,"#aru03_gard02::OnGuardianDied"; //21;
- }
- end;
-
-Onreset:
- stopnpctimer;
- killmonster "arug_cas03","#aru03_gard02::OnGuardianDied";
- end;
-}
-
-arug_cas03,1,3,0 script #aru03_df01 -1,{
-OnEnable:
- guardian "arug_cas03",65,171,"1st Guardian Stone",1907,"#aru03_df01::OnGuardianStoneDied"; //22;
- end;
-
-OnDisable:
- killmonster "arug_cas03","#aru03_df01::OnGuardianStoneDied";
- setarray $agit_ar03[0],1; //Global Variable
- stopnpctimer;
- end;
-
-OnGuardianStoneDied:
- // 1st Guardian Stone is Destroyed
- setarray $agit_ar03[0],1;
- if (($agit_ar03[0] == 1) || ($agit_ar03[0] == 2)) {
- set .@destroyed,.@destroyed + 1;
- }
- if (($agit_ar03[1] == 1) || ($agit_ar03[1] == 2)) {
- set .@destroyed,.@destroyed + 1;
- }
- if (.@destroyed == 2) {
- mapannounce "arug_cas03","All of the Guardian Stones have been destroyed!",bc_map,"0x00ff00";
- donpcevent "#aru03_RL00::OnDisable";
- donpcevent "#aru03_gard01::Onreset";
- }
- else {
- mapannounce "arug_cas03","The 1st Guardian Stone has been destroyed!",bc_map,"0x00ff00";
- donpcevent "#aru03_gard01::Onreset";
- }
- initnpctimer;
- end;
-
-OnTimer300000:
- donpcevent "1st Guardian Stone#aru03::OnEnable";
- setarray $agit_ar03[0],2; //Global Variable
- stopnpctimer;
- end;
-}
-
-arug_cas03,65,171,0 script 1st Guardian Stone#aru03 844,{
- set .@GID, GetCastleData("arug_cas03",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_ar03[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 "#aru03_df01::OnEnable";
- specialeffect EF_ICECRASH;
- disablenpc "1st Guardian Stone#aru03";
- setarray $agit_ar03[0],0;
- set .@df_all,$agit_ar03[0]+$agit_ar03[1];
- if (.@df_all == 0) {
- mapannounce "arug_cas03","Both Guardian Stones have been erected, bolstering this stronghold's defenses!",bc_map,"0x00ff00";
- donpcevent "#aru03_RL00::OnEnable";
- }
- else {
- mapannounce "arug_cas03","The 1st Guardian Stone has been repaired successfully.",bc_map,"0x00ff00";
- }
- if ($agit_ar03[5] == 1) {
- donpcevent "#aru03_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#aru03";
- end;
-
-OnEnable:
- enablenpc "1st Guardian Stone#aru03";
- specialeffect EF_MAPPILLAR2;
- end;
-
-OnDisable:
- disablenpc "1st Guardian Stone#aru03";
- end;
-}
-
-arug_cas03,1,4,0 script #aru03_df02 -1,{
-OnEnable:
- guardian "arug_cas03",212,149,"2nd Guardian Stone",1908,"#aru03_df02::OnGuardianStoneDied"; //23;
- end;
-
-OnDisable:
- killmonster "arug_cas03","#aru03_df02::OnGuardianStoneDied";
- setarray $agit_ar03[1],1; //Global Variable
- stopnpctimer;
- end;
-
-OnGuardianStoneDied:
- // 2nd Guardian Stone is Destroyed
- setarray $agit_ar03[1],1;
- if (($agit_ar03[0] == 1) || ($agit_ar03[0] == 2)) {
- set .@destroyed,.@destroyed + 1;
- }
- if (($agit_ar03[1] == 1) || ($agit_ar03[1] == 2)) {
- set .@destroyed,.@destroyed + 1;
- }
- if (.@destroyed == 2) {
- mapannounce "arug_cas03","All of the Guardian Stones have been destroyed!",bc_map,"0x00ff00";
- donpcevent "#aru03_RL00::OnDisable";
- donpcevent "#aru03_gard02::Onreset";
- }
- else {
- mapannounce "arug_cas03","The 2nd Guardian Stone has been destroyed!",bc_map,"0x00ff00";
- donpcevent "#aru03_gard02::Onreset";
- }
- initnpctimer;
- end;
-
-OnTimer300000:
- donpcevent "2nd Guardian Stone#aru03::OnEnable";
- setarray $agit_ar03[1],2; //Global Variable
- stopnpctimer;
- end;
-}
-
-arug_cas03,212,149,0 script 2nd Guardian Stone#aru03 844,{
- set .@GID, GetCastleData("arug_cas03",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_ar03[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 "#aru03_df02::OnEnable";
- specialeffect EF_ICECRASH;
- disablenpc "2nd Guardian Stone#aru03";
- setarray $agit_ar03[1],0;
- set .@df_all,$agit_ar03[0]+$agit_ar03[1];
- if (.@df_all == 0) {
- mapannounce "arug_cas03","Both Guardian Stones have been erected, bolstering this stronghold's defenses!",bc_map,"0x00ff00";
- donpcevent "#aru03_RL00::OnEnable";
- }
- else {
- mapannounce "arug_cas03","The 2nd Guardian Stone has been repaired successfully.",bc_map,"0x00ff00";
- }
- if ($agit_ar03[5] == 1) {
- donpcevent "#aru03_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#aru03";
- end;
-
-OnEnable:
- enablenpc "2nd Guardian Stone#aru03";
- specialeffect EF_MAPPILLAR2;
- end;
-
-OnDisable:
- disablenpc "2nd Guardian Stone#aru03";
- end;
-}
-
-arug_cas03,2,1,0 script #aru03_RL00 -1,{
-OnEnable:
- setwall "arug_cas03",138,110,8,6,0,"aru03_RL00";
- guardian "arug_cas03",139,111," ",1905,"#aru03_RL00::OnBarrierDestroyed"; //24;
- guardian "arug_cas03",141,111," ",1905,"#aru03_RL00::OnBarrierDestroyed"; //25;
- guardian "arug_cas03",143,111," ",1905,"#aru03_RL00::OnBarrierDestroyed"; //26;
- guardian "arug_cas03",145,111," ",1905,"#aru03_RL00::OnBarrierDestroyed"; //27;
- end;
-
-OnDisable:
- delwall "aru03_RL00";
- killmonster "arug_cas03","#aru03_RL00::OnBarrierDestroyed";
- end;
-
-OnBarrierDestroyed:
- end;
-}
-
-arug_cas03,2,2,0 script #aru03_RL01 -1,{
-OnEnable:
- set .MyMobCount,6;
- setwall "arug_cas03",139,158,6,6,1,"aru03_RL01";
- guardian "arug_cas03",140,157," ",1905,"#aru03_RL01::OnBarrierDestroyed"; //28;
- guardian "arug_cas03",142,157," ",1905,"#aru03_RL01::OnBarrierDestroyed"; //29;
- guardian "arug_cas03",144,157," ",1905,"#aru03_RL01::OnBarrierDestroyed"; //30;
- guardian "arug_cas03",139,156," ",1905,"#aru03_RL01::OnBarrierDestroyed"; //31;
- guardian "arug_cas03",141,156," ",1905,"#aru03_RL01::OnBarrierDestroyed"; //32;
- guardian "arug_cas03",143,156," ",1905,"#aru03_RL01::OnBarrierDestroyed"; //33;
- end;
-
-OnBarrierDestroyed:
- set .MyMobCount,.MyMobCount-1;
- if (.MyMobCount == 0) {
- setarray $agit_ar03[2],1;
- mapannounce "arug_cas03","The 1st Fortress Gate is destroyed.",bc_map,"0x00ff00";
- delwall "aru03_RL01";
- }
- end;
-
-OnDisable:
- delwall "aru03_RL01";
- killmonster "arug_cas03","#aru03_RL01::OnBarrierDestroyed";
- end;
-}
-
-arug_cas03,2,3,0 script #aru03_RL02 -1,{
-OnEnable:
- set .MyMobCount,6;
- setwall "arug_cas03",138,210,8,6,1,"aru03_RL02";
- guardian "arug_cas03",140,209," ",1905,"#aru03_RL02::OnBarrierDestroyed"; //34;
- guardian "arug_cas03",142,209," ",1905,"#aru03_RL02::OnBarrierDestroyed"; //35;
- guardian "arug_cas03",144,209," ",1905,"#aru03_RL02::OnBarrierDestroyed"; //36;
- guardian "arug_cas03",139,208," ",1905,"#aru03_RL02::OnBarrierDestroyed"; //37;
- guardian "arug_cas03",141,208," ",1905,"#aru03_RL02::OnBarrierDestroyed"; //38;
- guardian "arug_cas03",143,208," ",1905,"#aru03_RL02::OnBarrierDestroyed"; //39;
- end;
-
-OnBarrierDestroyed:
- set .MyMobCount,.MyMobCount-1;
- if (.MyMobCount == 0) {
- setarray $agit_ar03[3],1;
- mapannounce "arug_cas03","The 2nd Fortress Gate is destroyed.",bc_map,"0x00ff00";
- delwall "aru03_RL02";
- }
- end;
-
-OnDisable:
- delwall "aru03_RL02";
- killmonster "arug_cas03","#aru03_RL02::OnBarrierDestroyed";
- end;
-}
-
-arug_cas03,2,4,0 script #aru03_RL03 -1,{
-OnEnable:
- set .MyMobCount,4;
- setwall "arug_cas03",138,263,8,6,1,"aru03_RL03";
- guardian "arug_cas03",139,262," ",1905,"#aru03_RL03::OnBarrierDestroyed"; //40;
- guardian "arug_cas03",141,262," ",1905,"#aru03_RL03::OnBarrierDestroyed"; //41;
- guardian "arug_cas03",143,262," ",1905,"#aru03_RL03::OnBarrierDestroyed"; //42;
- guardian "arug_cas03",145,262," ",1905,"#aru03_RL03::OnBarrierDestroyed"; //43;
- end;
-
-OnBarrierDestroyed:
- set .MyMobCount,.MyMobCount-1;
- if (.MyMobCount == 0) {
- setarray $agit_ar03[4],1;
- mapannounce "arug_cas03","The 3rd Fortress Gate is destroyed!",bc_map,"0x00ff00";
- delwall "aru03_RL03";
- }
- end;
-
-OnDisable:
- delwall "aru03_RL03";
- killmonster "arug_cas03","#aru03_RL03::OnBarrierDestroyed";
- end;
-}
-
-arug_cas03,136,158,0 script Control Device01#aru03 111,{
- set .@GID, GetCastleData("arug_cas03",1);
- if (getcharid(2) == .@GID) {
- if (strcharinfo(0) == getguildmaster(.@GID)) {
- if ($agit_ar03[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 "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 "#aru03_RL01::OnEnable";
- disablenpc "Control Device01#aru03";
- mapannounce "arug_cas03","The 1st Fortress Gate has been reconstructed!",bc_map,"0x00ff00";
- setarray $agit_ar03[2],0;
- end;
- }
- else {
- mes "^3355FFThe wall has been breached,";
- mes "and the attempt to repair the";
- mes "Fortress Gate has failed.";
- mes "You lost some of your";
- mes "repair resources...^000000";
- delitem 984,2; //Oridecon
- delitem 999,4; //Steel
- delitem 1019,14; //Wooden_Block
- delitem 1011,3; //Emveretarcon
- close;
- }
- }
- }
- else {
- mes "^3355FFYou can't attempt to repair";
- mes "the Fortress Gate if you don't";
- mes "have all the needed materials.^000000";
- close;
- }
- }
- }
- }
- end;
-
-OnInit:
- disablenpc "Control Device01#aru03";
- end;
-
-OnEnable:
- enablenpc "Control Device01#aru03";
- end;
-
-OnDisable:
- disablenpc "Control Device01#aru03";
- end;
-}
-
-arug_cas03,135,212,0 script Control Device02#aru03 111,{
- set .@GID, GetCastleData("arug_cas03",1);
- if (getcharid(2) == .@GID) {
- if (strcharinfo(0) == getguildmaster(.@GID)) {
- if ($agit_ar03[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 "#aru03_RL02::OnEnable";
- disablenpc "Control Device02#aru03";
- mapannounce "arug_cas03","The 2nd Fortress Gate has been reconstructed!",bc_map,"0x00ff00";
- setarray $agit_ar03[3],0; //Global Variable
- setarray $agit_ar03[2],2; //Global Variable
- donpcevent "Control Device01#aru03::OnEnable";
- end;
- }
- else {
- mes "^3355FFThe wall has been breached,";
- mes "and the attempt to repair the";
- mes "Fortress Gate has failed.";
- mes "You lost some of your";
- mes "repair resources...^000000";
- delitem 984,2; //Oridecon
- delitem 999,4; //Steel
- delitem 1019,14; //Wooden_Block
- delitem 1011,3; //Emveretarcon
- close;
- }
- }
- }
- else {
- mes "^3355FFYou can't attempt to repair";
- mes "the Fortress Gate if you don't";
- mes "have all the needed materials.^000000";
- close;
- }
- }
- }
- }
- end;
-
-OnInit:
- disablenpc "Control Device02#aru03";
- end;
-
-OnEnable:
- enablenpc "Control Device02#aru03";
- end;
-
-OnDisable:
- disablenpc "Control Device02#aru03";
- end;
-}
-
-arug_cas03,134,266,0 script Control Device03#aru03 111,{
- set .@GID, GetCastleData("arug_cas03",1);
- if (getcharid(2) == .@GID) {
- if (strcharinfo(0) == getguildmaster(.@GID)) {
- if ($agit_ar03[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 "#aru03_RL03::OnEnable";
- disablenpc "Control Device03#aru03";
- mapannounce "arug_cas03","The 3rd Fortress Gate has been reconstructed!",bc_map,"0x00ff00";
- setarray $agit_ar03[4],0;
- setarray $agit_ar03[3],2;
- donpcevent "Control Device02#aru03::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#aru03";
- end;
-
-OnEnable:
- enablenpc "Control Device03#aru03";
- end;
-
-OnDisable:
- disablenpc "Control Device03#aru03";
- end;
-}
-
-// Link Flags
-arug_cas03,122,314,0 script LF-01#arug_cas03 111,{
- set .@GID, GetCastleData("arug_cas03",1);
- if (getcharid(2) == .@GID) {
- mes "^3355FFThis is the Stronghold";
- mes "Teleport Service. Please";
- mes "choose a destination";
- mes "within the stronghold.^000000";
- switch(select("First Gate House:Second Gate House:Cancel")) {
- case 1:
- warp "arug_cas03",84,158;
- end;
- case 2:
- warp "arug_cas03",197,136;
- end;
- case 3:
- close;
- }
- }
- end;
-}
-
-arug_cas03,125,314,0 script LF-02#arug_cas03 111,{
- set .@GID, GetCastleData("arug_cas03",1);
- if (getcharid(2) == .@GID) {
- mes "^3355FFThis is the Stronghold";
- mes "Teleport Service. Please";
- mes "choose a destination";
- mes "within the stronghold.^000000";
- switch(select("Defense Area 1-1:Defense Area 1-2:Cancel")) {
- case 1:
- warp "arug_cas03",65,94;
- end;
- case 2:
- warp "arug_cas03",211,97;
- end;
- case 3:
- close;
- }
- }
- end;
-}
-
-arug_cas03,128,314,0 script LF-03#arug_cas03 111,{
- set .@GID, GetCastleData("arug_cas03",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 1-3:Defense Area 1-4:Cancel")) {
- case 1:
- warp "arug_cas03",112,73;
- end;
- case 2:
- warp "arug_cas03",171,73;
- end;
- case 3:
- close;
- }
- }
- end;
-}
-
-arug_cas03,131,314,0 script LF-04#arug_cas03 111,{
- set .@GID, GetCastleData("arug_cas03",1);
- if (getcharid(2) == .@GID) {
- mes "^3355FFThis is the Stronghold";
- mes "Teleport Service. Please";
- mes "choose a destination";
- mes "within the stronghold.^000000";
- switch(select("Defense Area 2-1:Defense Area 2-2:Cancel")) {
- case 1:
- warp "arug_cas03",112,152;
- end;
- case 2:
- warp "arug_cas03",172,152;
- end;
- case 3:
- close;
- }
- }
- end;
-}
-
-arug_cas03,134,314,0 script LF-05#arug_cas03 111,{
- set .@GID, GetCastleData("arug_cas03",1);
- if (getcharid(2) == .@GID) {
- mes "^3355FFThis is the Stronghold";
- mes "Teleport Service. Please";
- mes "choose a destination";
- mes "within the stronghold.^000000";
- switch(select("Defense Area 2-3:Defense Area 2-4:Cancel")) {
- case 1:
- warp "arug_cas03",120,186;
- end;
- case 2:
- warp "arug_cas03",162,186;
- end;
- case 3:
- close;
- }
- }
- end;
-}
-
-arug_cas03,149,314,0 script LF-06#arug_cas03 111,{
- set .@GID, GetCastleData("arug_cas03",1);
- if (getcharid(2) == .@GID) {
- mes "^3355FFThis is the Stronghold";
- mes "Teleport Service. Please";
- mes "choose a destination";
- mes "within the stronghold.^000000";
- switch(select("Defense Area 3-1:Defense Area 3-2:Cancel")) {
- case 1:
- warp "arug_cas03",116,235;
- end;
- case 2:
- warp "arug_cas03",164,235;
- end;
- case 3:
- close;
- }
- }
- end;
-}
-
-arug_cas03,152,314,0 script LF-07#arug_cas03 111,{
- set .@GID, GetCastleData("arug_cas03",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 "arug_cas03",65,94;
- end;
- case 2:
- warp "arug_cas03",112,152;
- end;
- case 3:
- warp "arug_cas03",116,235;
- end;
- case 4:
- close;
- }
- }
- end;
-}
-
-arug_cas03,155,314,0 script LF-08#arug_cas03 111,{
- set .@GID, GetCastleData("arug_cas03",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 1-2:Defense Area 2-2:Defense Area 3-2:Cancel")) {
- case 1:
- warp "arug_cas03",211,97;
- end;
- case 2:
- warp "arug_cas03",172,152;
- end;
- case 3:
- warp "arug_cas03",164,235;
- end;
- case 4:
- close;
- }
- }
- end;
-}
-
-arug_cas03,158,314,0 script LF-09#arug_cas03 111,{
- set .@GID, GetCastleData("arug_cas03",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 1-4:Defense Area 2-4:Cancel")) {
- case 1:
- warp "arug_cas03",171,73;
- end;
- case 2:
- warp "arug_cas03",162,186;
- end;
- case 3:
- close;
- }
- }
- end;
-}
-
-arug_cas03,161,314,0 script LF-10#arug_cas03 111,{
- set .@GID, GetCastleData("arug_cas03",1);
- if (getcharid(2) == .@GID) {
- mes "^3355FFThis is the Stronghold";
- mes "Teleport Service. Would";
- mes "you like to teleport to the";
- mes "Convenience Facility for";
- mes "guild members?^000000";
- switch(select("Go to Convenience Facility:Cancel")) {
- case 1:
- warp "arug_cas03",321,57;
- end;
- case 2:
- close;
- }
- }
- end;
-}
-
-arug_cas03,45,158,0 script Horn#LF_ar03_01::LF_ar03_01 111,{
- set .@GID, GetCastleData("arug_cas03",1);
- if (getcharid(2) == .@GID) {
- mes "^3355FFThis is the Stronghold";
- mes "Teleport Service. Would";
- mes "you like to teleport to";
- mes "the Emperium Center?^000000";
- switch(select("Teleport:Cancel")) {
- case 1:
- warp "arug_cas03",121,318;
- end;
- case 2:
- close;
- }
- }
- end;
-}
-
+- duplicate(Manager#template) Manager#arug_cas03 -1
+- duplicate(gard#template) gard1#arug_cas03 -1
+- duplicate(gard#template) gard2#arug_cas03 -1
+- duplicate(df#template) df1#arug_cas03 -1
+- duplicate(df#template) df2#arug_cas03 -1
+- duplicate(RL#template) RL0#arug_cas03 -1
+- duplicate(RL#template) RL1#arug_cas03 -1
+- duplicate(RL#template) RL2#arug_cas03 -1
+- duplicate(RL#template) RL3#arug_cas03 -1
+
+arug_cas03,328,98,3 duplicate(Steward#template) Steward#ar03 55
+arug_cas03,146,315,3 duplicate(Guardian#template) Yehsus#ar03 868
+arug_cas03,315,98,5 duplicate(Kafra#template) Kafra Employee#ar03 117
+arug_cas03,65,171,0 duplicate(Guardian Stone#template) 1st Guardian Stone#ar03 844
+arug_cas03,212,149,0 duplicate(Guardian Stone#template) 2nd Guardian Stone#ar03 844
+arug_cas03,136,158,0 duplicate(Control#template) Control Device01#ar03 111
+arug_cas03,135,212,0 duplicate(Control#template) Control Device02#ar03 111
+arug_cas03,134,266,0 duplicate(Control#template) Control Device03#ar03 111
+arug_cas03,299,277,0 duplicate(Switch#template) #aru03_switch 111
+arug_cas03,312,154,3 duplicate(Sunflower#template) Mysterious Sunflower#08 977
+
+arug_cas03,122,314,0 script LF-01#arug_cas03 111,{ callfunc "LinkFlag","First Gate House",84,158,"Second Gate House",197,136; }
+arug_cas03,125,314,0 script LF-02#arug_cas03 111,{ callfunc "LinkFlag","Defense Area 1-1",65,94,"Defense Area 1-2",211,97; }
+arug_cas03,128,314,0 script LF-03#arug_cas03 111,{ callfunc "LinkFlag","Defense Area 1-3",112,73,"Defense Area 1-4",171,73; }
+arug_cas03,131,314,0 script LF-04#arug_cas03 111,{ callfunc "LinkFlag","Defense Area 2-1",112,152,"Defense Area 2-2",172,152; }
+arug_cas03,134,314,0 script LF-05#arug_cas03 111,{ callfunc "LinkFlag","Defense Area 2-3",120,186,"Defense Area 2-4",162,186; }
+arug_cas03,149,314,0 script LF-06#arug_cas03 111,{ callfunc "LinkFlag","Defense Area 3-1",116,235,"Defense Area 3-2",164,235; }
+arug_cas03,152,314,0 script LF-07#arug_cas03 111,{ callfunc "LinkFlag","Defense Area 1-1",65,94,"Defense Area 2-1",112,152,"Defense Area 3-1",116,235; }
+arug_cas03,155,314,0 script LF-08#arug_cas03 111,{ callfunc "LinkFlag","Defense Area 1-2",211,97,"Defense Area 2-2",172,152,"Defense Area 3-2",164,235; }
+arug_cas03,158,314,0 script LF-09#arug_cas03 111,{ callfunc "LinkFlag","Defense Area 1-4",171,73,"Defense Area 2-4",162,186; }
+arug_cas03,161,314,0 script LF-10#arug_cas03 111,{ callfunc "LinkFlag","Convenience Facility",321,57; }
+arug_cas03,45,158,0 script Horn#LF_ar03_01::LF_ar03_01 111,{ callfunc "LinkFlag","Emperium Center",121,318; }
arug_cas03,226,156,0 duplicate(LF_ar03_01) Horn#LF_ar03_01 111
arug_cas03,134,62,4 duplicate(LF_ar03_01) Horn#LF_ar03_02 111
arug_cas03,149,62,4 duplicate(LF_ar03_01) Horn#LF_ar03_03 111
@@ -2237,698 +51,24 @@ arug_cas03,135,205,0 duplicate(LF_ar03_01) Horn#LF_ar03_06 111
arug_cas03,148,205,0 duplicate(LF_ar03_01) Horn#LF_ar03_07 111
arug_cas03,134,260,0 duplicate(LF_ar03_01) Horn#LF_ar03_08 111
//arug_cas03,204,142,0 duplicate(LF_ar03_01) Horn#LF_ar03_09 111
-
arug_cas03,148,103,4 script Horn#LF_ar03_10::LF_ar03_02 722,{
- set .@GID, GetCastleData("arug_cas03",1);
- if (getcharid(2) == .@GID) {
- mes "^3355FFThis is the Stronghold";
- mes "Teleport Service. Would";
- mes "you like to teleport to";
- mes "the Emperium Center?^000000";
- switch(select("Teleport:Cancel")) {
- case 1:
- warp "arug_cas03",121,318;
- end;
- case 2:
- close;
- }
- }
+ callfunc "LinkFlag","Emperium Center",121,318;
end;
-
OnInterIfInitOnce:
OnRecvCastleAr03:
FlagEmblem GetCastleData("arug_cas03",1);
end;
}
-
arug_cas03,135,103,4 duplicate(LF_ar03_02) Horn#LF_ar03_11 722
arug_cas03,63,51,7 duplicate(LF_ar03_02) Horn#LF_ar03_12 722
arug_cas03,214,51,1 duplicate(LF_ar03_02) Horn#LF_ar03_13 722
-// Guild Manager
-arug_cas03,328,98,3 script Steward#aru03 55,{
- set .@GID, GetCastleData("arug_cas03",1);
- if (.@GID == 0) {
- mes "[ Steward ]";
- mes "I await for the master";
- mes "whom destiny will choose";
- mes "for me. Do you think you";
- mes "have to courage and strength";
- mes "to conquer this stronghold?";
- close;
- }
- if (getcharid(2) != .@GID || strcharinfo(0) != getguildmaster(.@GID)) {
- mes "[ Steward ]";
- mes "Hmpf. Your threats don't";
- mes "scare me! Guardians, drive";
- mes "this infidel away from here!";
- mes "I will always be loyal to the";
- mes "master of this stronghold,";
- mes "the one and only ^FF0000" + getguildmaster(.@GID) + "^000000.";
- close;
- }
- mes "[ Steward ]";
- mes "Ah, Master ^FF0000" + getguildmaster(.@GID) + "^000000...";
- mes "How shall I serve you today?";
- mes "Was there an aspect of this";
- mes "stronghold's maintenance";
- mes "you wanted to discuss?";
- next;
- switch(select("Stronghold Briefing:Invest in Commercial Growth:Invest in Defense growth:Hire/Fire Storage Staff:Go to Master's room")) {
- case 1:
- mes "[ Steward ]";
- mes "The Commercial Growth";
- mes "Level of the stronghold is ^0000ff" + GetCastleData("arug_cas03",2) + ".";
- if (GetCastleData("arug_cas03",4) > 0) {
- mes "Last time, you invested in";
- mes "Commercial Growth " + GetCastleData("arug_cas03",4) + ".";
- }
- next;
- mes "[ Steward ]";
- mes "Our stronghold's";
- mes "safeguard level is " + GetCastleData("arug_cas03",3) + ".";
- if (GetCastleData("arug_cas03",5) > 0) {
- mes "Last time, you invested";
- mes "in defense " + GetCastleData("arug_cas03",5) + " times.";
- }
- mes " ";
- mes "That is all, master.";
- close;
- case 2:
- set .@Economy,GetCastleData("arug_cas03",2);
- if (.@Economy < 6) { set .@eco_invest,5000; }
- else if ((.@Economy >= 6) && (.@Economy <= 10)) { set .@eco_invest,10000; }
- else if ((.@Economy >= 11) && (.@Economy <= 15)) { set .@eco_invest,20000; }
- else if ((.@Economy >= 16) && (.@Economy <= 20)) { set .@eco_invest,35000; }
- else if ((.@Economy >= 21) && (.@Economy <= 25)) { set .@eco_invest,55000; }
- else if ((.@Economy >= 26) && (.@Economy <= 30)) { set .@eco_invest,80000; }
- else if ((.@Economy >= 31) && (.@Economy <= 35)) { set .@eco_invest,110000; }
- else if ((.@Economy >= 36) && (.@Economy <= 40)) { set .@eco_invest,145000; }
- else if ((.@Economy >= 41) && (.@Economy <= 45)) { set .@eco_invest,185000; }
- else if ((.@Economy >= 46) && (.@Economy <= 50)) { set .@eco_invest,230000; }
- else if ((.@Economy >= 51) && (.@Economy <= 55)) { set .@eco_invest,280000; }
- else if ((.@Economy >= 56) && (.@Economy <= 60)) { set .@eco_invest,335000; }
- else if ((.@Economy >= 61) && (.@Economy <= 65)) { set .@eco_invest,395000; }
- else if ((.@Economy >= 66) && (.@Economy <= 70)) { set .@eco_invest,460000; }
- else if ((.@Economy >= 71) && (.@Economy <= 75)) { set .@eco_invest,530000; }
- else if ((.@Economy >= 76) && (.@Economy <= 80)) { set .@eco_invest,605000; }
- else if ((.@Economy >= 81) && (.@Economy <= 85)) { set .@eco_invest,685000; }
- else if ((.@Economy >= 86) && (.@Economy <= 90)) { set .@eco_invest,770000; }
- else if ((.@Economy >= 91) && (.@Economy <= 95)) { set .@eco_invest,860000; }
- else if ((.@Economy >= 96) && (.@Economy <= 100)) { set .@eco_invest,955000; }
- //Quadruple the cost of investing if you've already invested once.
- if (GetCastleData("arug_cas03",4)) {
- set .@eco_invest,.@eco_invest*4;
- }
- mes "[ Steward ]";
- mes "Raising the stronghold's";
- mes "commercial growth will";
- mes "increase the quantity of";
- mes "goods produced for the guild.";
- mes "Investing in commercial growth";
- mes "will help the guild's future.";
- next;
- mes "[ Steward ]";
- mes "You can make one investment";
- mes "each day, but if you can make";
- mes "two investments if you pay";
- mes "more zeny: this will speed";
- mes "up commercial development,";
- mes "but can be quite expensive.";
- next;
- if (.@Economy == 100) {
- mes "[ Steward ]";
- mes "However, our stronghold's";
- mes "commerical growth level is";
- mes "at 100%. It's not possible to";
- mes "develop commercial growth";
- mes "any further than that.";
- close;
- }
- if (GetCastleData("arug_cas03",4) >= 2) {
- mes "[ Steward ]";
- mes "You've already made two";
- mes "investments today, so you'll";
- mes "have to wait until tomorrow";
- mes "to make another investment.";
- close;
- }
- if (GetCastleData("arug_cas03",4) == 0) {
- mes "[ Steward ]";
- mes "You must pay ^FF0000" + .@eco_invest + "^000000 zeny";
- mes "to make an investment";
- mes "Will you invest in this";
- mes "stronghold's commerical";
- mes "development now?";
- }
- else {
- mes "[ Steward ]";
- mes "You must pay ^FF0000" + .@eco_invest + "^000000";
- mes "more zeny to make a second";
- mes "investment today. Will you";
- mes "invest one more time?";
- }
- next;
- switch(select("Invest in Commercial Growth:Cancel")) {
- case 1:
- if (GetCastleData("arug_cas03",4) >= 2) {
- mes "[ Steward ]";
- mes "You've already made two";
- mes "investments today, so you'll";
- mes "have to wait until tomorrow";
- mes "to make another investment.";
- close;
- }
- if (Zeny < .@eco_invest) {
- mes "[ Steward ]";
- mes "I'm sorry, Master, but";
- mes "you do not have enough";
- mes "zeny to make an investment";
- mes "for the guild today.";
- close;
- }
- set zeny,zeny-.@eco_invest;
- SetCastleData "arug_cas03",4,GetCastleData("arug_cas03",4)+1;
- mes "[ Steward ]";
- mes "A wise use of the guild's";
- mes "funds, Master. We can expect";
- mes "to see the results of this";
- mes "investment by tomorrow.";
- close;
- case 2:
- mes "[ Steward ]";
- mes "As you command, Master.";
- close;
- }
- case 3:
- set .@Defence,GetCastleData("arug_cas03",3);
- if (.@Defence < 6) { set .@def_invest,10000; }
- else if ((.@Defence >= 6) && (.@Defence <= 10)) { set .@def_invest,20000; }
- else if ((.@Defence >= 11) && (.@Defence <= 15)) { set .@def_invest,40000; }
- else if ((.@Defence >= 16) && (.@Defence <= 20)) { set .@def_invest,70000; }
- else if ((.@Defence >= 21) && (.@Defence <= 25)) { set .@def_invest,110000; }
- else if ((.@Defence >= 26) && (.@Defence <= 30)) { set .@def_invest,160000; }
- else if ((.@Defence >= 31) && (.@Defence <= 35)) { set .@def_invest,220000; }
- else if ((.@Defence >= 36) && (.@Defence <= 40)) { set .@def_invest,290000; }
- else if ((.@Defence >= 41) && (.@Defence <= 45)) { set .@def_invest,370000; }
- else if ((.@Defence >= 46) && (.@Defence <= 50)) { set .@def_invest,460000; }
- else if ((.@Defence >= 51) && (.@Defence <= 55)) { set .@def_invest,560000; }
- else if ((.@Defence >= 56) && (.@Defence <= 60)) { set .@def_invest,670000; }
- else if ((.@Defence >= 61) && (.@Defence <= 65)) { set .@def_invest,790000; }
- else if ((.@Defence >= 66) && (.@Defence <= 70)) { set .@def_invest,920000; }
- else if ((.@Defence >= 71) && (.@Defence <= 75)) { set .@def_invest,1060000; }
- else if ((.@Defence >= 76) && (.@Defence <= 80)) { set .@def_invest,1210000; }
- else if ((.@Defence >= 81) && (.@Defence <= 85)) { set .@def_invest,1370000; }
- else if ((.@Defence >= 86) && (.@Defence <= 90)) { set .@def_invest,1540000; }
- else if ((.@Defence >= 91) && (.@Defence <= 95)) { set .@def_invest,1720000; }
- else if ((.@Defence >= 96) && (.@Defence <= 100)) { set .@def_invest,1910000; }
- //Quadruple the cost of investing if you've already invested once.
- if (GetCastleData("arug_cas03",5)) {
- set .@def_invest,.@def_invest*4;
- }
- mes "[ Steward ]";
- mes "Investing in our stronghold's";
- mes "defense will enhance the";
- mes "durability of our Guardians";
- mes "and the Emperium. We'll need";
- mes "every advantage to protect";
- mes "ourselves from our enemies.";
- next;
- mes "[ Steward ]";
- mes "You can invest in defense";
- mes "once per day, but if you pay";
- mes "more zeny, you can invest";
- mes "a maximum of two times daily.";
- next;
- mes "[ Steward ]";
- if (GetCastleData("arug_cas03",3) == 100) {
- mes "The Defense Level of this";
- mes "stronghold is 100%, and";
- mes "cannot be increased further.";
- close;
- }
- if (GetCastleData("arug_cas03",5) >= 2) {
- mes "Master, you've already";
- mes "invested in Defense twice";
- mes "today. You'll need to wait";
- mes "until tomorrow if you really";
- mes "want to increase our defenses.";
- close;
- }
- if (GetCastleData("arug_cas03",5) == 0) {
- mes "We need ^FF0000" + .@def_invest + "^000000";
- mes "zeny to invest in our";
- mes "stronghold's defenses.";
- mes "Will you invest now?";
- }
- else {
- mes "We need ^FF0000" + .@def_invest + "^000000";
- mes "zeny to invest in our";
- mes "stronghold's defenses";
- mes "a second time today.";
- mes "Will you invest now?";
- }
- next;
- switch(select("Invest in Defense:Cancel")) {
- case 1:
- if (GetCastleData("arug_cas03",5) >= 2) {
- mes "[ Steward ]";
- mes "Master, you've already";
- mes "invested in Defense twice";
- mes "today. You'll need to wait";
- mes "until tomorrow if you really";
- mes "want to increase our defenses.";
- close;
- }
- if (Zeny < .@def_invest) {
- mes "[ Steward ]";
- mes "I'm sorry, Master, but";
- mes "you do not have enough";
- mes "zeny to make an investment";
- mes "for the guild today.";
- close;
- }
- set zeny,zeny-.@def_invest;
- SetCastleData "arug_cas03",5,GetCastleData("arug_cas03",5)+1;
- mes "[ Steward ]";
- mes "A wise use of the guild's";
- mes "funds, Master. Increasing";
- mes "the frequency of treasure";
- mes "procured by the guild will";
- mes "definitely help us all.";
- close;
- case 2:
- mes "[ Steward ]";
- mes "As you command, Master.";
- close;
- }
- case 4:
- if (GetCastleData("arug_cas03",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#aru03";
- SetCastleData "arug_cas03",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#aru03";
- SetCastleData "arug_cas03",9,1;
- mes "[ Steward ]";
- mes "Very well. We have formed";
- mes "a contract with the Kafra";
- mes "Head Office, and hired a";
- mes "Kafra Employee for our";
- mes "stronghold. Here she is~";
- next;
- cutin "kafra_01",2;
- mes "[ Hired Kafra Employee ]";
- mes "How do you do? I've";
- mes "been dispatched by the";
- mes "Kafra Head Office to";
- mes "serve your guild's needs.";
- mes "I'll do my best to follow";
- mes "your every command, Master.";
- next;
- cutin "kafra_01",255;
- mes "[ Steward ]";
- mes "Our contract will expire";
- mes "after one month, so we must";
- mes "pay additional fees to keep";
- mes "this Kafra Employee in";
- mes "the service of our guild.";
- close;
- case 2:
- mes "[ Steward ]";
- mes "As you command, Master.";
- mes "However, I suggest hiring";
- mes "a Kafra Employee as soon";
- mes "as possible since our guild";
- mes "would greatly benefit from";
- mes "the convenient Kafra services.";
- close;
- }
- }
- case 5:
- mes "[ Steward ]";
- mes "Do you wish to enter the";
- mes "Guild Treasure Room?";
- mes "Only you, the Guild Master,";
- mes "are permitted to enter.";
- next;
- mes "[ Steward ]";
- mes "Please remember to open";
- mes "the Treasure Boxes at the";
- mes "proper time. Otherwise, the";
- mes "treasure may disappear if";
- mes "something unexpected happens.";
- next;
- switch(select("Go to Treasure Room:Cancel")) {
- case 1:
- mes "[ Steward ]";
- mes "Allow me to guide you";
- mes "on the secret path to";
- mes "the Treasure Room.";
- mes "Press the secret switch";
- mes "when you wish to return here.";
- close2;
- warp "arug_cas03",292,266;
- end;
- case 2:
- mes "[ Steward ]";
- mes "Items in the Treasure Room";
- mes "are produced once each day.";
- mes "Therefore, you must obtain";
- mes "the treasure items everyday.";
- mes "For the sake of the guild,";
- mes "prioritize treasure harvesting!";
- close;
- }
- }
-
-Onstop:
- stopnpctimer;
- end;
-
-OnStartArena:
- set .@GID,getcharid(2);
- // Lower castle Economy
- set .@Economy,GetCastleData("arug_cas03",2) - 5;
- if (.@Economy < 0) set .@Economy, 0;
- SetCastleData "arug_cas03", 2, .@Economy;
- // Lower Castle Defence
- set .@Defence,GetCastleData("arug_cas03",3) - 5;
- if (.@Defence < 0) set .@Defence, 0;
- SetCastleData "arug_cas03", 3, .@Defence;
- // Set new owner
- SetCastleData "arug_cas03",1, .@GID;
- // Clear castle's data.
- for( set .@i, 4; .@i <= 9; set .@i, .@i+1 )
- SetCastleData "arug_cas03", .@i, 0;
- // Disable Kafra
- disablenpc "Kafra Employee#aru03";
-
- set .msg,2;
- if (.msg == 1) {
- announce "Fortress [" + GetCastleName("arug_cas03") + "]'s 'Valfreyja' was captured by [" + getguildname(.@gid) + "] Guild.",bc_all|bc_woe;
- donpcevent "Manager#aru03_02::Onstart";
- }
- else if (.msg == 2) {
- announce "The [" + getguildname(.@gid) + "] conquered the [Valfreyja 3] stronghold of "+GetCastleName("arug_cas03"),bc_all|bc_woe;
- mapannounce "arug_cas03","The emperium has been shattered!",bc_map,"0x00FF00",FW_NORMAL,20,0,40;
- if (agitcheck2()) {
- donpcevent "Manager#aru03_02::Onreset";
- initnpctimer;
- }
- else {
- donpcevent "Manager#aru03_02::Onreset";
- stopnpctimer;
- }
- }
- else if (.msg == 0) {
- announce "Fortress [" + GetCastleName("arug_cas03") + "]'s 'Valfreyja' was captured by [" + getguildname(.@gid) + "] Guild.",bc_all|bc_woe;
- donpcevent "Manager#aru03_02::Onreset";
- stopnpctimer;
- end;
- }
- MapRespawnGuildID "arug_cas03",GetCastleData("arug_cas03",1),2;
- donpcevent "::OnRecvCastleAr03";
- end;
-
-OnTimer10000:
- donpcevent "Manager#aru03_02::Onchange";
- mapannounce "arug_cas03","Rebuild this stronghold's Guardian Stones and Fortress Gates to secure your guild's new aquisition!",bc_map,"0x00FF00",FW_NORMAL,20,0,40;
- end;
-}
-
-// Guild Kafra
-arug_cas03,315,98,5 script Kafra Employee#aru03 117,{
- cutin "kafra_01",2;
- set .@GID, GetCastleData("arug_cas03",1);
- if (getcharid(2) == .@GID && getgdskilllv(.@GID,10001)) {
- mes "[Kafra Employee]";
- mes "Welcome, proud member";
- mes "of the ^FF0000" + GetGuildName(.@GID) + "^000000 Guild!";
- mes "The Kafra Corporation is ready";
- mes "to assist you wherever you go!";
- next;
- switch(select("Use Storage:Use Warp Service:Rent Pushcart:Cancel")) {
- case 1:
- if (basicskillcheck() && getskilllv("NV_BASIC") < 6) {
- mes "[Kafra Employee]";
- mes "I'm so sorry, but you must";
- mes "have at least Novice Skill";
- mes "Lv.6 to use the Storage.";
- }
- else {
- openstorage;
- }
- break;
- case 2:
- mes "[Kafra Employee]";
- mes "Please tell me your";
- mes "Warp destination.";
- next;
- switch(select("Rachel -> 200 z:Cancel")) {
- case 1:
- if (Zeny < 200) {
- mes "[Kafra Employee]";
- mes "I'm sorry, but you don't";
- mes "have enough zeny to pay";
- mes "the warp fee. Would you";
- mes "please check your funds again?";
- close2;
- cutin "kafra_01",255;
- end;
- }
- set zeny,zeny-200;
- warp "rachel",115,125;
- end;
- case 2:
- cutin "kafra_01",255;
- }
- break;
- case 3:
- if (BaseClass != Job_Merchant) {
- mes "[Kafra Employee]";
- mes "I'm sorry, but the Pushcart";
- mes "rental service can only be";
- mes "used by Merchant, Blacksmith,";
- mes "and Alchemist class characters.";
- }
- else if (checkcart() == 1) {
- mes "[Kafra Employee]";
- mes "Hm? You've already";
- mes "rented a Pushcart.";
- }
- else {
- mes "[Kafra Employee]";
- mes "The Pushcart rental fee";
- mes "is 800 zeny. Would you";
- mes "like to rent a Pushcart?";
- next;
- switch(select("Rent Pushcart:Cancel")) {
- case 1:
- if (Zeny < 800) {
- mes "[Kafra Employee]";
- mes "I'm sorry, but you don't";
- mes "have enough zeny to rent";
- mes "one of our Pushcarts.";
- close2;
- cutin "kafra_01",255;
- end;
- }
- set zeny,zeny-800;
- setcart;
- break;
- case 2:
- break;
- }
- }
- break;
- case 4:
- mes "[Kafra Employee]";
- mes "Thank you for using the";
- mes "Kafra Service. Wherever";
- mes "you go, Kafra will be";
- mes "there to support you!";
- close2;
- cutin "kafra_01",255;
- end;
- }
- close2;
- cutin "kafra_01",255;
- end;
- }
- else {
- mes "[Kafra Employee]";
- mes "I'm sorry, but I've been";
- mes "exclusively contracted";
- mes "to the members of the";
- mes "^FF0000" + GetGuildName(.@GID) + "^000000 Guild.";
- mes "You'll have to ask another";
- mes "Kafra Employee to help you...";
- close2;
- cutin "kafra_01",255;
- end;
- }
-
-OnRecvCastleAr03:
- if (GetCastleData("arug_cas03",1) == 0) {
- monster "arug_cas03",0,0,"Evil Druid",1117,10;
- monster "arug_cas03",0,0,"Khalitzburg",1132,4;
- monster "arug_cas03",0,0,"Abysmal Knight",1219,3;
- monster "arug_cas03",0,0,"Executioner",1205,1;
- monster "arug_cas03",0,0,"Penomena",1216,10;
- monster "arug_cas03",0,0,"Alarm",1193,18;
- monster "arug_cas03",0,0,"Clock",1269,9;
- monster "arug_cas03",0,0,"Raydric Archer",1276,12;
- monster "arug_cas03",0,0,"Wanderer",1208,3;
- monster "arug_cas03",0,0,"Alice",1275,1;
- monster "arug_cas03",0,0,"Bloody Knight",1268,2;
- monster "arug_cas03",0,0,"Dark Lord",1272,2;
- monster "arug_cas03",0,0,"Tower Keeper",1270,4;
- }
- if (GetCastleData("arug_cas03",9) < 1) {
- disablenpc "Kafra Employee#aru03";
- }
- end;
-}
-
-arug_cas03,299,277,0 script #aru03_switch 111,{
- mes " ";
- mes "^3355FFWill you pull";
- mes "this small lever?^000000";
- next;
- switch(select("Pull Lever:Cancel")) {
- case 1:
- warp "arug_cas03",321,57;
- end;
- case 2:
- close;
- }
-}
-
aru_gld,60,174,0 script Horn#flag_Ar03_1::Ar03_Flag 722,{
- set .@GID, GetCastleData("arug_cas03",1);
- if (.@GID == 0) {
- mes "[ Arunafeltz Royal Edict ]";
- mes "The Holy Kingdom of";
- mes "Arunafeltz declares that";
- mes "one has yet to claim lordship";
- mes "over this stronghold. The one";
- mes "that breaks the Emperium will";
- mes "be recognized as its new owner.";
- close;
- }
- else {
- if (getcharid(2) == .@GID) {
- mes "[ Ringing Voice ]";
- mes "Courageous one,";
- mes "do you wish to return";
- mes "to your stronghold?";
- next;
- switch(select("Return to the Stronghold:Cancel")) {
- case 1:
- set .@GID, GetCastleData("arug_cas03",1);
- if (getcharid(2) == .@GID) {
- warp "arug_cas03",121,318;
- end;
- }
- close;
- case 2:
- close;
- }
- }
- mes "[ Arunafeltz Royal Edict ]";
- mes "The Holy Kingdom of";
- mes "Arunafeltz decrees that";
- mes "this stronghold is owned";
- mes "by the ^FF0000" + GetGuildName(.@GID) + "^000000 Guild.";
- next;
- mes "[ Arunafeltz Royal Edict ]";
- mes "^FF0000" + GetGuildMaster(.@GID) + "^000000 is";
- mes "Guild Master of ^FF0000" + GetGuildName(.@GID) + "^000000.";
- mes "Any that object must claim this";
- mes "stronghold through strength of";
- mes "steel and magic during the";
- mes "appointed Guild Siege times.";
- close;
- }
-
+ callfunc "ReturnFlag","arug_cas03",1;
+ end;
OnInterIfInitOnce:
OnRecvCastleAr03:
FlagEmblem GetCastleData("arug_cas03",1);
end;
}
-
-aru_gld,74,174,0 duplicate(Ar03_Flag) Horn#flag_Ar03_2 722
+aru_gld,74,174,0 duplicate(Ar03_Flag) Horn#flag_Ar03_2 722 \ No newline at end of file
diff --git a/npc/guild2/arug_cas04.txt b/npc/guild2/arug_cas04.txt
index 36f5cee9d..26359d10a 100644
--- a/npc/guild2/arug_cas04.txt
+++ b/npc/guild2/arug_cas04.txt
@@ -1,2237 +1,47 @@
//===== rAthena Script =======================================
-//= War of Emperium Second Edition
+//= War of Emperium SE - Gefn
//===== By: ==================================================
-//= L0ne_W0lf
+//= Euphy
//===== Current Version: =====================================
-//= 2.3
+//= 1.0
//===== Compatible With: =====================================
//= rAthena SVN
-//===== Description: =========================================
-//= WoE SE Arunafeltz Castle 4
//===== Additional Comments: =================================
-//= 1.0 First Version [L0ne_W0lf]
-//= 1.1 Swaped an end for a close in eco investing. [L0ne_W0lf]
-//= 1.2 Fixed double message in defense investing. [L0ne_W0lf]
-//= Corrected a minor typo in the guild steward.
-//= 1.3 Fixed a guardian spawning NPCs. [L0ne_W0lf]
-//= 1.4 Fixed investment period not resetting. [L0ne_W0lf]
-//= Made it so treasure won't spawn if castle is empty.
-//= Treasure will now be killed before spawning.
-//= 1.5 Fixed error with control devices. [L0ne_W0lf]
-//= 1.6 Corrected copy/paste error. [L0ne_W0lf]
-//= 1.7 Replaced effect numerics with constants. [L0ne_W0lf]
-//= 1.8 Fixed wrong event call for stones. (bugreport:2386) [L0ne_W0lf]
-//= 1.9 Applied updated eco/def systems. [L0ne_W0lf]
-//= 2.0 Fixed eco/def not actually incrementing. [L0ne_W0lf]
-//= Can no longer gain eco/def higher than 100.
-//= 2.1 Fixed setcell extending more than it should on 3rd barricade. (bugreport:4323) [L0ne_W0lf]
-//= 2.2 Corrected exterior flag positions. (bugreport:4436) [L0ne_W0lf]
-//= 2.3 Fixed a possible exploit in guild castle investment. [Brian]
+//= 1.0 Merged to template file.
//============================================================
-arug_cas04,1,1,0 script Manager#aru04_02 111,{
- end;
-
-OnAgitInit2:
-OnRecvCastlear04:
- if (GetCastleData("arug_cas04",1) == 0) {
- donpcevent "Manager#aru04_02::Onstart";
- }
- end;
-
-OnAgitStart2:
- if (agitcheck2()) {
- MapRespawnGuildID "arug_cas04",GetCastleData("arug_cas04",1),2;
- GvgOn "arug_cas04";
- donpcevent "Manager#aru04_02::Onstart";
- }
- else {
- donpcevent "#aru04_RL00::OnDisable";
- donpcevent "#aru04_RL01::OnDisable";
- donpcevent "#aru04_RL02::OnDisable";
- donpcevent "#aru04_RL03::OnDisable";
- }
- end;
-
-OnAgitEnd2:
- GvgOff "arug_cas04";
- if (GetCastleData("arug_cas04",1)) {
- KillMonster "arug_cas04","Steward#aru04::OnStartArena";
- donpcevent "Manager#aru04_02::Onreset";
- donpcevent "Steward#aru04::Onstop";
- }
- end;
-
-Onstart:
- // 1st Guardian stone, 2nd Guardian stone, Barrier 1, Barrier 2, Barrier 3, Summon Guardians
- // Settings for all but Summon Guardians
- // 0 = Okay; 1 = Destroyed; 2 = Repairing
- // Summon Guardians
- // 0 = Do not Summon; 1 = Summon
- if (GetCastleData("arug_cas04",1)) {
- setarray $agit_ar04[0],0,0,0,0,0,0;
- donpcevent "#aru04_df01::OnEnable";
- donpcevent "#aru04_df02::OnEnable";
- donpcevent "#aru04_RL00::OnEnable";
- donpcevent "#aru04_RL01::OnEnable";
- donpcevent "#aru04_RL02::OnEnable";
- donpcevent "#aru04_RL03::OnEnable";
- }
- monster "arug_cas04",141,293,"Emperium",1288,1,"Steward#aru04::OnStartArena";
- end;
-
-Onreset:
- donpcevent "#aru04_df01::OnDisable";
- donpcevent "#aru04_df02::OnDisable";
- donpcevent "#aru04_gard01::Onreset";
- donpcevent "#aru04_gard02::Onreset";
- donpcevent "#aru04_RL00::OnDisable";
- donpcevent "#aru04_RL01::OnDisable";
- donpcevent "#aru04_RL02::OnDisable";
- donpcevent "#aru04_RL03::OnDisable";
- donpcevent "1st Guardian Stone#aru04::OnDisable";
- donpcevent "2nd Guardian Stone#aru04::OnDisable";
- donpcevent "Control Device01#aru04::OnDisable";
- donpcevent "Control Device02#aru04::OnDisable";
- donpcevent "Control Device03#aru04::OnDisable";
- if (agitcheck2()) {
- setarray $agit_ar04[0],0,0,1,1,1,0;
- }
- end;
-
-Onchange:
- setarray $agit_ar04[0],2,2,1,1,2,0;
- monster "arug_cas04",141,293,"Emperium",1288,1,"Steward#aru04::OnStartArena";
- donpcevent "Control Device03#aru04::OnEnable";
- donpcevent "1st Guardian Stone#aru04::OnEnable";
- donpcevent "2nd Guardian Stone#aru04::OnEnable";
- end;
-
-OnClock0001:
- if (!GetCastleData("arug_cas04",1)) end;
- killmonster "arug_cas04","Manager#aru04_02::OnTreasureDied";
-
- if (GetCastleData("arug_cas04",4)) {
- set .@Economy,GetCastleData("arug_cas04",2);
- SetCastleData "arug_cas04",2,.@Economy + GetCastleData("arug_cas04",4) + (rand(2) && getgdskilllv(.@GID,10014));
- if (GetCastleData("arug_cas04",2) > 100) SetCastleData "arug_cas04",2,100;
- setcastledata "arug_cas04",4,0;
- }
- if (GetCastleData("arug_cas04",5)) {
- set .@Defence,GetCastleData("arug_cas04",3);
- SetCastleData "arug_cas04",3,.@Defence + GetCastleData("arug_cas04",5);
- if (GetCastleData("arug_cas04",3) > 100) SetCastleData "arug_cas04",3,100;
- setcastledata "arug_cas04",5,0;
- }
-
- set .@Treasure,GetCastleData("arug_cas04",2)/5+4;
- if (.@Treasure) {
- monster "arug_cas04",291,276,"Treasure Chest",1946,1,"Manager#aru04_02::OnTreasureDied";
- monster "arug_cas04",292,276,"Treasure Chest",1324,1,"Manager#aru04_02::OnTreasureDied";
- monster "arug_cas04",293,276,"Treasure Chest",1946,1,"Manager#aru04_02::OnTreasureDied";
- monster "arug_cas04",294,276,"Treasure Chest",1324,1,"Manager#aru04_02::OnTreasureDied";
- if (.@Treasure < 5) end;
- monster "arug_cas04",295,276,"Treasure Chest",1946,1,"Manager#aru04_02::OnTreasureDied";
- if (.@Treasure < 6) end;
- monster "arug_cas04",296,276,"Treasure Chest",1324,1,"Manager#aru04_02::OnTreasureDied";
- if (.@Treasure < 7) end;
- monster "arug_cas04",293,274,"Treasure Chest",1946,1,"Manager#aru04_02::OnTreasureDied";
- if (.@Treasure < 8) end;
- monster "arug_cas04",294,274,"Treasure Chest",1324,1,"Manager#aru04_02::OnTreasureDied";
- if (.@Treasure < 9) end;
- monster "arug_cas04",295,274,"Treasure Chest",1946,1,"Manager#aru04_02::OnTreasureDied";
- if (.@Treasure < 10) end;
- monster "arug_cas04",296,274,"Treasure Chest",1324,1,"Manager#aru04_02::OnTreasureDied";
- if (.@Treasure < 11) end;
- monster "arug_cas04",297,274,"Treasure Chest",1946,1,"Manager#aru04_02::OnTreasureDied";
- if (.@Treasure < 12) end;
- monster "arug_cas04",298,274,"Treasure Chest",1324,1,"Manager#aru04_02::OnTreasureDied";
- if (.@Treasure < 13) end;
- monster "arug_cas04",291,272,"Treasure Chest",1946,1,"Manager#aru04_02::OnTreasureDied";
- if (.@Treasure < 14) end;
- monster "arug_cas04",292,272,"Treasure Chest",1324,1,"Manager#aru04_02::OnTreasureDied";
- if (.@Treasure < 15) end;
- monster "arug_cas04",293,272,"Treasure Chest",1946,1,"Manager#aru04_02::OnTreasureDied";
- if (.@Treasure < 16) end;
- monster "arug_cas04",294,272,"Treasure Chest",1324,1,"Manager#aru04_02::OnTreasureDied";
- if (.@Treasure < 17) end;
- monster "arug_cas04",295,272,"Treasure Chest",1946,1,"Manager#aru04_02::OnTreasureDied";
- if (.@Treasure < 18) end;
- monster "arug_cas04",296,272,"Treasure Chest",1324,1,"Manager#aru04_02::OnTreasureDied";
- if (.@Treasure < 19) end;
- monster "arug_cas04",293,269,"Treasure Chest",1946,1,"Manager#aru04_02::OnTreasureDied";
- if (.@Treasure < 20) end;
- monster "arug_cas04",294,269,"Treasure Chest",1324,1,"Manager#aru04_02::OnTreasureDied";
- if (.@Treasure < 21) end;
- monster "arug_cas04",295,269,"Treasure Chest",1946,1,"Manager#aru04_02::OnTreasureDied";
- if (.@Treasure < 22) end;
- monster "arug_cas04",296,269,"Treasure Chest",1324,1,"Manager#aru04_02::OnTreasureDied";
- if (.@Treasure < 23) end;
- monster "arug_cas04",297,269,"Treasure Chest",1946,1,"Manager#aru04_02::OnTreasureDied";
- if (.@Treasure < 24) end;
- monster "arug_cas04",298,269,"Treasure Chest",1324,1,"Manager#aru04_02::OnTreasureDied";
- }
- end;
-
-OnTreasureDied:
- end;
-}
-
-arug_cas04,146,315,3 script Nios#aru04_01 868,{
- set .@GID, GetCastleData("arug_cas04",1);
- if (.@GID == 0) {
- mes "[Nios]";
- 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 "[Nios]";
- 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 "[Nios]";
- mes "I am Nios, guardian of";
- mes "this stronghold. For now,";
- mes "all is quiet in this place.";
- next;
- switch(select("Converse:Cancel")) {
- case 1:
- mes "[Nios]";
- 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 "[Nios]";
- 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 "[Nios]";
- 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 "[Nios]";
- 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 "[Nios]";
- 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 "[Nios]";
- 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 "[Nios]";
- 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 "[Nios]";
- 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 "[Nios]";
- 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 "[Nios]";
- 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 "[Nios]";
- 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 "[Nios]";
- mes "You have no questions";
- mes "to ask of me? Well, I'm";
- mes "here to serve your needs.";
- close;
- }
- case 2:
- mes "[Nios]";
- mes "I'm always here, so";
- mes "feel free to request my";
- mes "assistance whenever";
- mes "the need arises.";
- close;
- }
- }
- else {
- mes "[Nios]";
- mes "Greetings, "+strcharinfo(0)+".";
- mes "What are your orders?";
- next;
- switch(select("Increase Stronghold Defense:Situational Briefing:Cancel")) {
- case 1:
- if ($agit_ar04[5] == 0) {
- if (getgdskilllv(.@GID,10002) == 0) {
- mes "[Nios]";
- 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 "[Nios]";
- 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 $agit_ar04[5],1;
- if ($agit_ar04[0] == 0) {
- donpcevent "#aru04_gard01::OnEnable";
- }
- if ($agit_ar04[1] == 0) {
- donpcevent "#aru04_gard02::OnEnable";
- }
- close;
- }
- }
- else {
- mes "[Nios]";
- mes "You've already commanded";
- mes "me to summon a Guardian";
- mes "to defend the stronghold.";
- close;
- }
- case 2:
- mes "[Nios]";
- mes "Our defense status is...";
- if ($agit_ar04[0] == 1) {
- mes "1st Guardian Stone: ^FF0000Destroyed^000000";
- }
- else if ($agit_ar04[0] == 2) {
- mes "1st Guardian Stone: ^008000Repairing^000000";
- }
- else {
- mes "1st Guardian Stone: ^4D4DFFOperational^000000";
- }
- if ($agit_ar04[1] == 1) {
- mes "2nd Guardian Stone: ^FF0000Destroyed^000000";
- }
- else if ($agit_ar04[1] == 2) {
- mes "2nd Guardian Stone: ^008000Repairing^000000";
- }
- else {
- mes "2nd Guardian Stone: ^4D4DFFOperational^000000";
- }
- if ($agit_ar04[2] == 1) {
- mes "1st Fortress Gate: ^FF0000Destroyed^000000";
- }
- else if ($agit_ar04[2] == 2) {
- mes "1st Fortress Gate: ^008000Repairing^000000";
- }
- else {
- mes "1st Fortress Gate: ^4D4DFFOperational^000000";
- }
- if ($agit_ar04[3] == 1) {
- mes "2nd Fortress Gate: ^FF0000Destroyed^000000";
- }
- else if ($agit_ar04[3] == 2) {
- mes "2nd Fortress Gate: ^008000Repairing^000000";
- }
- else {
- mes "2nd Fortress Gate: ^4D4DFFOperational^000000";
- }
- if ($agit_ar04[4] == 1) {
- mes "3rd Fortress Gate: ^FF0000Destroyed^000000";
- }
- else if ($agit_ar04[4] == 2) {
- mes "3rd Fortress Gate: ^008000Repairing^000000";
- }
- else {
- mes "3rd Fortress Gate: ^4D4DFFOperational^000000";
- }
- close;
- case 3:
- mes "[Nios]";
- mes "I'll be standing by,";
- mes "awaiting your orders.";
- close;
- }
- }
- }
- }
- else {
- mes "[Nios]";
- mes "Who are you? Scoundrel!";
- mes "Leave this stronghold now!";
- close;
- }
-
-OnInit:
- setarray $agit_ar04[0],0,0,0,0,0,0;
- end;
-}
-
-arug_cas04,1,1,0 script #aru04_gard01 -1,{
-OnEnable:
- set .@defence,GetCastleData("arug_cas04",3);
- guardian "arug_cas04",130,60,"Guardian",1899,"#aru04_gard01::OnGuardianDied"; //0;
- if ((.@defence > 10) && (.@defence < 31)) {
- set .MyMobCount,2;
- guardian "arug_cas04",128,77,"Guardian",1899,"#aru04_gard01::OnGuardianDied"; //1;
- }
- else if ((.@defence > 30) && (.@defence < 51)) {
- set .MyMobCount,3;
- guardian "arug_cas04",128,77,"Guardian",1899,"#aru04_gard01::OnGuardianDied"; //1;
- guardian "arug_cas04",128,90,"Guardian",1899,"#aru04_gard01::OnGuardianDied"; //2;
- }
- else if ((.@defence > 50) && (.@defence < 71)) {
- set .MyMobCount,4;
- guardian "arug_cas04",128,77,"Guardian",1899,"#aru04_gard01::OnGuardianDied"; //1;
- guardian "arug_cas04",128,90,"Guardian",1899,"#aru04_gard01::OnGuardianDied"; //2;
- guardian "arug_cas04",128,100,"Guardian",1899,"#aru04_gard01::OnGuardianDied"; //3;
- }
- else if (.@defence > 70) {
- set .MyMobCount,5;
- guardian "arug_cas04",128,77,"Guardian",1899,"#aru04_gard01::OnGuardianDied"; //1;
- guardian "arug_cas04",128,90,"Guardian",1899,"#aru04_gard01::OnGuardianDied"; //2;
- guardian "arug_cas04",128,100,"Guardian",1899,"#aru04_gard01::OnGuardianDied"; //3;
- guardian "arug_cas04",110,96,"Guardian",1899,"#aru04_gard01::OnGuardianDied"; //4;
- }
- else {
- set .MyMobCount,2;
- guardian "arug_cas04",66,157,"Guardian",1899,"#aru04_gard01::OnGuardianDied"; //1;
- }
- initnpctimer;
- end;
-
-OnTimer300000:
- set .MyMobCount,.MyMobCount+1;
- guardian "arug_cas04",91,53,"Guardian",1899,"#aru04_gard01::OnGuardianDied"; //5;
- mapannounce "arug_cas04","The 1st Guardian has been summoned from the Gate House.",bc_map,"0xff4500";
- end;
-
-OnTimer900000:
- set .MyMobCount,.MyMobCount+1;
- guardian "arug_cas04",65,71,"Guardian",1899,"#aru04_gard01::OnGuardianDied"; //6;
- mapannounce "arug_cas04","The 2nd Guardian has been summoned from the Gate House.",bc_map,"0xff4500";
- end;
-
-OnTimer1800000:
- set .MyMobCount,.MyMobCount+1;
- guardian "arug_cas04",65,103,"Guardian",1899,"#aru04_gard01::OnGuardianDied"; //7;
- mapannounce "arug_cas04","The 3rd Guardian has been summoned from the Gate House.",bc_map,"0xff4500";
- end;
-
-OnTimer2700000:
- set .MyMobCount,.MyMobCount+1;
- guardian "arug_cas04",110,96,"Guardian",1899,"#aru04_gard01::OnGuardianDied"; //8;
- mapannounce "arug_cas04","The 4th Guardian has been summoned from the Gate House.",bc_map,"0xff4500";
- end;
-
-OnTimer3600000:
- set .MyMobCount,.MyMobCount+1;
- guardian "arug_cas04",128,100,"Guardian",1899,"#aru04_gard01::OnGuardianDied"; //9;
- mapannounce "arug_cas04","The 5th Guardian has been summoned from the Gate House.",bc_map,"0xff4500";
- stopnpctimer;
- end;
-
-OnGuardianDied:
- set .MyMobCount,.MyMobCount-1;
- if (.MyMobCount < 2) {
- set .MyMobCount,.MyMobCount+1;
- guardian "arug_cas04",128,77,"Guardian",1899,"#aru04_gard01::OnGuardianDied"; //10;
- }
- end;
-
-Onreset:
- stopnpctimer;
- killmonster "arug_cas04","#aru04_gard01::OnGuardianDied";
- end;
-}
-
-arug_cas04,1,2,0 script #aru04_gard02 -1,{
-OnEnable:
- set .@defence,GetCastleData("arug_cas04",3);
- guardian "arug_cas04",156,101,"Guardian",1899,"#aru04_gard02::OnGuardianDied"; //11;
- if ((.@defence > 10) && (.@defence < 31)) {
- set .MyMobCount,2;
- guardian "arug_cas04",172,95,"Guardian",1899,"#aru04_gard02::OnGuardianDied"; //12;
- }
- else if ((.@defence > 30) && (.@defence < 51)) {
- set .MyMobCount,3;
- guardian "arug_cas04",172,95,"Guardian",1899,"#aru04_gard02::OnGuardianDied"; //12;
- guardian "arug_cas04",154,90,"Guardian",1899,"#aru04_gard02::OnGuardianDied"; //13;
- }
- else if ((.@defence > 50) && (.@defence < 71)) {
- set .MyMobCount,4;
- guardian "arug_cas04",172,95,"Guardian",1899,"#aru04_gard02::OnGuardianDied"; //12;
- guardian "arug_cas04",154,90,"Guardian",1899,"#aru04_gard02::OnGuardianDied"; //13;
- guardian "arug_cas04",156,77,"Guardian",1899,"#aru04_gard02::OnGuardianDied"; //14;
- }
- else if (.@defence > 70) {
- set .MyMobCount,5;
- guardian "arug_cas04",172,95,"Guardian",1899,"#aru04_gard02::OnGuardianDied"; //12;
- guardian "arug_cas04",154,90,"Guardian",1899,"#aru04_gard02::OnGuardianDied"; //13;
- guardian "arug_cas04",156,77,"Guardian",1899,"#aru04_gard02::OnGuardianDied"; //14;
- guardian "arug_cas04",155,60,"Guardian",1899,"#aru04_gard02::OnGuardianDied"; //15;
- }
- else {
- set .MyMobCount,2;
- guardian "arug_cas04",211,159,"Guardian",1899,"#aru04_gard02::OnGuardianDied"; //12;
- }
- initnpctimer;
- end;
-
-OnTimer600000:
- set .MyMobCount,.MyMobCount+1;
- guardian "arug_cas04",187,54,"Guardian",1899,"#aru04_gard02::OnGuardianDied"; //16;
- end;
-
-OnTimer1200000:
- set .MyMobCount,.MyMobCount+1;
- guardian "arug_cas04",212,67,"Guardian",1899,"#aru04_gard02::OnGuardianDied"; //17;
- end;
-
-OnTimer2100000:
- set .MyMobCount,.MyMobCount+1;
- guardian "arug_cas04",211,105,"Guardian",1899,"#aru04_gard02::OnGuardianDied"; //18;
- end;
-
-OnTimer3000000:
- set .MyMobCount,.MyMobCount+1;
- guardian "arug_cas04",155,60,"Guardian",1899,"#aru04_gard02::OnGuardianDied"; //19;
- end;
-
-OnTimer3900000:
- set .MyMobCount,.MyMobCount+1;
- guardian "arug_cas04",156,77,"Guardian",1899,"#aru04_gard02::OnGuardianDied"; //20;
- stopnpctimer;
- end;
-
-OnGuardianDied:
- set .MyMobCount,.MyMobCount-1;
- if (.MyMobCount < 2) {
- set .MyMobCount,.MyMobCount+1;
- guardian "arug_cas04",172,95,"Guardian",1899,"#aru04_gard02::OnGuardianDied"; //21;
- }
- end;
-
-Onreset:
- stopnpctimer;
- killmonster "arug_cas04","#aru04_gard02::OnGuardianDied";
- end;
-}
-
-arug_cas04,1,3,0 script #aru04_df01 -1,{
-OnEnable:
- guardian "arug_cas04",65,171,"1st Guardian Stone",1907,"#aru04_df01::OnGuardianStoneDied"; //22;
- end;
-
-OnDisable:
- killmonster "arug_cas04","#aru04_df01::OnGuardianStoneDied";
- setarray $agit_ar04[0],1; //Global Variable
- stopnpctimer;
- end;
-
-OnGuardianStoneDied:
- // 1st Guardian Stone is Destroyed
- setarray $agit_ar04[0],1;
- if (($agit_ar04[0] == 1) || ($agit_ar04[0] == 2)) {
- set .@destroyed,.@destroyed + 1;
- }
- if (($agit_ar04[1] == 1) || ($agit_ar04[1] == 2)) {
- set .@destroyed,.@destroyed + 1;
- }
- if (.@destroyed == 2) {
- mapannounce "arug_cas04","All of the Guardian Stones have been destroyed!",bc_map,"0x00ff00";
- donpcevent "#aru04_RL00::OnDisable";
- donpcevent "#aru04_gard01::Onreset";
- }
- else {
- mapannounce "arug_cas04","The 1st Guardian Stone has been destroyed!",bc_map,"0x00ff00";
- donpcevent "#aru04_gard01::Onreset";
- }
- initnpctimer;
- end;
-
-OnTimer300000:
- donpcevent "1st Guardian Stone#aru04::OnEnable";
- setarray $agit_ar04[0],2; //Global Variable
- stopnpctimer;
- end;
-}
-
-arug_cas04,65,171,0 script 1st Guardian Stone#aru04 844,{
- set .@GID, GetCastleData("arug_cas04",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_ar04[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 "#aru04_df01::OnEnable";
- specialeffect EF_ICECRASH;
- disablenpc "1st Guardian Stone#aru04";
- setarray $agit_ar04[0],0;
- set .@df_all,$agit_ar04[0]+$agit_ar04[1];
- if (.@df_all == 0) {
- mapannounce "arug_cas04","Both Guardian Stones have been erected, bolstering this stronghold's defenses!",bc_map,"0x00ff00";
- donpcevent "#aru04_RL00::OnEnable";
- }
- else {
- mapannounce "arug_cas04","The 1st Guardian Stone has been repaired successfully.",bc_map,"0x00ff00";
- }
- if ($agit_ar04[5] == 1) {
- donpcevent "#aru04_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#aru04";
- end;
-
-OnEnable:
- enablenpc "1st Guardian Stone#aru04";
- specialeffect EF_MAPPILLAR2;
- end;
-
-OnDisable:
- disablenpc "1st Guardian Stone#aru04";
- end;
-}
-
-arug_cas04,1,4,0 script #aru04_df02 -1,{
-OnEnable:
- guardian "arug_cas04",212,149,"2nd Guardian Stone",1908,"#aru04_df02::OnGuardianStoneDied"; //23;
- end;
-
-OnDisable:
- killmonster "arug_cas04","#aru04_df02::OnGuardianStoneDied";
- setarray $agit_ar04[1],1; //Global Variable
- stopnpctimer;
- end;
-
-OnGuardianStoneDied:
- // 2nd Guardian Stone is Destroyed
- setarray $agit_ar04[1],1;
- if (($agit_ar04[0] == 1) || ($agit_ar04[0] == 2)) {
- set .@destroyed,.@destroyed + 1;
- }
- if (($agit_ar04[1] == 1) || ($agit_ar04[1] == 2)) {
- set .@destroyed,.@destroyed + 1;
- }
- if (.@destroyed == 2) {
- mapannounce "arug_cas04","All of the Guardian Stones have been destroyed!",bc_map,"0x00ff00";
- donpcevent "#aru04_RL00::OnDisable";
- donpcevent "#aru04_gard02::Onreset";
- }
- else {
- mapannounce "arug_cas04","The 2nd Guardian Stone has been destroyed!",bc_map,"0x00ff00";
- donpcevent "#aru04_gard02::Onreset";
- }
- initnpctimer;
- end;
-
-OnTimer300000:
- donpcevent "2nd Guardian Stone#aru04::OnEnable";
- setarray $agit_ar04[1],2; //Global Variable
- stopnpctimer;
- end;
-}
-
-arug_cas04,212,149,0 script 2nd Guardian Stone#aru04 844,{
- set .@GID, GetCastleData("arug_cas04",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_ar04[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 "#aru04_df02::OnEnable";
- specialeffect EF_ICECRASH;
- disablenpc "2nd Guardian Stone#aru04";
- setarray $agit_ar04[1],0;
- set .@df_all,$agit_ar04[0]+$agit_ar04[1];
- if (.@df_all == 0) {
- mapannounce "arug_cas04","Both Guardian Stones have been erected, bolstering this stronghold's defenses!",bc_map,"0x00ff00";
- donpcevent "#aru04_RL00::OnEnable";
- }
- else {
- mapannounce "arug_cas04","The 2nd Guardian Stone has been repaired successfully.",bc_map,"0x00ff00";
- }
- if ($agit_ar04[5] == 1) {
- donpcevent "#aru04_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#aru04";
- end;
-
-OnEnable:
- enablenpc "2nd Guardian Stone#aru04";
- specialeffect 247; //"2nd Guardian Stone#aru04" EF_MAPPILLAR2
- end;
-
-OnDisable:
- disablenpc "2nd Guardian Stone#aru04";
- end;
-}
-
-// Barrier Summoners
-arug_cas04,2,1,0 script #aru04_RL00 -1,{
-OnEnable:
- setcell "arug_cas04",138,110,145,110,cell_walkable,0;
- setcell "arug_cas04",138,110,145,110,cell_shootable,0;
- guardian "arug_cas04",139,111," ",1905,"#aru04_RL00::OnBarrierDestroyed"; //24;
- guardian "arug_cas04",141,111," ",1905,"#aru04_RL00::OnBarrierDestroyed"; //25;
- guardian "arug_cas04",143,111," ",1905,"#aru04_RL00::OnBarrierDestroyed"; //26;
- guardian "arug_cas04",145,111," ",1905,"#aru04_RL00::OnBarrierDestroyed"; //27;
- end;
-
-OnDisable:
- setcell "arug_cas04",138,136,145,110,cell_walkable,1;
- setcell "arug_cas04",138,110,145,110,cell_shootable,1;
- killmonster "arug_cas04","#aru04_RL00::OnBarrierDestroyed";
- end;
-
-OnBarrierDestroyed:
- end;
-}
-
-arug_cas04,2,2,0 script #aru04_RL01 -1,{
-OnEnable:
- set .MyMobCount,6;
- setcell "arug_cas04",139,158,144,158,cell_walkable,0;
- guardian "arug_cas04",140,157," ",1905,"#aru04_RL01::OnBarrierDestroyed"; //28;
- guardian "arug_cas04",142,157," ",1905,"#aru04_RL01::OnBarrierDestroyed"; //29;
- guardian "arug_cas04",144,157," ",1905,"#aru04_RL01::OnBarrierDestroyed"; //30;
- guardian "arug_cas04",139,156," ",1905,"#aru04_RL01::OnBarrierDestroyed"; //31;
- guardian "arug_cas04",141,156," ",1905,"#aru04_RL01::OnBarrierDestroyed"; //32;
- guardian "arug_cas04",143,156," ",1905,"#aru04_RL01::OnBarrierDestroyed"; //33;
- end;
-
-OnBarrierDestroyed:
- set .MyMobCount,.MyMobCount-1;
- if (.MyMobCount == 0) {
- setarray $agit_ar04[2],1;
- mapannounce "arug_cas04","The 1st Fortress Gate is destroyed.",bc_map,"0x00ff00";
- setcell "arug_cas04",139,158,144,158,cell_walkable,1;
- }
- end;
-
-OnDisable:
- setcell "arug_cas04",139,158,144,158,cell_walkable,1;
- killmonster "arug_cas04","#aru04_RL01::OnBarrierDestroyed";
- end;
-}
-
-arug_cas04,2,3,0 script #aru04_RL02 -1,{
-OnEnable:
- set .MyMobCount,6;
- setcell "arug_cas04",138,210,145,210,cell_walkable,0;
- guardian "arug_cas04",140,209," ",1905,"#aru04_RL02::OnBarrierDestroyed"; //34;
- guardian "arug_cas04",142,209," ",1905,"#aru04_RL02::OnBarrierDestroyed"; //35;
- guardian "arug_cas04",144,209," ",1905,"#aru04_RL02::OnBarrierDestroyed"; //36;
- guardian "arug_cas04",139,208," ",1905,"#aru04_RL02::OnBarrierDestroyed"; //37;
- guardian "arug_cas04",141,208," ",1905,"#aru04_RL02::OnBarrierDestroyed"; //38;
- guardian "arug_cas04",143,208," ",1905,"#aru04_RL02::OnBarrierDestroyed"; //39;
- end;
-
-OnBarrierDestroyed:
- set .MyMobCount,.MyMobCount-1;
- if (.MyMobCount == 0) {
- setarray $agit_ar04[3],1;
- mapannounce "arug_cas04","The 2nd Fortress Gate is destroyed.",bc_map,"0x00ff00";
- setcell "arug_cas04",138,210,145,210,cell_walkable,1;
- }
- end;
-
-OnDisable:
- setcell "arug_cas04",138,210,145,210,cell_walkable,1;
- killmonster "arug_cas04","#aru04_RL02::OnBarrierDestroyed";
- end;
-}
-
-arug_cas04,2,4,0 script #aru04_RL03 -1,{
-OnEnable:
- set .MyMobCount,4;
- setcell "arug_cas04",138,263,145,263,cell_walkable,0;
- guardian "arug_cas04",139,262," ",1905,"#aru04_RL03::OnBarrierDestroyed"; //40;
- guardian "arug_cas04",141,262," ",1905,"#aru04_RL03::OnBarrierDestroyed"; //41;
- guardian "arug_cas04",143,262," ",1905,"#aru04_RL03::OnBarrierDestroyed"; //42;
- guardian "arug_cas04",145,262," ",1905,"#aru04_RL03::OnBarrierDestroyed"; //43;
- end;
-
-OnBarrierDestroyed:
- set .MyMobCount,.MyMobCount-1;
- if (.MyMobCount == 0) {
- setarray $agit_ar04[4],1;
- mapannounce "arug_cas04","The 3rd Fortress Gate is destroyed!",bc_map,"0x00ff00";
- setcell "arug_cas04",138,263,145,263,cell_walkable,1;
- }
- end;
-
-OnDisable:
- setcell "arug_cas04",138,263,145,263,cell_walkable,1;
- killmonster "arug_cas04","#aru04_RL03::OnBarrierDestroyed";
- end;
-}
-
-arug_cas04,136,158,0 script Control Device01#aru04 111,{
- set .@GID, GetCastleData("arug_cas04",1);
- if (getcharid(2) == .@GID) {
- if (strcharinfo(0) == getguildmaster(.@GID)) {
- if ($agit_ar04[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 "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 "#aru04_RL01::OnEnable";
- disablenpc "Control Device01#aru04";
- mapannounce "arug_cas04","The 1st Fortress Gate has been reconstructed!",bc_map,"0x00ff00";
- setarray $agit_ar04[2],0;
- end;
- }
- else {
- mes "^3355FFThe wall has been breached,";
- mes "and the attempt to repair the";
- mes "Fortress Gate has failed.";
- mes "You lost some of your";
- mes "repair resources...^000000";
- delitem 984,2; //Oridecon
- delitem 999,4; //Steel
- delitem 1019,14; //Wooden_Block
- delitem 1011,3; //Emveretarcon
- close;
- }
- }
- }
- else {
- mes "^3355FFYou can't attempt to repair";
- mes "the Fortress Gate if you don't";
- mes "have all the needed materials.^000000";
- close;
- }
- }
- }
- }
- end;
-
-OnInit:
- disablenpc "Control Device01#aru04";
- end;
-
-OnEnable:
- enablenpc "Control Device01#aru04";
- end;
-
-OnDisable:
- disablenpc "Control Device01#aru04";
- end;
-}
-
-arug_cas04,135,212,0 script Control Device02#aru04 111,{
- set .@GID, GetCastleData("arug_cas04",1);
- if (getcharid(2) == .@GID) {
- if (strcharinfo(0) == getguildmaster(.@GID)) {
- if ($agit_ar04[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 "#aru04_RL02::OnEnable";
- disablenpc "Control Device02#aru04";
- mapannounce "arug_cas04","The 2nd Fortress Gate has been reconstructed!",bc_map,"0x00ff00";
- setarray $agit_ar04[3],0; //Global Variable
- setarray $agit_ar04[2],2; //Global Variable
- donpcevent "Control Device01#aru04::OnEnable";
- end;
- }
- else {
- mes "^3355FFThe wall has been breached,";
- mes "and the attempt to repair the";
- mes "Fortress Gate has failed.";
- mes "You lost some of your";
- mes "repair resources...^000000";
- delitem 984,2; //Oridecon
- delitem 999,4; //Steel
- delitem 1019,14; //Wooden_Block
- delitem 1011,3; //Emveretarcon
- close;
- }
- }
- }
- else {
- mes "^3355FFYou can't attempt to repair";
- mes "the Fortress Gate if you don't";
- mes "have all the needed materials.^000000";
- close;
- }
- }
- }
- }
- end;
-
-OnInit:
- disablenpc "Control Device02#aru04";
- end;
-
-OnEnable:
- enablenpc "Control Device02#aru04";
- end;
-
-OnDisable:
- disablenpc "Control Device02#aru04";
- end;
-}
-
-arug_cas04,134,266,0 script Control Device03#aru04 111,{
- set .@GID, GetCastleData("arug_cas04",1);
- if (getcharid(2) == .@GID) {
- if (strcharinfo(0) == getguildmaster(.@GID)) {
- if ($agit_ar04[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 "#aru04_RL03::OnEnable";
- disablenpc "Control Device03#aru04";
- mapannounce "arug_cas04","The 3rd Fortress Gate has been reconstructed!",bc_map,"0x00ff00";
- setarray $agit_ar04[4],0;
- setarray $agit_ar04[3],2;
- donpcevent "Control Device02#aru04::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#aru04";
- end;
-
-OnEnable:
- enablenpc "Control Device03#aru04";
- end;
-
-OnDisable:
- disablenpc "Control Device03#aru04";
- end;
-}
-
-// Link Flags
-arug_cas04,122,314,0 script LF-01#arug_cas04 111,{
- set .@GID, GetCastleData("arug_cas04",1);
- if (getcharid(2) == .@GID) {
- mes "^3355FFThis is the Stronghold";
- mes "Teleport Service. Please";
- mes "choose a destination";
- mes "within the stronghold.^000000";
- switch(select("First Gate House:Second Gate House:Cancel")) {
- case 1:
- warp "arug_cas04",84,158;
- end;
- case 2:
- warp "arug_cas04",197,136;
- end;
- case 3:
- close;
- }
- }
- end;
-}
-
-arug_cas04,125,314,0 script LF-02#arug_cas04 111,{
- set .@GID, GetCastleData("arug_cas04",1);
- if (getcharid(2) == .@GID) {
- mes "^3355FFThis is the Stronghold";
- mes "Teleport Service. Please";
- mes "choose a destination";
- mes "within the stronghold.^000000";
- switch(select("Defense Area 1-1:Defense Area 1-2:Cancel")) {
- case 1:
- warp "arug_cas04",65,94;
- end;
- case 2:
- warp "arug_cas04",211,97;
- end;
- case 3:
- close;
- }
- }
- end;
-}
-
-arug_cas04,128,314,0 script LF-03#arug_cas04 111,{
- set .@GID, GetCastleData("arug_cas04",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 1-3:Defense Area 1-4:Cancel")) {
- case 1:
- warp "arug_cas04",112,73;
- end;
- case 2:
- warp "arug_cas04",171,73;
- end;
- case 3:
- close;
- }
- }
- end;
-}
-
-arug_cas04,131,314,0 script LF-04#arug_cas04 111,{
- set .@GID, GetCastleData("arug_cas04",1);
- if (getcharid(2) == .@GID) {
- mes "^3355FFThis is the Stronghold";
- mes "Teleport Service. Please";
- mes "choose a destination";
- mes "within the stronghold.^000000";
- switch(select("Defense Area 2-1:Defense Area 2-2:Cancel")) {
- case 1:
- warp "arug_cas04",112,152;
- end;
- case 2:
- warp "arug_cas04",172,152;
- end;
- case 3:
- close;
- }
- }
- end;
-}
-
-arug_cas04,134,314,0 script LF-05#arug_cas04 111,{
- set .@GID, GetCastleData("arug_cas04",1);
- if (getcharid(2) == .@GID) {
- mes "^3355FFThis is the Stronghold";
- mes "Teleport Service. Please";
- mes "choose a destination";
- mes "within the stronghold.^000000";
- switch(select("Defense Area 2-3:Defense Area 2-4:Cancel")) {
- case 1:
- warp "arug_cas04",120,186;
- end;
- case 2:
- warp "arug_cas04",162,186;
- end;
- case 3:
- close;
- }
- }
- end;
-}
-
-arug_cas04,149,314,0 script LF-06#arug_cas04 111,{
- set .@GID, GetCastleData("arug_cas04",1);
- if (getcharid(2) == .@GID) {
- mes "^3355FFThis is the Stronghold";
- mes "Teleport Service. Please";
- mes "choose a destination";
- mes "within the stronghold.^000000";
- switch(select("Defense Area 3-1:Defense Area 3-2:Cancel")) {
- case 1:
- warp "arug_cas04",116,235;
- end;
- case 2:
- warp "arug_cas04",164,235;
- end;
- case 3:
- close;
- }
- }
- end;
-}
-
-arug_cas04,152,314,0 script LF-07#arug_cas04 111,{
- set .@GID, GetCastleData("arug_cas04",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 "arug_cas04",65,94;
- end;
- case 2:
- warp "arug_cas04",112,152;
- end;
- case 3:
- warp "arug_cas04",116,235;
- end;
- case 4:
- close;
- }
- }
- end;
-}
-
-arug_cas04,155,314,0 script LF-08#arug_cas04 111,{
- set .@GID, GetCastleData("arug_cas04",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 1-2:Defense Area 2-2:Defense Area 3-2:Cancel")) {
- case 1:
- warp "arug_cas04",211,97;
- end;
- case 2:
- warp "arug_cas04",172,152;
- end;
- case 3:
- warp "arug_cas04",164,235;
- end;
- case 4:
- close;
- }
- }
- end;
-}
-
-arug_cas04,158,314,0 script LF-09#arug_cas04 111,{
- set .@GID, GetCastleData("arug_cas04",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 1-4:Defense Area 2-4:Cancel")) {
- case 1:
- warp "arug_cas04",171,73;
- end;
- case 2:
- warp "arug_cas04",162,186;
- end;
- case 3:
- close;
- }
- }
- end;
-}
-
-arug_cas04,161,314,0 script LF-10#arug_cas04 111,{
- set .@GID, GetCastleData("arug_cas04",1);
- if (getcharid(2) == .@GID) {
- mes "^3355FFThis is the Stronghold";
- mes "Teleport Service. Would";
- mes "you like to teleport to the";
- mes "Convenience Facility for";
- mes "guild members?^000000";
- switch(select("Go to Convenience Facility:Cancel")) {
- case 1:
- warp "arug_cas04",321,57;
- end;
- case 2:
- close;
- }
- }
- end;
-}
-
-arug_cas04,45,158,0 script Gefn#LF_ar04_01::LF_ar04_01 111,{
- set .@GID, GetCastleData("arug_cas04",1);
- if (getcharid(2) == .@GID) {
- mes "^3355FFThis is the Stronghold";
- mes "Teleport Service. Would";
- mes "you like to teleport to";
- mes "the Emperium Center?^000000";
- switch(select("Teleport:Cancel")) {
- case 1:
- warp "arug_cas04",121,318;
- end;
- case 2:
- close;
- }
- }
- end;
-}
-
+- duplicate(Manager#template) Manager#arug_cas04 -1
+- duplicate(gard#template) gard1#arug_cas04 -1
+- duplicate(gard#template) gard2#arug_cas04 -1
+- duplicate(df#template) df1#arug_cas04 -1
+- duplicate(df#template) df2#arug_cas04 -1
+- duplicate(RL#template) RL0#arug_cas04 -1
+- duplicate(RL#template) RL1#arug_cas04 -1
+- duplicate(RL#template) RL2#arug_cas04 -1
+- duplicate(RL#template) RL3#arug_cas04 -1
+
+arug_cas04,328,98,3 duplicate(Steward#template) Steward#ar04 55
+arug_cas04,146,315,3 duplicate(Guardian#template) Nios#ar04 868
+arug_cas04,315,98,5 duplicate(Kafra#template) Kafra Employee#ar04 117
+arug_cas04,65,171,0 duplicate(Guardian Stone#template) 1st Guardian Stone#ar04 844
+arug_cas04,212,149,0 duplicate(Guardian Stone#template) 2nd Guardian Stone#ar04 844
+arug_cas04,136,158,0 duplicate(Control#template) Control Device01#ar04 111
+arug_cas04,135,212,0 duplicate(Control#template) Control Device02#ar04 111
+arug_cas04,134,266,0 duplicate(Control#template) Control Device03#ar04 111
+arug_cas04,299,277,0 duplicate(Switch#template) #aru04_switch 111
+arug_cas04,312,154,3 duplicate(Sunflower#template) Mysterious Sunflower#09 977
+
+arug_cas04,122,314,0 script LF-01#arug_cas04 111,{ callfunc "LinkFlag","First Gate House",84,158,"Second Gate House",197,136; }
+arug_cas04,125,314,0 script LF-02#arug_cas04 111,{ callfunc "LinkFlag","Defense Area 1-1",65,94,"Defense Area 1-2",211,97; }
+arug_cas04,128,314,0 script LF-03#arug_cas04 111,{ callfunc "LinkFlag","Defense Area 1-3",112,73,"Defense Area 1-4",171,73; }
+arug_cas04,131,314,0 script LF-04#arug_cas04 111,{ callfunc "LinkFlag","Defense Area 2-1",112,152,"Defense Area 2-2",172,152; }
+arug_cas04,134,314,0 script LF-05#arug_cas04 111,{ callfunc "LinkFlag","Defense Area 2-3",120,186,"Defense Area 2-4",162,186; }
+arug_cas04,149,314,0 script LF-06#arug_cas04 111,{ callfunc "LinkFlag","Defense Area 3-1",116,235,"Defense Area 3-2",164,235; }
+arug_cas04,152,314,0 script LF-07#arug_cas04 111,{ callfunc "LinkFlag","Defense Area 1-1",65,94,"Defense Area 2-1",112,152,"Defense Area 3-1",116,235; }
+arug_cas04,155,314,0 script LF-08#arug_cas04 111,{ callfunc "LinkFlag","Defense Area 1-2",211,97,"Defense Area 2-2",172,152,"Defense Area 3-2",164,235; }
+arug_cas04,158,314,0 script LF-09#arug_cas04 111,{ callfunc "LinkFlag","Defense Area 1-4",171,73,"Defense Area 2-4",162,186; }
+arug_cas04,161,314,0 script LF-10#arug_cas04 111,{ callfunc "LinkFlag","Convenience Facility",321,57; }
+arug_cas04,45,158,0 script Gefn#LF_ar04_01::LF_ar04_01 111,{ callfunc "LinkFlag","Emperium Center",121,318; }
arug_cas04,226,156,0 duplicate(LF_ar04_01) Gefn#LF_ar04_01 111
arug_cas04,134,62,4 duplicate(LF_ar04_01) Gefn#LF_ar04_02 111
arug_cas04,149,62,4 duplicate(LF_ar04_01) Gefn#LF_ar04_03 111
@@ -2241,734 +51,33 @@ arug_cas04,135,205,0 duplicate(LF_ar04_01) Gefn#LF_ar04_06 111
arug_cas04,148,205,0 duplicate(LF_ar04_01) Gefn#LF_ar04_07 111
arug_cas04,134,260,0 duplicate(LF_ar04_01) Gefn#LF_ar04_08 111
//arug_cas04,204,142,0 duplicate(LF_ar04_01) Gefn#LF_ar04_09 111
-
arug_cas04,148,103,4 script Gefn#LF_ar04_10::LF_ar04_02 722,{
- set .@GID, GetCastleData("arug_cas04",1);
- if (getcharid(2) == .@GID) {
- mes "^3355FFThis is the Stronghold";
- mes "Teleport Service. Would";
- mes "you like to teleport to";
- mes "the Emperium Center?^000000";
- switch(select("Teleport:Cancel")) {
- case 1:
- warp "arug_cas04",121,318;
- end;
- case 2:
- close;
- }
- }
+ callfunc "LinkFlag","Emperium Center",121,318;
end;
-
OnInterIfInitOnce:
OnRecvCastlear04:
FlagEmblem GetCastleData("arug_cas04",1);
end;
}
-
arug_cas04,135,103,4 duplicate(LF_ar04_02) Gefn#LF_ar04_11 722
arug_cas04,63,51,7 duplicate(LF_ar04_02) Gefn#LF_ar04_12 722
arug_cas04,214,51,1 duplicate(LF_ar04_02) Gefn#LF_ar04_13 722
-// Guild Manager
-arug_cas04,328,98,3 script Steward#aru04 55,{
- set .@GID, GetCastleData("arug_cas04",1);
- if (.@GID == 0) {
- mes "[ Steward ]";
- mes "I await for the master";
- mes "whom destiny will choose";
- mes "for me. Do you think you";
- mes "have to courage and strength";
- mes "to conquer this stronghold?";
- close;
- }
- if (getcharid(2) != .@GID || strcharinfo(0) != getguildmaster(.@GID)) {
- mes "[ Steward ]";
- mes "Hmpf. Your threats don't";
- mes "scare me! Guardians, drive";
- mes "this infidel away from here!";
- mes "I will always be loyal to the";
- mes "master of this stronghold,";
- mes "the one and only ^FF0000" + getguildmaster(.@GID) + "^000000.";
- close;
- }
- mes "[ Steward ]";
- mes "Ah, Master ^FF0000" + getguildmaster(.@GID) + "^000000...";
- mes "How shall I serve you today?";
- mes "Was there an aspect of this";
- mes "stronghold's maintenance";
- mes "you wanted to discuss?";
- next;
- switch(select("Stronghold Briefing:Invest in Commercial Growth:Invest in Defense growth:Hire/Fire Storage Staff:Go to Master's room")) {
- case 1:
- mes "[ Steward ]";
- mes "The Commercial Growth";
- mes "Level of the stronghold is ^0000ff" + GetCastleData("arug_cas04",2) + ".";
- if (GetCastleData("arug_cas04",4) > 0) {
- mes "Last time, you invested in";
- mes "Commercial Growth " + GetCastleData("arug_cas04",4) + ".";
- }
- next;
- mes "[ Steward ]";
- mes "Our stronghold's";
- mes "safeguard level is " + GetCastleData("arug_cas04",3) + ".";
- if (GetCastleData("arug_cas04",5) > 0) {
- mes "Last time, you invested";
- mes "in defense " + GetCastleData("arug_cas04",5) + " times.";
- }
- mes " ";
- mes "That is all, master.";
- close;
- case 2:
- set .@Economy,GetCastleData("arug_cas04",2);
- if (.@Economy < 6) { set .@eco_invest,5000; }
- else if ((.@Economy >= 6) && (.@Economy <= 10)) { set .@eco_invest,10000; }
- else if ((.@Economy >= 11) && (.@Economy <= 15)) { set .@eco_invest,20000; }
- else if ((.@Economy >= 16) && (.@Economy <= 20)) { set .@eco_invest,35000; }
- else if ((.@Economy >= 21) && (.@Economy <= 25)) { set .@eco_invest,55000; }
- else if ((.@Economy >= 26) && (.@Economy <= 30)) { set .@eco_invest,80000; }
- else if ((.@Economy >= 31) && (.@Economy <= 35)) { set .@eco_invest,110000; }
- else if ((.@Economy >= 36) && (.@Economy <= 40)) { set .@eco_invest,145000; }
- else if ((.@Economy >= 41) && (.@Economy <= 45)) { set .@eco_invest,185000; }
- else if ((.@Economy >= 46) && (.@Economy <= 50)) { set .@eco_invest,230000; }
- else if ((.@Economy >= 51) && (.@Economy <= 55)) { set .@eco_invest,280000; }
- else if ((.@Economy >= 56) && (.@Economy <= 60)) { set .@eco_invest,335000; }
- else if ((.@Economy >= 61) && (.@Economy <= 65)) { set .@eco_invest,395000; }
- else if ((.@Economy >= 66) && (.@Economy <= 70)) { set .@eco_invest,460000; }
- else if ((.@Economy >= 71) && (.@Economy <= 75)) { set .@eco_invest,530000; }
- else if ((.@Economy >= 76) && (.@Economy <= 80)) { set .@eco_invest,605000; }
- else if ((.@Economy >= 81) && (.@Economy <= 85)) { set .@eco_invest,685000; }
- else if ((.@Economy >= 86) && (.@Economy <= 90)) { set .@eco_invest,770000; }
- else if ((.@Economy >= 91) && (.@Economy <= 95)) { set .@eco_invest,860000; }
- else if ((.@Economy >= 96) && (.@Economy <= 100)) { set .@eco_invest,955000; }
- //Quadruple the cost of investing if you've already invested once.
- if (GetCastleData("arug_cas04",4)) {
- set .@eco_invest,.@eco_invest*4;
- }
- mes "[ Steward ]";
- mes "Raising the stronghold's";
- mes "commercial growth will";
- mes "increase the quantity of";
- mes "goods produced for the guild.";
- mes "Investing in commercial growth";
- mes "will help the guild's future.";
- next;
- mes "[ Steward ]";
- mes "You can make one investment";
- mes "each day, but if you can make";
- mes "two investments if you pay";
- mes "more zeny: this will speed";
- mes "up commercial development,";
- mes "but can be quite expensive.";
- next;
- if (.@Economy == 100) {
- mes "[ Steward ]";
- mes "However, our stronghold's";
- mes "commerical growth level is";
- mes "at 100%. It's not possible to";
- mes "develop commercial growth";
- mes "any further than that.";
- close;
- }
- if (GetCastleData("arug_cas04",4) >= 2) {
- mes "[ Steward ]";
- mes "You've already made two";
- mes "investments today, so you'll";
- mes "have to wait until tomorrow";
- mes "to make another investment.";
- close;
- }
- if (GetCastleData("arug_cas04",4) == 0) {
- mes "[ Steward ]";
- mes "You must pay ^FF0000" + .@eco_invest + "^000000 zeny";
- mes "to make an investment";
- mes "Will you invest in this";
- mes "stronghold's commerical";
- mes "development now?";
- }
- else {
- mes "[ Steward ]";
- mes "You must pay ^FF0000" + .@eco_invest + "^000000";
- mes "more zeny to make a second";
- mes "investment today. Will you";
- mes "invest one more time?";
- }
- next;
- switch(select("Invest in Commercial Growth:Cancel")) {
- case 1:
- if (GetCastleData("arug_cas04",4) >= 2) {
- mes "[ Steward ]";
- mes "You've already made two";
- mes "investments today, so you'll";
- mes "have to wait until tomorrow";
- mes "to make another investment.";
- close;
- }
- if (Zeny < .@eco_invest) {
- mes "[ Steward ]";
- mes "I'm sorry, Master, but";
- mes "you do not have enough";
- mes "zeny to make an investment";
- mes "for the guild today.";
- close;
- }
- set zeny,zeny-.@eco_invest;
- SetCastleData "arug_cas04",4,GetCastleData("arug_cas04",4)+1;
- mes "[ Steward ]";
- mes "A wise use of the guild's";
- mes "funds, Master. We can expect";
- mes "to see the results of this";
- mes "investment by tomorrow.";
- close;
- case 2:
- mes "[ Steward ]";
- mes "As you command, Master.";
- close;
- }
- case 3:
- set .@Defence,GetCastleData("arug_cas04",3);
- if (.@Defence < 6) { set .@def_invest,10000; }
- else if ((.@Defence >= 6) && (.@Defence <= 10)) { set .@def_invest,20000; }
- else if ((.@Defence >= 11) && (.@Defence <= 15)) { set .@def_invest,40000; }
- else if ((.@Defence >= 16) && (.@Defence <= 20)) { set .@def_invest,70000; }
- else if ((.@Defence >= 21) && (.@Defence <= 25)) { set .@def_invest,110000; }
- else if ((.@Defence >= 26) && (.@Defence <= 30)) { set .@def_invest,160000; }
- else if ((.@Defence >= 31) && (.@Defence <= 35)) { set .@def_invest,220000; }
- else if ((.@Defence >= 36) && (.@Defence <= 40)) { set .@def_invest,290000; }
- else if ((.@Defence >= 41) && (.@Defence <= 45)) { set .@def_invest,370000; }
- else if ((.@Defence >= 46) && (.@Defence <= 50)) { set .@def_invest,460000; }
- else if ((.@Defence >= 51) && (.@Defence <= 55)) { set .@def_invest,560000; }
- else if ((.@Defence >= 56) && (.@Defence <= 60)) { set .@def_invest,670000; }
- else if ((.@Defence >= 61) && (.@Defence <= 65)) { set .@def_invest,790000; }
- else if ((.@Defence >= 66) && (.@Defence <= 70)) { set .@def_invest,920000; }
- else if ((.@Defence >= 71) && (.@Defence <= 75)) { set .@def_invest,1060000; }
- else if ((.@Defence >= 76) && (.@Defence <= 80)) { set .@def_invest,1210000; }
- else if ((.@Defence >= 81) && (.@Defence <= 85)) { set .@def_invest,1370000; }
- else if ((.@Defence >= 86) && (.@Defence <= 90)) { set .@def_invest,1540000; }
- else if ((.@Defence >= 91) && (.@Defence <= 95)) { set .@def_invest,1720000; }
- else if ((.@Defence >= 96) && (.@Defence <= 100)) { set .@def_invest,1910000; }
- //Quadruple the cost of investing if you've already invested once.
- if (GetCastleData("arug_cas04",5)) {
- set .@def_invest,.@def_invest*4;
- }
- mes "[ Steward ]";
- mes "Investing in our stronghold's";
- mes "defense will enhance the";
- mes "durability of our Guardians";
- mes "and the Emperium. We'll need";
- mes "every advantage to protect";
- mes "ourselves from our enemies.";
- next;
- mes "[ Steward ]";
- mes "You can invest in defense";
- mes "once per day, but if you pay";
- mes "more zeny, you can invest";
- mes "a maximum of two times daily.";
- next;
- mes "[ Steward ]";
- if (GetCastleData("arug_cas04",3) == 100) {
- mes "The Defense Level of this";
- mes "stronghold is 100%, and";
- mes "cannot be increased further.";
- close;
- }
- if (GetCastleData("arug_cas04",5) >= 2) {
- mes "Master, you've already";
- mes "invested in Defense twice";
- mes "today. You'll need to wait";
- mes "until tomorrow if you really";
- mes "want to increase our defenses.";
- close;
- }
- if (GetCastleData("arug_cas04",5) == 0) {
- mes "We need ^FF0000" + .@def_invest + "^000000";
- mes "zeny to invest in our";
- mes "stronghold's defenses.";
- mes "Will you invest now?";
- }
- else {
- mes "We need ^FF0000" + .@def_invest + "^000000";
- mes "zeny to invest in our";
- mes "stronghold's defenses";
- mes "a second time today.";
- mes "Will you invest now?";
- }
- next;
- switch(select("Invest in Defense:Cancel")) {
- case 1:
- if (GetCastleData("arug_cas04",5) >= 2) {
- mes "[ Steward ]";
- mes "Master, you've already";
- mes "invested in Defense twice";
- mes "today. You'll need to wait";
- mes "until tomorrow if you really";
- mes "want to increase our defenses.";
- close;
- }
- if (Zeny < .@def_invest) {
- mes "[ Steward ]";
- mes "I'm sorry, Master, but";
- mes "you do not have enough";
- mes "zeny to make an investment";
- mes "for the guild today.";
- close;
- }
- set zeny,zeny-.@def_invest;
- SetCastleData "arug_cas04",5,GetCastleData("arug_cas04",5)+1;
- mes "[ Steward ]";
- mes "A wise use of the guild's";
- mes "funds, Master. Increasing";
- mes "the frequency of treasure";
- mes "procured by the guild will";
- mes "definitely help us all.";
- close;
- case 2:
- mes "[ Steward ]";
- mes "As you command, Master.";
- close;
- }
- case 4:
- if (GetCastleData("arug_cas04",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#arug_cas04";
- SetCastleData "arug_cas04",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#aru04";
- SetCastleData "arug_cas04",9,1;
- mes "[ Steward ]";
- mes "Very well. We have formed";
- mes "a contract with the Kafra";
- mes "Head Office, and hired a";
- mes "Kafra Employee for our";
- mes "stronghold. Here she is~";
- next;
- cutin "kafra_01",2;
- mes "[ Hired Kafra Employee ]";
- mes "How do you do? I've";
- mes "been dispatched by the";
- mes "Kafra Head Office to";
- mes "serve your guild's needs.";
- mes "I'll do my best to follow";
- mes "your every command, Master.";
- next;
- cutin "kafra_01",255;
- mes "[ Steward ]";
- mes "Our contract will expire";
- mes "after one month, so we must";
- mes "pay additional fees to keep";
- mes "this Kafra Employee in";
- mes "the service of our guild.";
- close;
- case 2:
- mes "[ Steward ]";
- mes "As you command, Master.";
- mes "However, I suggest hiring";
- mes "a Kafra Employee as soon";
- mes "as possible since our guild";
- mes "would greatly benefit from";
- mes "the convenient Kafra services.";
- close;
- }
- }
- case 5:
- mes "[ Steward ]";
- mes "Do you wish to enter the";
- mes "Guild Treasure Room?";
- mes "Only you, the Guild Master,";
- mes "are permitted to enter.";
- next;
- mes "[ Steward ]";
- mes "Please remember to open";
- mes "the Treasure Boxes at the";
- mes "proper time. Otherwise, the";
- mes "treasure may disappear if";
- mes "something unexpected happens.";
- next;
- switch(select("Go to Treasure Room:Cancel")) {
- case 1:
- mes "[ Steward ]";
- mes "Allow me to guide you";
- mes "on the secret path to";
- mes "the Treasure Room.";
- mes "Press the secret switch";
- mes "when you wish to return here.";
- close2;
- warp "arug_cas04",292,266;
- end;
- case 2:
- mes "[ Steward ]";
- mes "Items in the Treasure Room";
- mes "are produced once each day.";
- mes "Therefore, you must obtain";
- mes "the treasure items everyday.";
- mes "For the sake of the guild,";
- mes "prioritize treasure harvesting!";
- close;
- }
- }
-
-Onstop:
- stopnpctimer;
- end;
-
-OnStartArena:
- set .@GID,getcharid(2);
- // Lower castle Economy
- set .@Economy,GetCastleData("arug_cas04",2) - 5;
- if (.@Economy < 0) set .@Economy, 0;
- SetCastleData "arug_cas04", 2, .@Economy;
- // Lower Castle Defence
- set .@Defence,GetCastleData("arug_cas04",3) - 5;
- if (.@Defence < 0) set .@Defence, 0;
- SetCastleData "arug_cas04", 3, .@Defence;
- // Set new owner
- SetCastleData "arug_cas04",1, .@GID;
- // Clear castle's data.
- for( set .@i, 4; .@i <= 9; set .@i, .@i+1 )
- SetCastleData "arug_cas04", .@i, 0;
- // Disable Kafra
- disablenpc "Kafra Employee#aru04";
-
- set .msg,2;
- if (.msg == 1) {
- announce "Fortress [" + GetCastleName("arug_cas04") + "]'s 'Valfreyja' was captured by [" + getguildname(.@gid) + "] Guild.",bc_all|bc_woe;
- donpcevent "Manager#aru04_02::Onstart";
- }
- else if (.msg == 2) {
- announce "The [" + getguildname(.@gid) + "] conquered the [Valfreyja 4] stronghold of "+GetCastleName("arug_cas04"),bc_all|bc_woe;
- mapannounce "arug_cas04","The emperium has been shattered!",bc_map,"0x00FF00",FW_NORMAL,20,0,40;
- if (agitcheck2()) {
- donpcevent "Manager#aru04_02::Onreset";
- initnpctimer;
- }
- else {
- donpcevent "Manager#aru04_02::Onreset";
- stopnpctimer;
- }
- }
- else if (.msg == 0) {
- announce "Fortress [" + GetCastleName("arug_cas04") + "]'s 'Valfreyja' was captured by [" + getguildname(.@gid) + "] Guild.",bc_all|bc_woe;
- donpcevent "Manager#aru04_02::Onreset";
- stopnpctimer;
- end;
- }
- MapRespawnGuildID "arug_cas04",GetCastleData("arug_cas04",1),2;
- donpcevent "::OnRecvCastlear04";
- end;
-
-OnTimer10000:
- donpcevent "Manager#aru04_02::Onchange";
- mapannounce "arug_cas04","Rebuild this stronghold's Guardian Stones and Fortress Gates to secure your guild's new aquisition!",bc_map,"0x00FF00",FW_NORMAL,20,0,40;
- end;
-}
-
-// Guild Kafra
-arug_cas04,315,98,5 script Kafra Employee#aru04 117,{
- set .@GID, GetCastleData("arug_cas04",1);
- if (getcharid(2) == .@GID && getgdskilllv(.@GID,10001)) {
- mes "[Kafra Employee]";
- mes "Welcome, proud member";
- mes "of the ^FF0000" + GetGuildName(.@GID) + "^000000 Guild!";
- mes "The Kafra Corporation is ready";
- mes "to assist you wherever you go!";
- next;
- switch(select("Use Storage:Use Warp Service:Rent Pushcart:Cancel")) {
- case 1:
- if (basicskillcheck() && getskilllv("NV_BASIC") < 6) {
- mes "[Kafra Employee]";
- mes "I'm so sorry, but you must";
- mes "have at least Novice Skill";
- mes "Lv.6 to use the Storage.";
- }
- else {
- openstorage;
- }
- break;
- case 2:
- mes "[Kafra Employee]";
- mes "Please tell me your";
- mes "Warp destination.";
- next;
- switch(select("Rachel -> 200 z:Cancel")) {
- case 1:
- if (Zeny < 200) {
- mes "[Kafra Employee]";
- mes "I'm sorry, but you don't";
- mes "have enough zeny to pay";
- mes "the warp fee. Would you";
- mes "please check your funds again?";
- close2;
- cutin "kafra_01",255;
- end;
- }
- set zeny,zeny-200;
- warp "rachel",115,125;
- end;
- case 2:
- cutin "kafra_01",255;
- }
- break;
- case 3:
- if (BaseClass != Job_Merchant) {
- mes "[Kafra Employee]";
- mes "I'm sorry, but the Pushcart";
- mes "rental service can only be";
- mes "used by Merchant, Blacksmith,";
- mes "and Alchemist class characters.";
- }
- else if (checkcart() == 1) {
- mes "[Kafra Employee]";
- mes "Hm? You've already";
- mes "rented a Pushcart.";
- }
- else {
- mes "[Kafra Employee]";
- mes "The Pushcart rental fee";
- mes "is 800 zeny. Would you";
- mes "like to rent a Pushcart?";
- next;
- switch(select("Rent Pushcart:Cancel")) {
- case 1:
- if (Zeny < 800) {
- mes "[Kafra Employee]";
- mes "I'm sorry, but you don't";
- mes "have enough zeny to rent";
- mes "one of our Pushcarts.";
- close2;
- cutin "kafra_01",255;
- end;
- }
- set zeny,zeny-800;
- setcart;
- break;
- case 2:
- break;
- }
- }
- break;
- case 4:
- mes "[Kafra Employee]";
- mes "Thank you for using the";
- mes "Kafra Service. Wherever";
- mes "you go, Kafra will be";
- mes "there to support you!";
- close2;
- cutin "kafra_01",255;
- end;
- }
- close2;
- cutin "kafra_01",255;
- end;
- }
- else {
- mes "[Kafra Employee]";
- mes "I'm sorry, but I've been";
- mes "exclusively contracted";
- mes "to the members of the";
- mes "^FF0000" + GetGuildName(.@GID) + "^000000 Guild.";
- mes "You'll have to ask another";
- mes "Kafra Employee to help you...";
- close2;
- cutin "kafra_01",255;
- end;
- }
-
-OnRecvCastlear04:
- if (GetCastleData("arug_cas04",1) == 0) {
- monster "arug_cas04",0,0,"Evil Druid",1117,10;
- monster "arug_cas04",0,0,"Khalitzburg",1132,4;
- monster "arug_cas04",0,0,"Abysmal Knight",1219,3;
- monster "arug_cas04",0,0,"Executioner",1205,1;
- monster "arug_cas04",0,0,"Penomena",1216,10;
- monster "arug_cas04",0,0,"Alarm",1193,18;
- monster "arug_cas04",0,0,"Clock",1269,9;
- monster "arug_cas04",0,0,"Raydric Archer",1276,12;
- monster "arug_cas04",0,0,"Wanderer",1208,3;
- monster "arug_cas04",0,0,"Alice",1275,1;
- monster "arug_cas04",0,0,"Bloody Knight",1268,2;
- monster "arug_cas04",0,0,"Dark Lord",1272,2;
- monster "arug_cas04",0,0,"Tower Keeper",1270,4;
- }
- if (GetCastleData("arug_cas04",9) < 1) {
- disablenpc "Kafra Employee#aru04";
- }
- end;
-}
-
-arug_cas04,299,277,0 script #aru04_switch 111,{
- mes " ";
- mes "^3355FFWill you pull";
- mes "this small lever?^000000";
- next;
- switch(select("Pull Lever:Cancel")) {
- case 1:
- warp "arug_cas04",321,57;
- end;
- case 2:
- close;
- }
-}
-
aru_gld,306,359,6 script Gefn#flag_ar04_1::ar04_Flag 722,{
- set .@GID, GetCastleData("arug_cas04",1);
- if (.@GID == 0) {
- mes "[ Arunafeltz Royal Edict ]";
- mes "The Holy Kingdom of";
- mes "Arunafeltz declares that";
- mes "one has yet to claim lordship";
- mes "over this stronghold. The one";
- mes "that breaks the Emperium will";
- mes "be recognized as its new owner.";
- close;
- }
- else {
- if (getcharid(2) == .@GID) {
- mes "[ Ringing Voice ]";
- mes "Courageous one,";
- mes "do you wish to return";
- mes "to your stronghold?";
- next;
- switch(select("Return to the Stronghold:Cancel")) {
- case 1:
- set .@GID, GetCastleData("arug_cas04",1);
- if (getcharid(2) == .@GID) {
- warp "arug_cas04",121,318;
- end;
- }
- close;
- case 2:
- close;
- }
- }
- mes "[ Arunafeltz Royal Edict ]";
- mes "The Holy Kingdom of";
- mes "Arunafeltz decrees that";
- mes "this stronghold is owned";
- mes "by the ^FF0000" + GetGuildName(.@GID) + "^000000 Guild.";
- next;
- mes "[ Arunafeltz Royal Edict ]";
- mes "^FF0000" + GetGuildMaster(.@GID) + "^000000 is";
- mes "Guild Master of ^FF0000" + GetGuildName(.@GID) + "^000000.";
- mes "Any that object must claim this";
- mes "stronghold through strength of";
- mes "steel and magic during the";
- mes "appointed Guild Siege times.";
- close;
- }
-
+ callfunc "ReturnFlag","arug_cas04",1;
+ end;
OnInterIfInitOnce:
OnRecvCastlear04:
FlagEmblem GetCastleData("arug_cas04",1);
end;
}
-
aru_gld,306,348,6 duplicate(ar04_Flag) Gefn#flag_ar04_2 722
-
aru_gld,301,318,4 script Gefn#flag_ar04_3::ar04_Flag2 722,{
- set .@GID, GetCastleData("arug_cas04",1);
- if (.@GID == 0) {
- mes "[ Arunafeltz Royal Edict ]";
- mes "The Holy Kingdom of";
- mes "Arunafeltz declares that";
- mes "one has yet to claim lordship";
- mes "over this stronghold. The one";
- mes "that breaks the Emperium will";
- mes "be recognized as its new owner.";
- close;
- }
- else {
- mes "[ Arunafeltz Royal Edict ]";
- mes "The Holy Kingdom of";
- mes "Arunafeltz decrees that";
- mes "this stronghold is owned";
- mes "by the ^FF0000" + GetGuildName(.@GID) + "^000000 Guild.";
- next;
- mes "[ Arunafeltz Royal Edict ]";
- mes "^FF0000" + GetGuildMaster(.@GID) + "^000000 is";
- mes "Guild Master of ^FF0000" + GetGuildName(.@GID) + "^000000.";
- mes "Any that object must claim this";
- mes "stronghold through strength of";
- mes "steel and magic during the";
- mes "appointed Guild Siege times.";
- close;
- }
-
+ callfunc "ReturnFlag","arug_cas04",0;
+ end;
OnInterIfInitOnce:
OnRecvCastlear04:
FlagEmblem GetCastleData("arug_cas04",1);
end;
}
-
-aru_gld,313,318,4 duplicate(ar04_Flag2) Gefn#flag_ar04_4 722
+aru_gld,313,318,4 duplicate(ar04_Flag2) Gefn#flag_ar04_4 722 \ No newline at end of file
diff --git a/npc/guild2/arug_cas05.txt b/npc/guild2/arug_cas05.txt
index fe6431b9f..8beb8c938 100644
--- a/npc/guild2/arug_cas05.txt
+++ b/npc/guild2/arug_cas05.txt
@@ -1,2237 +1,47 @@
//===== rAthena Script =======================================
-//= War of Emperium Second Edition
+//= War of Emperium SE - Banadis
//===== By: ==================================================
-//= L0ne_W0lf
+//= Euphy
//===== Current Version: =====================================
-//= 2.3
+//= 1.0
//===== Compatible With: =====================================
//= rAthena SVN
-//===== Description: =========================================
-//= WoE SE Arunafeltz Castle 5
//===== Additional Comments: =================================
-//= 1.0 First Version [L0ne_W0lf]
-//= 1.1 Swaped an end for a close in eco investing. [L0ne_W0lf]
-//= 1.2 Fixed double message in defense investing. [L0ne_W0lf]
-//= Corrected a minor typo in the guild steward.
-//= 1.3 Fixed a guardian spawning NPCs. [L0ne_W0lf]
-//= 1.4 Fixed investment period not resetting. [L0ne_W0lf]
-//= Made it so treasure won't spawn if castle is empty.
-//= Treasure will now be killed before spawning.
-//= 1.5 Fixed error with control devices. [L0ne_W0lf]
-//= 1.6 Corrected copy/paste error. [L0ne_W0lf]
-//= 1.7 Replaced effect numerics with constants. [L0ne_W0lf]
-//= 1.8 Fixed wrong event call for stones. (bugreport:2386) [L0ne_W0lf]
-//= 1.9 Applied updated eco/def systems. [L0ne_W0lf]
-//= 2.0 Fixed eco/def not actually incrementing. [L0ne_W0lf]
-//= Can no longer gain eco/def higher than 100.
-//= 2.1 Fixed setcell extending more than it should on 3rd barricade. (bugreport:4323) [L0ne_W0lf]
-//= 2.2 Fixed exterior flag placements. [L0ne_W0lf]
-//= 2.3 Fixed a possible exploit in guild castle investment. [Brian]
+//= 1.0 Merged to template file.
//============================================================
-arug_cas05,1,1,0 script Manager#aru05_02 111,{
- end;
-
-OnAgitInit2:
-OnRecvCastlear05:
- if (GetCastleData("arug_cas05",1) == 0) {
- donpcevent "Manager#aru05_02::Onstart";
- }
- end;
-
-OnAgitStart2:
- if (agitcheck2()) {
- MapRespawnGuildID "arug_cas05",GetCastleData("arug_cas05",1),2;
- GvgOn "arug_cas05";
- donpcevent "Manager#aru05_02::Onstart";
- }
- else {
- donpcevent "#aru05_RL00::OnDisable";
- donpcevent "#aru05_RL01::OnDisable";
- donpcevent "#aru05_RL02::OnDisable";
- donpcevent "#aru05_RL03::OnDisable";
- }
- end;
-
-OnAgitEnd2:
- GvgOff "arug_cas05";
- if (GetCastleData("arug_cas05",1)) {
- KillMonster "arug_cas05","Steward#aru05::OnStartArena";
- donpcevent "Manager#aru05_02::Onreset";
- donpcevent "Steward#aru05::Onstop";
- }
- end;
-
-Onstart:
- // 1st Guardian stone, 2nd Guardian stone, Barrier 1, Barrier 2, Barrier 3, Summon Guardians
- // Settings for all but Summon Guardians
- // 0 = Okay; 1 = Destroyed; 2 = Repairing
- // Summon Guardians
- // 0 = Do not Summon; 1 = Summon
- if (GetCastleData("arug_cas05",1)) {
- setarray $agit_ar05[0],0,0,0,0,0,0;
- donpcevent "#aru05_df01::OnEnable";
- donpcevent "#aru05_df02::OnEnable";
- donpcevent "#aru05_RL00::OnEnable";
- donpcevent "#aru05_RL01::OnEnable";
- donpcevent "#aru05_RL02::OnEnable";
- donpcevent "#aru05_RL03::OnEnable";
- }
- monster "arug_cas05",141,293,"Emperium",1288,1,"Steward#aru05::OnStartArena";
- end;
-
-Onreset:
- donpcevent "#aru05_df01::OnDisable";
- donpcevent "#aru05_df02::OnDisable";
- donpcevent "#aru05_gard01::Onreset";
- donpcevent "#aru05_gard02::Onreset";
- donpcevent "#aru05_RL00::OnDisable";
- donpcevent "#aru05_RL01::OnDisable";
- donpcevent "#aru05_RL02::OnDisable";
- donpcevent "#aru05_RL03::OnDisable";
- donpcevent "1st Guardian Stone#aru05::OnDisable";
- donpcevent "2nd Guardian Stone#aru05::OnDisable";
- donpcevent "Control Device01#aru05::OnDisable";
- donpcevent "Control Device02#aru05::OnDisable";
- donpcevent "Control Device03#aru05::OnDisable";
- if (agitcheck2()) {
- setarray $agit_ar05[0],0,0,1,1,1,0;
- }
- end;
-
-Onchange:
- setarray $agit_ar05[0],2,2,1,1,2,0;
- monster "arug_cas05",141,293,"Emperium",1288,1,"Steward#aru05::OnStartArena";
- donpcevent "Control Device03#aru05::OnEnable";
- donpcevent "1st Guardian Stone#aru05::OnEnable";
- donpcevent "2nd Guardian Stone#aru05::OnEnable";
- end;
-
-OnClock0001:
- if (!GetCastleData("arug_cas05",1)) end;
- killmonster "arug_cas05","Manager#aru05_02::OnTreasureDied";
-
- if (GetCastleData("arug_cas05",4)) {
- set .@Economy,GetCastleData("arug_cas05",2);
- SetCastleData "arug_cas05",2,.@Economy + GetCastleData("arug_cas05",4) + (rand(2) && getgdskilllv(.@GID,10014));
- if (GetCastleData("arug_cas05",2) > 100) SetCastleData "arug_cas05",2,100;
- setcastledata "arug_cas05",4,0;
- }
- if (GetCastleData("arug_cas05",5)) {
- set .@Defence,GetCastleData("arug_cas05",3);
- SetCastleData "arug_cas05",3,.@Defence + GetCastleData("arug_cas05",5);
- if (GetCastleData("arug_cas05",3) > 100) SetCastleData "arug_cas05",3,100;
- setcastledata "arug_cas05",5,0;
- }
-
- set .@Treasure,GetCastleData("arug_cas05",2)/5+4;
- if (.@Treasure) {
- monster "arug_cas05",291,276,"Treasure Chest",1945,1,"Manager#aru05_02::OnTreasureDied";
- monster "arug_cas05",292,276,"Treasure Chest",1324,1,"Manager#aru05_02::OnTreasureDied";
- monster "arug_cas05",293,276,"Treasure Chest",1945,1,"Manager#aru05_02::OnTreasureDied";
- monster "arug_cas05",294,276,"Treasure Chest",1324,1,"Manager#aru05_02::OnTreasureDied";
- if (.@Treasure < 5) end;
- monster "arug_cas05",295,276,"Treasure Chest",1945,1,"Manager#aru05_02::OnTreasureDied";
- if (.@Treasure < 6) end;
- monster "arug_cas05",296,276,"Treasure Chest",1324,1,"Manager#aru05_02::OnTreasureDied";
- if (.@Treasure < 7) end;
- monster "arug_cas05",293,274,"Treasure Chest",1945,1,"Manager#aru05_02::OnTreasureDied";
- if (.@Treasure < 8) end;
- monster "arug_cas05",294,274,"Treasure Chest",1324,1,"Manager#aru05_02::OnTreasureDied";
- if (.@Treasure < 9) end;
- monster "arug_cas05",295,274,"Treasure Chest",1945,1,"Manager#aru05_02::OnTreasureDied";
- if (.@Treasure < 10) end;
- monster "arug_cas05",296,274,"Treasure Chest",1324,1,"Manager#aru05_02::OnTreasureDied";
- if (.@Treasure < 11) end;
- monster "arug_cas05",297,274,"Treasure Chest",1945,1,"Manager#aru05_02::OnTreasureDied";
- if (.@Treasure < 12) end;
- monster "arug_cas05",298,274,"Treasure Chest",1324,1,"Manager#aru05_02::OnTreasureDied";
- if (.@Treasure < 13) end;
- monster "arug_cas05",291,272,"Treasure Chest",1945,1,"Manager#aru05_02::OnTreasureDied";
- if (.@Treasure < 14) end;
- monster "arug_cas05",292,272,"Treasure Chest",1324,1,"Manager#aru05_02::OnTreasureDied";
- if (.@Treasure < 15) end;
- monster "arug_cas05",293,272,"Treasure Chest",1945,1,"Manager#aru05_02::OnTreasureDied";
- if (.@Treasure < 16) end;
- monster "arug_cas05",294,272,"Treasure Chest",1324,1,"Manager#aru05_02::OnTreasureDied";
- if (.@Treasure < 17) end;
- monster "arug_cas05",295,272,"Treasure Chest",1945,1,"Manager#aru05_02::OnTreasureDied";
- if (.@Treasure < 18) end;
- monster "arug_cas05",296,272,"Treasure Chest",1324,1,"Manager#aru05_02::OnTreasureDied";
- if (.@Treasure < 19) end;
- monster "arug_cas05",293,269,"Treasure Chest",1945,1,"Manager#aru05_02::OnTreasureDied";
- if (.@Treasure < 20) end;
- monster "arug_cas05",294,269,"Treasure Chest",1324,1,"Manager#aru05_02::OnTreasureDied";
- if (.@Treasure < 21) end;
- monster "arug_cas05",295,269,"Treasure Chest",1945,1,"Manager#aru05_02::OnTreasureDied";
- if (.@Treasure < 22) end;
- monster "arug_cas05",296,269,"Treasure Chest",1324,1,"Manager#aru05_02::OnTreasureDied";
- if (.@Treasure < 23) end;
- monster "arug_cas05",297,269,"Treasure Chest",1945,1,"Manager#aru05_02::OnTreasureDied";
- if (.@Treasure < 24) end;
- monster "arug_cas05",298,269,"Treasure Chest",1324,1,"Manager#aru05_02::OnTreasureDied";
- }
- end;
-
-OnTreasureDied:
- end;
-}
-
-arug_cas05,146,315,3 script Eeos#aru05_01 868,{
- set .@GID, GetCastleData("arug_cas05",1);
- if (.@GID == 0) {
- mes "[Eeos]";
- 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 "[Eeos]";
- 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 "[Eeos]";
- mes "I am Eeos, guardian of";
- mes "this stronghold. For now,";
- mes "all is quiet in this place.";
- next;
- switch(select("Converse:Cancel")) {
- case 1:
- mes "[Eeos]";
- 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 "[Eeos]";
- 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 "[Eeos]";
- 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 "[Eeos]";
- 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 "[Eeos]";
- 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 "[Eeos]";
- 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 "[Eeos]";
- 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 "[Eeos]";
- 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 "[Eeos]";
- 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 "[Eeos]";
- 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 "[Eeos]";
- 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 "[Eeos]";
- mes "You have no questions";
- mes "to ask of me? Well, I'm";
- mes "here to serve your needs.";
- close;
- }
- case 2:
- mes "[Eeos]";
- mes "I'm always here, so";
- mes "feel free to request my";
- mes "assistance whenever";
- mes "the need arises.";
- close;
- }
- }
- else {
- mes "[Eeos]";
- mes "Greetings, "+strcharinfo(0)+".";
- mes "What are your orders?";
- next;
- switch(select("Increase Stronghold Defense:Situational Briefing:Cancel")) {
- case 1:
- if ($agit_ar05[5] == 0) {
- if (getgdskilllv(.@GID,10002) == 0) {
- mes "[Eeos]";
- 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 "[Eeos]";
- 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 $agit_ar05[5],1;
- if ($agit_ar05[0] == 0) {
- donpcevent "#aru05_gard01::OnEnable";
- }
- if ($agit_ar05[1] == 0) {
- donpcevent "#aru05_gard02::OnEnable";
- }
- close;
- }
- }
- else {
- mes "[Eeos]";
- mes "You've already commanded";
- mes "me to summon a Guardian";
- mes "to defend the stronghold.";
- close;
- }
- case 2:
- mes "[Eeos]";
- mes "Our defense status is...";
- if ($agit_ar05[0] == 1) {
- mes "1st Guardian Stone: ^FF0000Destroyed^000000";
- }
- else if ($agit_ar05[0] == 2) {
- mes "1st Guardian Stone: ^008000Repairing^000000";
- }
- else {
- mes "1st Guardian Stone: ^4D4DFFOperational^000000";
- }
- if ($agit_ar05[1] == 1) {
- mes "2nd Guardian Stone: ^FF0000Destroyed^000000";
- }
- else if ($agit_ar05[1] == 2) {
- mes "2nd Guardian Stone: ^008000Repairing^000000";
- }
- else {
- mes "2nd Guardian Stone: ^4D4DFFOperational^000000";
- }
- if ($agit_ar05[2] == 1) {
- mes "1st Fortress Gate: ^FF0000Destroyed^000000";
- }
- else if ($agit_ar05[2] == 2) {
- mes "1st Fortress Gate: ^008000Repairing^000000";
- }
- else {
- mes "1st Fortress Gate: ^4D4DFFOperational^000000";
- }
- if ($agit_ar05[3] == 1) {
- mes "2nd Fortress Gate: ^FF0000Destroyed^000000";
- }
- else if ($agit_ar05[3] == 2) {
- mes "2nd Fortress Gate: ^008000Repairing^000000";
- }
- else {
- mes "2nd Fortress Gate: ^4D4DFFOperational^000000";
- }
- if ($agit_ar05[4] == 1) {
- mes "3rd Fortress Gate: ^FF0000Destroyed^000000";
- }
- else if ($agit_ar05[4] == 2) {
- mes "3rd Fortress Gate: ^008000Repairing^000000";
- }
- else {
- mes "3rd Fortress Gate: ^4D4DFFOperational^000000";
- }
- close;
- case 3:
- mes "[Eeos]";
- mes "I'll be standing by,";
- mes "awaiting your orders.";
- close;
- }
- }
- }
- }
- else {
- mes "[Eeos]";
- mes "Who are you? Scoundrel!";
- mes "Leave this stronghold now!";
- close;
- }
-
-OnInit:
- setarray $agit_ar05[0],0,0,0,0,0,0;
- end;
-}
-
-arug_cas05,1,1,0 script #aru05_gard01 -1,{
-OnEnable:
- set .@defence,GetCastleData("arug_cas05",3);
- guardian "arug_cas05",130,60,"Guardian",1899,"#aru05_gard01::OnGuardianDied"; //0;
- if ((.@defence > 10) && (.@defence < 31)) {
- set .MyMobCount,2;
- guardian "arug_cas05",128,77,"Guardian",1899,"#aru05_gard01::OnGuardianDied"; //1;
- }
- else if ((.@defence > 30) && (.@defence < 51)) {
- set .MyMobCount,3;
- guardian "arug_cas05",128,77,"Guardian",1899,"#aru05_gard01::OnGuardianDied"; //1;
- guardian "arug_cas05",128,90,"Guardian",1899,"#aru05_gard01::OnGuardianDied"; //2;
- }
- else if ((.@defence > 50) && (.@defence < 71)) {
- set .MyMobCount,4;
- guardian "arug_cas05",128,77,"Guardian",1899,"#aru05_gard01::OnGuardianDied"; //1;
- guardian "arug_cas05",128,90,"Guardian",1899,"#aru05_gard01::OnGuardianDied"; //2;
- guardian "arug_cas05",128,100,"Guardian",1899,"#aru05_gard01::OnGuardianDied"; //3;
- }
- else if (.@defence > 70) {
- set .MyMobCount,5;
- guardian "arug_cas05",128,77,"Guardian",1899,"#aru05_gard01::OnGuardianDied"; //1;
- guardian "arug_cas05",128,90,"Guardian",1899,"#aru05_gard01::OnGuardianDied"; //2;
- guardian "arug_cas05",128,100,"Guardian",1899,"#aru05_gard01::OnGuardianDied"; //3;
- guardian "arug_cas05",110,96,"Guardian",1899,"#aru05_gard01::OnGuardianDied"; //4;
- }
- else {
- set .MyMobCount,2;
- guardian "arug_cas05",66,157,"Guardian",1899,"#aru05_gard01::OnGuardianDied"; //1;
- }
- initnpctimer;
- end;
-
-OnTimer300000:
- set .MyMobCount,.MyMobCount+1;
- guardian "arug_cas05",91,53,"Guardian",1899,"#aru05_gard01::OnGuardianDied"; //5;
- mapannounce "arug_cas05","The 1st Guardian has been summoned from the Gate House.",bc_map,"0xff4500";
- end;
-
-OnTimer900000:
- set .MyMobCount,.MyMobCount+1;
- guardian "arug_cas05",65,71,"Guardian",1899,"#aru05_gard01::OnGuardianDied"; //6;
- mapannounce "arug_cas05","The 2nd Guardian has been summoned from the Gate House.",bc_map,"0xff4500";
- end;
-
-OnTimer1800000:
- set .MyMobCount,.MyMobCount+1;
- guardian "arug_cas05",65,103,"Guardian",1899,"#aru05_gard01::OnGuardianDied"; //7;
- mapannounce "arug_cas05","The 3rd Guardian has been summoned from the Gate House.",bc_map,"0xff4500";
- end;
-
-OnTimer2700000:
- set .MyMobCount,.MyMobCount+1;
- guardian "arug_cas05",110,96,"Guardian",1899,"#aru05_gard01::OnGuardianDied"; //8;
- mapannounce "arug_cas05","The 4th Guardian has been summoned from the Gate House.",bc_map,"0xff4500";
- end;
-
-OnTimer3600000:
- set .MyMobCount,.MyMobCount+1;
- guardian "arug_cas05",128,100,"Guardian",1899,"#aru05_gard01::OnGuardianDied"; //9;
- mapannounce "arug_cas05","The 5th Guardian has been summoned from the Gate House.",bc_map,"0xff4500";
- stopnpctimer;
- end;
-
-OnGuardianDied:
- set .MyMobCount,.MyMobCount-1;
- if (.MyMobCount < 2) {
- set .MyMobCount,.MyMobCount+1;
- guardian "arug_cas05",128,77,"Guardian",1899,"#aru05_gard01::OnGuardianDied"; //10;
- }
- end;
-
-Onreset:
- stopnpctimer;
- killmonster "arug_cas05","#aru05_gard01::OnGuardianDied";
- end;
-}
-
-arug_cas05,1,2,0 script #aru05_gard02 -1,{
-OnEnable:
- set .@defence,GetCastleData("arug_cas05",3);
- guardian "arug_cas05",156,101,"Guardian",1899,"#aru05_gard02::OnGuardianDied"; //11;
- if ((.@defence > 10) && (.@defence < 31)) {
- set .MyMobCount,2;
- guardian "arug_cas05",172,95,"Guardian",1899,"#aru05_gard02::OnGuardianDied"; //12;
- }
- else if ((.@defence > 30) && (.@defence < 51)) {
- set .MyMobCount,3;
- guardian "arug_cas05",172,95,"Guardian",1899,"#aru05_gard02::OnGuardianDied"; //12;
- guardian "arug_cas05",154,90,"Guardian",1899,"#aru05_gard02::OnGuardianDied"; //13;
- }
- else if ((.@defence > 50) && (.@defence < 71)) {
- set .MyMobCount,4;
- guardian "arug_cas05",172,95,"Guardian",1899,"#aru05_gard02::OnGuardianDied"; //12;
- guardian "arug_cas05",154,90,"Guardian",1899,"#aru05_gard02::OnGuardianDied"; //13;
- guardian "arug_cas05",156,77,"Guardian",1899,"#aru05_gard02::OnGuardianDied"; //14;
- }
- else if (.@defence > 70) {
- set .MyMobCount,5;
- guardian "arug_cas05",172,95,"Guardian",1899,"#aru05_gard02::OnGuardianDied"; //12;
- guardian "arug_cas05",154,90,"Guardian",1899,"#aru05_gard02::OnGuardianDied"; //13;
- guardian "arug_cas05",156,77,"Guardian",1899,"#aru05_gard02::OnGuardianDied"; //14;
- guardian "arug_cas05",155,60,"Guardian",1899,"#aru05_gard02::OnGuardianDied"; //15;
- }
- else {
- set .MyMobCount,2;
- guardian "arug_cas05",211,159,"Guardian",1899,"#aru05_gard02::OnGuardianDied"; //12;
- }
- initnpctimer;
- end;
-
-OnTimer600000:
- set .MyMobCount,.MyMobCount+1;
- guardian "arug_cas05",187,54,"Guardian",1899,"#aru05_gard02::OnGuardianDied"; //16;
- end;
-
-OnTimer1200000:
- set .MyMobCount,.MyMobCount+1;
- guardian "arug_cas05",212,67,"Guardian",1899,"#aru05_gard02::OnGuardianDied"; //17;
- end;
-
-OnTimer2100000:
- set .MyMobCount,.MyMobCount+1;
- guardian "arug_cas05",211,105,"Guardian",1899,"#aru05_gard02::OnGuardianDied"; //18;
- end;
-
-OnTimer3000000:
- set .MyMobCount,.MyMobCount+1;
- guardian "arug_cas05",155,60,"Guardian",1899,"#aru05_gard02::OnGuardianDied"; //19;
- end;
-
-OnTimer3900000:
- set .MyMobCount,.MyMobCount+1;
- guardian "arug_cas05",156,77,"Guardian",1899,"#aru05_gard02::OnGuardianDied"; //20;
- stopnpctimer;
- end;
-
-OnGuardianDied:
- set .MyMobCount,.MyMobCount-1;
- if (.MyMobCount < 2) {
- set .MyMobCount,.MyMobCount+1;
- guardian "arug_cas05",172,95,"Guardian",1899,"#aru05_gard02::OnGuardianDied"; //21;
- }
- end;
-
-Onreset:
- stopnpctimer;
- killmonster "arug_cas05","#aru05_gard02::OnGuardianDied";
- end;
-}
-
-arug_cas05,1,3,0 script #aru05_df01 -1,{
-OnEnable:
- guardian "arug_cas05",65,171,"1st Guardian Stone",1907,"#aru05_df01::OnGuardianStoneDied"; //22;
- end;
-
-OnDisable:
- killmonster "arug_cas05","#aru05_df01::OnGuardianStoneDied";
- setarray $agit_ar05[0],1; //Global Variable
- stopnpctimer;
- end;
-
-OnGuardianStoneDied:
- // 1st Guardian Stone is Destroyed
- setarray $agit_ar05[0],1;
- if (($agit_ar05[0] == 1) || ($agit_ar05[0] == 2)) {
- set .@destroyed,.@destroyed + 1;
- }
- if (($agit_ar05[1] == 1) || ($agit_ar05[1] == 2)) {
- set .@destroyed,.@destroyed + 1;
- }
- if (.@destroyed == 2) {
- mapannounce "arug_cas05","All of the Guardian Stones have been destroyed!",bc_map,"0x00ff00";
- donpcevent "#aru05_RL00::OnDisable";
- donpcevent "#aru05_gard01::Onreset";
- }
- else {
- mapannounce "arug_cas05","The 1st Guardian Stone has been destroyed!",bc_map,"0x00ff00";
- donpcevent "#aru05_gard01::Onreset";
- }
- initnpctimer;
- end;
-
-OnTimer300000:
- donpcevent "1st Guardian Stone#aru05::OnEnable";
- setarray $agit_ar05[0],2; //Global Variable
- stopnpctimer;
- end;
-}
-
-arug_cas05,65,171,0 script 1st Guardian Stone#aru05 844,{
- set .@GID, GetCastleData("arug_cas05",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_ar05[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 "#aru05_df01::OnEnable";
- specialeffect EF_ICECRASH;
- disablenpc "1st Guardian Stone#aru05";
- setarray $agit_ar05[0],0;
- set .@df_all,$agit_ar05[0]+$agit_ar05[1];
- if (.@df_all == 0) {
- mapannounce "arug_cas05","Both Guardian Stones have been erected, bolstering this stronghold's defenses!",bc_map,"0x00ff00";
- donpcevent "#aru05_RL00::OnEnable";
- }
- else {
- mapannounce "arug_cas05","The 1st Guardian Stone has been repaired successfully.",bc_map,"0x00ff00";
- }
- if ($agit_ar05[5] == 1) {
- donpcevent "#aru05_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#aru05";
- end;
-
-OnEnable:
- enablenpc "1st Guardian Stone#aru05";
- specialeffect EF_MAPPILLAR2;
- end;
-
-OnDisable:
- disablenpc "1st Guardian Stone#aru05";
- end;
-}
-
-arug_cas05,1,4,0 script #aru05_df02 -1,{
-OnEnable:
- guardian "arug_cas05",212,149,"2nd Guardian Stone",1908,"#aru05_df02::OnGuardianStoneDied"; //23;
- end;
-
-OnDisable:
- killmonster "arug_cas05","#aru05_df02::OnGuardianStoneDied";
- setarray $agit_ar05[1],1; //Global Variable
- stopnpctimer;
- end;
-
-OnGuardianStoneDied:
- // 2nd Guardian Stone is Destroyed
- setarray $agit_ar05[1],1;
- if (($agit_ar05[0] == 1) || ($agit_ar05[0] == 2)) {
- set .@destroyed,.@destroyed + 1;
- }
- if (($agit_ar05[1] == 1) || ($agit_ar05[1] == 2)) {
- set .@destroyed,.@destroyed + 1;
- }
- if (.@destroyed == 2) {
- mapannounce "arug_cas05","All of the Guardian Stones have been destroyed!",bc_map,"0x00ff00";
- donpcevent "#aru05_RL00::OnDisable";
- donpcevent "#aru05_gard02::Onreset";
- }
- else {
- mapannounce "arug_cas05","The 2nd Guardian Stone has been destroyed!",bc_map,"0x00ff00";
- donpcevent "#aru05_gard02::Onreset";
- }
- initnpctimer;
- end;
-
-OnTimer300000:
- donpcevent "2nd Guardian Stone#aru05::OnEnable";
- setarray $agit_ar05[1],2; //Global Variable
- stopnpctimer;
- end;
-}
-
-arug_cas05,212,149,0 script 2nd Guardian Stone#aru05 844,{
- set .@GID, GetCastleData("arug_cas05",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_ar05[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 "#aru05_df02::OnEnable";
- specialeffect EF_ICECRASH;
- disablenpc "2nd Guardian Stone#aru05";
- setarray $agit_ar05[1],0;
- set .@df_all,$agit_ar05[0]+$agit_ar05[1];
- if (.@df_all == 0) {
- mapannounce "arug_cas05","Both Guardian Stones have been erected, bolstering this stronghold's defenses!",bc_map,"0x00ff00";
- donpcevent "#aru05_RL00::OnEnable";
- }
- else {
- mapannounce "arug_cas05","The 2nd Guardian Stone has been repaired successfully.",bc_map,"0x00ff00";
- }
- if ($agit_ar05[5] == 1) {
- donpcevent "#aru05_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#aru05";
- end;
-
-OnEnable:
- enablenpc "2nd Guardian Stone#aru05";
- specialeffect EF_MAPPILLAR2;
- end;
-
-OnDisable:
- disablenpc "2nd Guardian Stone#aru05";
- end;
-}
-
-// Barrier Summoners
-arug_cas05,2,1,0 script #aru05_RL00 -1,{
-OnEnable:
- setcell "arug_cas05",138,136,145,110,cell_walkable,0;
- setcell "arug_cas05",138,110,145,110,cell_shootable,0;
- guardian "arug_cas05",139,111," ",1905,"#aru05_RL00::OnBarrierDestroyed"; //24;
- guardian "arug_cas05",141,111," ",1905,"#aru05_RL00::OnBarrierDestroyed"; //25;
- guardian "arug_cas05",143,111," ",1905,"#aru05_RL00::OnBarrierDestroyed"; //26;
- guardian "arug_cas05",145,111," ",1905,"#aru05_RL00::OnBarrierDestroyed"; //27;
- end;
-
-OnDisable:
- setcell "arug_cas05",138,136,145,110,cell_walkable,1;
- setcell "arug_cas05",138,110,145,110,cell_shootable,1;
- killmonster "arug_cas05","#aru05_RL00::OnBarrierDestroyed";
- end;
-
-OnBarrierDestroyed:
- end;
-}
-
-arug_cas05,2,2,0 script #aru05_RL01 -1,{
-OnEnable:
- set .MyMobCount,6;
- setcell "arug_cas05",139,158,144,158,cell_walkable,0;
- guardian "arug_cas05",140,157," ",1905,"#aru05_RL01::OnBarrierDestroyed"; //28;
- guardian "arug_cas05",142,157," ",1905,"#aru05_RL01::OnBarrierDestroyed"; //29;
- guardian "arug_cas05",144,157," ",1905,"#aru05_RL01::OnBarrierDestroyed"; //30;
- guardian "arug_cas05",139,156," ",1905,"#aru05_RL01::OnBarrierDestroyed"; //31;
- guardian "arug_cas05",141,156," ",1905,"#aru05_RL01::OnBarrierDestroyed"; //32;
- guardian "arug_cas05",143,156," ",1905,"#aru05_RL01::OnBarrierDestroyed"; //33;
- end;
-
-OnBarrierDestroyed:
- set .MyMobCount,.MyMobCount-1;
- if (.MyMobCount == 0) {
- setarray $agit_ar05[2],1;
- mapannounce "arug_cas05","The 1st Fortress Gate is destroyed.",bc_map,"0x00ff00";
- setcell "arug_cas05",139,158,144,158,cell_walkable,1;
- }
- end;
-
-OnDisable:
- setcell "arug_cas05",139,158,144,158,cell_walkable,1;
- killmonster "arug_cas05","#aru05_RL01::OnBarrierDestroyed";
- end;
-}
-
-arug_cas05,2,3,0 script #aru05_RL02 -1,{
-OnEnable:
- set .MyMobCount,6;
- setcell "arug_cas05",138,210,145,210,cell_walkable,0;
- guardian "arug_cas05",140,209," ",1905,"#aru05_RL02::OnBarrierDestroyed"; //34;
- guardian "arug_cas05",142,209," ",1905,"#aru05_RL02::OnBarrierDestroyed"; //35;
- guardian "arug_cas05",144,209," ",1905,"#aru05_RL02::OnBarrierDestroyed"; //36;
- guardian "arug_cas05",139,208," ",1905,"#aru05_RL02::OnBarrierDestroyed"; //37;
- guardian "arug_cas05",141,208," ",1905,"#aru05_RL02::OnBarrierDestroyed"; //38;
- guardian "arug_cas05",143,208," ",1905,"#aru05_RL02::OnBarrierDestroyed"; //39;
- end;
-
-OnBarrierDestroyed:
- set .MyMobCount,.MyMobCount-1;
- if (.MyMobCount == 0) {
- setarray $agit_ar05[3],1;
- mapannounce "arug_cas05","The 2nd Fortress Gate is destroyed.",bc_map,"0x00ff00";
- setcell "arug_cas05",138,210,145,210,cell_walkable,1;
- }
- end;
-
-OnDisable:
- setcell "arug_cas05",138,210,145,210,cell_walkable,1;
- killmonster "arug_cas05","#aru05_RL02::OnBarrierDestroyed";
- end;
-}
-
-arug_cas05,2,4,0 script #aru05_RL03 -1,{
-OnEnable:
- set .MyMobCount,4;
- setcell "arug_cas05",138,263,145,263,cell_walkable,0;
- guardian "arug_cas05",139,262," ",1905,"#aru05_RL03::OnBarrierDestroyed"; //40;
- guardian "arug_cas05",141,262," ",1905,"#aru05_RL03::OnBarrierDestroyed"; //41;
- guardian "arug_cas05",143,262," ",1905,"#aru05_RL03::OnBarrierDestroyed"; //42;
- guardian "arug_cas05",145,262," ",1905,"#aru05_RL03::OnBarrierDestroyed"; //43;
- end;
-
-OnBarrierDestroyed:
- set .MyMobCount,.MyMobCount-1;
- if (.MyMobCount == 0) {
- setarray $agit_ar05[4],1;
- mapannounce "arug_cas05","The 3rd Fortress Gate is destroyed!",bc_map,"0x00ff00";
- setcell "arug_cas05",138,263,145,263,cell_walkable,1;
- }
- end;
-
-OnDisable:
- setcell "arug_cas05",138,263,145,263,cell_walkable,1;
- killmonster "arug_cas05","#aru05_RL03::OnBarrierDestroyed";
- end;
-}
-
-arug_cas05,136,158,0 script Control Device01#aru05 111,{
- set .@GID, GetCastleData("arug_cas05",1);
- if (getcharid(2) == .@GID) {
- if (strcharinfo(0) == getguildmaster(.@GID)) {
- if ($agit_ar05[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 "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 "#aru05_RL01::OnEnable";
- disablenpc "Control Device01#aru05";
- mapannounce "arug_cas05","The 1st Fortress Gate has been reconstructed!",bc_map,"0x00ff00";
- setarray $agit_ar05[2],0;
- end;
- }
- else {
- mes "^3355FFThe wall has been breached,";
- mes "and the attempt to repair the";
- mes "Fortress Gate has failed.";
- mes "You lost some of your";
- mes "repair resources...^000000";
- delitem 984,2; //Oridecon
- delitem 999,4; //Steel
- delitem 1019,14; //Wooden_Block
- delitem 1011,3; //Emveretarcon
- close;
- }
- }
- }
- else {
- mes "^3355FFYou can't attempt to repair";
- mes "the Fortress Gate if you don't";
- mes "have all the needed materials.^000000";
- close;
- }
- }
- }
- }
- end;
-
-OnInit:
- disablenpc "Control Device01#aru05";
- end;
-
-OnEnable:
- enablenpc "Control Device01#aru05";
- end;
-
-OnDisable:
- disablenpc "Control Device01#aru05";
- end;
-}
-
-arug_cas05,135,212,0 script Control Device02#aru05 111,{
- set .@GID, GetCastleData("arug_cas05",1);
- if (getcharid(2) == .@GID) {
- if (strcharinfo(0) == getguildmaster(.@GID)) {
- if ($agit_ar05[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 "#aru05_RL02::OnEnable";
- disablenpc "Control Device02#aru05";
- mapannounce "arug_cas05","The 2nd Fortress Gate has been reconstructed!",bc_map,"0x00ff00";
- setarray $agit_ar05[3],0; //Global Variable
- setarray $agit_ar05[2],2; //Global Variable
- donpcevent "Control Device01#aru05::OnEnable";
- end;
- }
- else {
- mes "^3355FFThe wall has been breached,";
- mes "and the attempt to repair the";
- mes "Fortress Gate has failed.";
- mes "You lost some of your";
- mes "repair resources...^000000";
- delitem 984,2; //Oridecon
- delitem 999,4; //Steel
- delitem 1019,14; //Wooden_Block
- delitem 1011,3; //Emveretarcon
- close;
- }
- }
- }
- else {
- mes "^3355FFYou can't attempt to repair";
- mes "the Fortress Gate if you don't";
- mes "have all the needed materials.^000000";
- close;
- }
- }
- }
- }
- end;
-
-OnInit:
- disablenpc "Control Device02#aru05";
- end;
-
-OnEnable:
- enablenpc "Control Device02#aru05";
- end;
-
-OnDisable:
- disablenpc "Control Device02#aru05";
- end;
-}
-
-arug_cas05,134,266,0 script Control Device03#aru05 111,{
- set .@GID, GetCastleData("arug_cas05",1);
- if (getcharid(2) == .@GID) {
- if (strcharinfo(0) == getguildmaster(.@GID)) {
- if ($agit_ar05[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 "#aru05_RL03::OnEnable";
- disablenpc "Control Device03#aru05";
- mapannounce "arug_cas05","The 3rd Fortress Gate has been reconstructed!",bc_map,"0x00ff00";
- setarray $agit_ar05[4],0;
- setarray $agit_ar05[3],2;
- donpcevent "Control Device02#aru05::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#aru05";
- end;
-
-OnEnable:
- enablenpc "Control Device03#aru05";
- end;
-
-OnDisable:
- disablenpc "Control Device03#aru05";
- end;
-}
-
-// Link Flags
-arug_cas05,122,314,0 script LF-01#arug_cas05 111,{
- set .@GID, GetCastleData("arug_cas05",1);
- if (getcharid(2) == .@GID) {
- mes "^3355FFThis is the Stronghold";
- mes "Teleport Service. Please";
- mes "choose a destination";
- mes "within the stronghold.^000000";
- switch(select("First Gate House:Second Gate House:Cancel")) {
- case 1:
- warp "arug_cas05",84,158;
- end;
- case 2:
- warp "arug_cas05",197,136;
- end;
- case 3:
- close;
- }
- }
- end;
-}
-
-arug_cas05,125,314,0 script LF-02#arug_cas05 111,{
- set .@GID, GetCastleData("arug_cas05",1);
- if (getcharid(2) == .@GID) {
- mes "^3355FFThis is the Stronghold";
- mes "Teleport Service. Please";
- mes "choose a destination";
- mes "within the stronghold.^000000";
- switch(select("Defense Area 1-1:Defense Area 1-2:Cancel")) {
- case 1:
- warp "arug_cas05",65,94;
- end;
- case 2:
- warp "arug_cas05",211,97;
- end;
- case 3:
- close;
- }
- }
- end;
-}
-
-arug_cas05,128,314,0 script LF-03#arug_cas05 111,{
- set .@GID, GetCastleData("arug_cas05",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 1-3:Defense Area 1-4:Cancel")) {
- case 1:
- warp "arug_cas05",112,73;
- end;
- case 2:
- warp "arug_cas05",171,73;
- end;
- case 3:
- close;
- }
- }
- end;
-}
-
-arug_cas05,131,314,0 script LF-04#arug_cas05 111,{
- set .@GID, GetCastleData("arug_cas05",1);
- if (getcharid(2) == .@GID) {
- mes "^3355FFThis is the Stronghold";
- mes "Teleport Service. Please";
- mes "choose a destination";
- mes "within the stronghold.^000000";
- switch(select("Defense Area 2-1:Defense Area 2-2:Cancel")) {
- case 1:
- warp "arug_cas05",112,152;
- end;
- case 2:
- warp "arug_cas05",172,152;
- end;
- case 3:
- close;
- }
- }
- end;
-}
-
-arug_cas05,134,314,0 script LF-05#arug_cas05 111,{
- set .@GID, GetCastleData("arug_cas05",1);
- if (getcharid(2) == .@GID) {
- mes "^3355FFThis is the Stronghold";
- mes "Teleport Service. Please";
- mes "choose a destination";
- mes "within the stronghold.^000000";
- switch(select("Defense Area 2-3:Defense Area 2-4:Cancel")) {
- case 1:
- warp "arug_cas05",120,186;
- end;
- case 2:
- warp "arug_cas05",162,186;
- end;
- case 3:
- close;
- }
- }
- end;
-}
-
-arug_cas05,149,314,0 script LF-06#arug_cas05 111,{
- set .@GID, GetCastleData("arug_cas05",1);
- if (getcharid(2) == .@GID) {
- mes "^3355FFThis is the Stronghold";
- mes "Teleport Service. Please";
- mes "choose a destination";
- mes "within the stronghold.^000000";
- switch(select("Defense Area 3-1:Defense Area 3-2:Cancel")) {
- case 1:
- warp "arug_cas05",116,235;
- end;
- case 2:
- warp "arug_cas05",164,235;
- end;
- case 3:
- close;
- }
- }
- end;
-}
-
-arug_cas05,152,314,0 script LF-07#arug_cas05 111,{
- set .@GID, GetCastleData("arug_cas05",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 "arug_cas05",65,94;
- end;
- case 2:
- warp "arug_cas05",112,152;
- end;
- case 3:
- warp "arug_cas05",116,235;
- end;
- case 4:
- close;
- }
- }
- end;
-}
-
-arug_cas05,155,314,0 script LF-08#arug_cas05 111,{
- set .@GID, GetCastleData("arug_cas05",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 1-2:Defense Area 2-2:Defense Area 3-2:Cancel")) {
- case 1:
- warp "arug_cas05",211,97;
- end;
- case 2:
- warp "arug_cas05",172,152;
- end;
- case 3:
- warp "arug_cas05",164,235;
- end;
- case 4:
- close;
- }
- }
- end;
-}
-
-arug_cas05,158,314,0 script LF-09#arug_cas05 111,{
- set .@GID, GetCastleData("arug_cas05",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 1-4:Defense Area 2-4:Cancel")) {
- case 1:
- warp "arug_cas05",171,73;
- end;
- case 2:
- warp "arug_cas05",162,186;
- end;
- case 3:
- close;
- }
- }
- end;
-}
-
-arug_cas05,161,314,0 script LF-10#arug_cas05 111,{
- set .@GID, GetCastleData("arug_cas05",1);
- if (getcharid(2) == .@GID) {
- mes "^3355FFThis is the Stronghold";
- mes "Teleport Service. Would";
- mes "you like to teleport to the";
- mes "Convenience Facility for";
- mes "guild members?^000000";
- switch(select("Go to Convenience Facility:Cancel")) {
- case 1:
- warp "arug_cas05",321,57;
- end;
- case 2:
- close;
- }
- }
- end;
-}
-
-arug_cas05,45,158,0 script Banadis#LF_ar05_01::LF_ar05_01 111,{
- set .@GID, GetCastleData("arug_cas05",1);
- if (getcharid(2) == .@GID) {
- mes "^3355FFThis is the Stronghold";
- mes "Teleport Service. Would";
- mes "you like to teleport to";
- mes "the Emperium Center?^000000";
- switch(select("Teleport:Cancel")) {
- case 1:
- warp "arug_cas05",121,318;
- end;
- case 2:
- close;
- }
- }
- end;
-}
-
+- duplicate(Manager#template) Manager#arug_cas05 -1
+- duplicate(Manager#template) gard1#arug_cas05 -1
+- duplicate(Manager#template) gard2#arug_cas05 -1
+- duplicate(df#template) df1#arug_cas05 -1
+- duplicate(df#template) df2#arug_cas05 -1
+- duplicate(RL#template) RL0#arug_cas05 -1
+- duplicate(RL#template) RL1#arug_cas05 -1
+- duplicate(RL#template) RL2#arug_cas05 -1
+- duplicate(RL#template) RL3#arug_cas05 -1
+
+arug_cas05,328,98,3 duplicate(Steward#template) Steward#ar05 55
+arug_cas05,146,315,3 duplicate(Guardian#template) Eeos#ar05 868
+arug_cas05,315,98,5 duplicate(Kafra#template) Kafra Employee#ar05 117
+arug_cas05,65,171,0 duplicate(Guardian Stone#template) 1st Guardian Stone#ar05 844
+arug_cas05,212,149,0 duplicate(Guardian Stone#template) 2nd Guardian Stone#ar05 844
+arug_cas05,136,158,0 duplicate(Control#template) Control Device01#ar05 111
+arug_cas05,135,212,0 duplicate(Control#template) Control Device02#ar05 111
+arug_cas05,134,266,0 duplicate(Control#template) Control Device03#ar05 111
+arug_cas05,299,277,0 duplicate(Switch#template) #aru05_switch 111
+arug_cas05,312,154,3 duplicate(Sunflower#template) Mysterious Sunflower#10 977
+
+arug_cas05,122,314,0 script LF-01#arug_cas05 111,{ callfunc "LinkFlag","First Gate House",84,158,"Second Gate House",197,136; }
+arug_cas05,125,314,0 script LF-02#arug_cas05 111,{ callfunc "LinkFlag","Defense Area 1-1",65,94,"Defense Area 1-2",211,97; }
+arug_cas05,128,314,0 script LF-03#arug_cas05 111,{ callfunc "LinkFlag","Defense Area 1-3",112,73,"Defense Area 1-4",171,73; }
+arug_cas05,131,314,0 script LF-04#arug_cas05 111,{ callfunc "LinkFlag","Defense Area 2-1",112,152,"Defense Area 2-2",172,152; }
+arug_cas05,134,314,0 script LF-05#arug_cas05 111,{ callfunc "LinkFlag","Defense Area 2-3",120,186,"Defense Area 2-4",162,186; }
+arug_cas05,149,314,0 script LF-06#arug_cas05 111,{ callfunc "LinkFlag","Defense Area 3-1",116,235,"Defense Area 3-2",164,235; }
+arug_cas05,152,314,0 script LF-07#arug_cas05 111,{ callfunc "LinkFlag","Defense Area 1-1",65,94,"Defense Area 2-1",112,152,"Defense Area 3-1",116,235; }
+arug_cas05,155,314,0 script LF-08#arug_cas05 111,{ callfunc "LinkFlag","Defense Area 1-2",211,97,"Defense Area 2-2",172,152,"Defense Area 3-2",164,235; }
+arug_cas05,158,314,0 script LF-09#arug_cas05 111,{ callfunc "LinkFlag","Defense Area 1-4",171,73,"Defense Area 2-4",162,186; }
+arug_cas05,161,314,0 script LF-10#arug_cas05 111,{ callfunc "LinkFlag","Convenience Facility",321,57; }
+arug_cas05,45,158,0 script Banadis#LF_ar05_01::LF_ar05_01 111,{ callfunc "LinkFlag","Emperium Center",121,318; }
arug_cas05,226,156,0 duplicate(LF_ar05_01) Banadis#LF_ar05_01 111
arug_cas05,134,62,4 duplicate(LF_ar05_01) Banadis#LF_ar05_02 111
arug_cas05,149,62,4 duplicate(LF_ar05_01) Banadis#LF_ar05_03 111
@@ -2241,736 +51,33 @@ arug_cas05,135,205,0 duplicate(LF_ar05_01) Banadis#LF_ar05_06 111
arug_cas05,148,205,0 duplicate(LF_ar05_01) Banadis#LF_ar05_07 111
arug_cas05,134,260,0 duplicate(LF_ar05_01) Banadis#LF_ar05_08 111
//arug_cas05,204,142,0 duplicate(LF_ar05_01) Banadis#LF_ar05_09 111
-
arug_cas05,148,103,4 script Banadis#LF_ar05_10::LF_ar05_02 722,{
- set .@GID, GetCastleData("arug_cas05",1);
- if (getcharid(2) == .@GID) {
- mes "^3355FFThis is the Stronghold";
- mes "Teleport Service. Would";
- mes "you like to teleport to";
- mes "the Emperium Center?^000000";
- switch(select("Teleport:Cancel")) {
- case 1:
- warp "arug_cas05",121,318;
- end;
- case 2:
- close;
- }
- }
+ callfunc "LinkFlag","Emperium Center",121,318;
end;
-
OnInterIfInitOnce:
OnRecvCastlear05:
FlagEmblem GetCastleData("arug_cas05",1);
end;
}
-
arug_cas05,135,103,4 duplicate(LF_ar05_02) Banadis#LF_ar05_11 722
arug_cas05,63,51,7 duplicate(LF_ar05_02) Banadis#LF_ar05_12 722
arug_cas05,214,51,1 duplicate(LF_ar05_02) Banadis#LF_ar05_13 722
-// Guild Manager
-arug_cas05,328,98,3 script Steward#aru05 55,{
- set .@GID, GetCastleData("arug_cas05",1);
- if (.@GID == 0) {
- mes "[ Steward ]";
- mes "I await for the master";
- mes "whom destiny will choose";
- mes "for me. Do you think you";
- mes "have to courage and strength";
- mes "to conquer this stronghold?";
- close;
- }
- if (getcharid(2) != .@GID || strcharinfo(0) != getguildmaster(.@GID)) {
- mes "[ Steward ]";
- mes "Hmpf. Your threats don't";
- mes "scare me! Guardians, drive";
- mes "this infidel away from here!";
- mes "I will always be loyal to the";
- mes "master of this stronghold,";
- mes "the one and only ^FF0000" + getguildmaster(.@GID) + "^000000.";
- close;
- }
- mes "[ Steward ]";
- mes "Ah, Master ^FF0000" + getguildmaster(.@GID) + "^000000...";
- mes "How shall I serve you today?";
- mes "Was there an aspect of this";
- mes "stronghold's maintenance";
- mes "you wanted to discuss?";
- next;
- switch(select("Stronghold Briefing:Invest in Commercial Growth:Invest in Defense growth:Hire/Fire Storage Staff:Go to Master's room")) {
- case 1:
- mes "[ Steward ]";
- mes "The Commercial Growth";
- mes "Level of the stronghold is ^0000ff" + GetCastleData("arug_cas05",2) + ".";
- if (GetCastleData("arug_cas05",4) > 0) {
- mes "Last time, you invested in";
- mes "Commercial Growth " + GetCastleData("arug_cas05",4) + ".";
- }
- next;
- mes "[ Steward ]";
- mes "Our stronghold's";
- mes "safeguard level is " + GetCastleData("arug_cas05",3) + ".";
- if (GetCastleData("arug_cas05",5) > 0) {
- mes "Last time, you invested";
- mes "in defense " + GetCastleData("arug_cas05",5) + " times.";
- }
- mes " ";
- mes "That is all, master.";
- close;
- case 2:
- set .@Economy,GetCastleData("arug_cas05",2);
- if (.@Economy < 6) { set .@eco_invest,5000; }
- else if ((.@Economy >= 6) && (.@Economy <= 10)) { set .@eco_invest,10000; }
- else if ((.@Economy >= 11) && (.@Economy <= 15)) { set .@eco_invest,20000; }
- else if ((.@Economy >= 16) && (.@Economy <= 20)) { set .@eco_invest,35000; }
- else if ((.@Economy >= 21) && (.@Economy <= 25)) { set .@eco_invest,55000; }
- else if ((.@Economy >= 26) && (.@Economy <= 30)) { set .@eco_invest,80000; }
- else if ((.@Economy >= 31) && (.@Economy <= 35)) { set .@eco_invest,110000; }
- else if ((.@Economy >= 36) && (.@Economy <= 40)) { set .@eco_invest,145000; }
- else if ((.@Economy >= 41) && (.@Economy <= 45)) { set .@eco_invest,185000; }
- else if ((.@Economy >= 46) && (.@Economy <= 50)) { set .@eco_invest,230000; }
- else if ((.@Economy >= 51) && (.@Economy <= 55)) { set .@eco_invest,280000; }
- else if ((.@Economy >= 56) && (.@Economy <= 60)) { set .@eco_invest,335000; }
- else if ((.@Economy >= 61) && (.@Economy <= 65)) { set .@eco_invest,395000; }
- else if ((.@Economy >= 66) && (.@Economy <= 70)) { set .@eco_invest,460000; }
- else if ((.@Economy >= 71) && (.@Economy <= 75)) { set .@eco_invest,530000; }
- else if ((.@Economy >= 76) && (.@Economy <= 80)) { set .@eco_invest,605000; }
- else if ((.@Economy >= 81) && (.@Economy <= 85)) { set .@eco_invest,685000; }
- else if ((.@Economy >= 86) && (.@Economy <= 90)) { set .@eco_invest,770000; }
- else if ((.@Economy >= 91) && (.@Economy <= 95)) { set .@eco_invest,860000; }
- else if ((.@Economy >= 96) && (.@Economy <= 100)) { set .@eco_invest,955000; }
- //Quadruple the cost of investing if you've already invested once.
- if (GetCastleData("arug_cas05",4)) {
- set .@eco_invest,.@eco_invest*4;
- }
- mes "[ Steward ]";
- mes "Raising the stronghold's";
- mes "commercial growth will";
- mes "increase the quantity of";
- mes "goods produced for the guild.";
- mes "Investing in commercial growth";
- mes "will help the guild's future.";
- next;
- mes "[ Steward ]";
- mes "You can make one investment";
- mes "each day, but if you can make";
- mes "two investments if you pay";
- mes "more zeny: this will speed";
- mes "up commercial development,";
- mes "but can be quite expensive.";
- next;
- if (.@Economy == 100) {
- mes "[ Steward ]";
- mes "However, our stronghold's";
- mes "commerical growth level is";
- mes "at 100%. It's not possible to";
- mes "develop commercial growth";
- mes "any further than that.";
- close;
- }
- if (GetCastleData("arug_cas05",4) >= 2) {
- mes "[ Steward ]";
- mes "You've already made two";
- mes "investments today, so you'll";
- mes "have to wait until tomorrow";
- mes "to make another investment.";
- close;
- }
- if (GetCastleData("arug_cas05",4) == 0) {
- mes "[ Steward ]";
- mes "You must pay ^FF0000" + .@eco_invest + "^000000 zeny";
- mes "to make an investment";
- mes "Will you invest in this";
- mes "stronghold's commerical";
- mes "development now?";
- }
- else {
- mes "[ Steward ]";
- mes "You must pay ^FF0000" + .@eco_invest + "^000000";
- mes "more zeny to make a second";
- mes "investment today. Will you";
- mes "invest one more time?";
- }
- next;
- switch(select("Invest in Commercial Growth:Cancel")) {
- case 1:
- if (GetCastleData("arug_cas05",4) >= 2) {
- mes "[ Steward ]";
- mes "You've already made two";
- mes "investments today, so you'll";
- mes "have to wait until tomorrow";
- mes "to make another investment.";
- close;
- }
- if (Zeny < .@eco_invest) {
- mes "[ Steward ]";
- mes "I'm sorry, Master, but";
- mes "you do not have enough";
- mes "zeny to make an investment";
- mes "for the guild today.";
- close;
- }
- set zeny,zeny-.@eco_invest;
- SetCastleData "arug_cas05",4,GetCastleData("arug_cas05",4)+1;
- mes "[ Steward ]";
- mes "A wise use of the guild's";
- mes "funds, Master. We can expect";
- mes "to see the results of this";
- mes "investment by tomorrow.";
- close;
- case 2:
- mes "[ Steward ]";
- mes "As you command, Master.";
- close;
- }
- case 3:
- set .@Defence,GetCastleData("arug_cas05",3);
- if (.@Defence < 6) { set .@def_invest,10000; }
- else if ((.@Defence >= 6) && (.@Defence <= 10)) { set .@def_invest,20000; }
- else if ((.@Defence >= 11) && (.@Defence <= 15)) { set .@def_invest,40000; }
- else if ((.@Defence >= 16) && (.@Defence <= 20)) { set .@def_invest,70000; }
- else if ((.@Defence >= 21) && (.@Defence <= 25)) { set .@def_invest,110000; }
- else if ((.@Defence >= 26) && (.@Defence <= 30)) { set .@def_invest,160000; }
- else if ((.@Defence >= 31) && (.@Defence <= 35)) { set .@def_invest,220000; }
- else if ((.@Defence >= 36) && (.@Defence <= 40)) { set .@def_invest,290000; }
- else if ((.@Defence >= 41) && (.@Defence <= 45)) { set .@def_invest,370000; }
- else if ((.@Defence >= 46) && (.@Defence <= 50)) { set .@def_invest,460000; }
- else if ((.@Defence >= 51) && (.@Defence <= 55)) { set .@def_invest,560000; }
- else if ((.@Defence >= 56) && (.@Defence <= 60)) { set .@def_invest,670000; }
- else if ((.@Defence >= 61) && (.@Defence <= 65)) { set .@def_invest,790000; }
- else if ((.@Defence >= 66) && (.@Defence <= 70)) { set .@def_invest,920000; }
- else if ((.@Defence >= 71) && (.@Defence <= 75)) { set .@def_invest,1060000; }
- else if ((.@Defence >= 76) && (.@Defence <= 80)) { set .@def_invest,1210000; }
- else if ((.@Defence >= 81) && (.@Defence <= 85)) { set .@def_invest,1370000; }
- else if ((.@Defence >= 86) && (.@Defence <= 90)) { set .@def_invest,1540000; }
- else if ((.@Defence >= 91) && (.@Defence <= 95)) { set .@def_invest,1720000; }
- else if ((.@Defence >= 96) && (.@Defence <= 100)) { set .@def_invest,1910000; }
- //Quadruple the cost of investing if you've already invested once.
- if (GetCastleData("arug_cas05",5)) {
- set .@def_invest,.@def_invest*4;
- }
- mes "[ Steward ]";
- mes "Investing in our stronghold's";
- mes "defense will enhance the";
- mes "durability of our Guardians";
- mes "and the Emperium. We'll need";
- mes "every advantage to protect";
- mes "ourselves from our enemies.";
- next;
- mes "[ Steward ]";
- mes "You can invest in defense";
- mes "once per day, but if you pay";
- mes "more zeny, you can invest";
- mes "a maximum of two times daily.";
- next;
- mes "[ Steward ]";
- if (GetCastleData("arug_cas05",3) == 100) {
- mes "The Defense Level of this";
- mes "stronghold is 100%, and";
- mes "cannot be increased further.";
- close;
- }
- if (GetCastleData("arug_cas05",5) >= 2) {
- mes "Master, you've already";
- mes "invested in Defense twice";
- mes "today. You'll need to wait";
- mes "until tomorrow if you really";
- mes "want to increase our defenses.";
- close;
- }
- if (GetCastleData("arug_cas05",5) == 0) {
- mes "We need ^FF0000" + .@def_invest + "^000000";
- mes "zeny to invest in our";
- mes "stronghold's defenses.";
- mes "Will you invest now?";
- }
- else {
- mes "We need ^FF0000" + .@def_invest + "^000000";
- mes "zeny to invest in our";
- mes "stronghold's defenses";
- mes "a second time today.";
- mes "Will you invest now?";
- }
- next;
- switch(select("Invest in Defense:Cancel")) {
- case 1:
- if (GetCastleData("arug_cas05",5) >= 2) {
- mes "[ Steward ]";
- mes "Master, you've already";
- mes "invested in Defense twice";
- mes "today. You'll need to wait";
- mes "until tomorrow if you really";
- mes "want to increase our defenses.";
- close;
- }
- if (Zeny < .@def_invest) {
- mes "[ Steward ]";
- mes "I'm sorry, Master, but";
- mes "you do not have enough";
- mes "zeny to make an investment";
- mes "for the guild today.";
- close;
- }
- set zeny,zeny-.@def_invest;
- SetCastleData "arug_cas05",5,GetCastleData("arug_cas05",5)+1;
- mes "[ Steward ]";
- mes "A wise use of the guild's";
- mes "funds, Master. Increasing";
- mes "the frequency of treasure";
- mes "procured by the guild will";
- mes "definitely help us all.";
- close;
- case 2:
- mes "[ Steward ]";
- mes "As you command, Master.";
- close;
- }
- case 4:
- if (GetCastleData("arug_cas05",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#arug_cas05";
- SetCastleData "arug_cas05",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#aru05";
- SetCastleData "arug_cas05",9,1;
- mes "[ Steward ]";
- mes "Very well. We have formed";
- mes "a contract with the Kafra";
- mes "Head Office, and hired a";
- mes "Kafra Employee for our";
- mes "stronghold. Here she is~";
- next;
- cutin "kafra_01",2;
- mes "[ Hired Kafra Employee ]";
- mes "How do you do? I've";
- mes "been dispatched by the";
- mes "Kafra Head Office to";
- mes "serve your guild's needs.";
- mes "I'll do my best to follow";
- mes "your every command, Master.";
- next;
- cutin "kafra_01",255;
- mes "[ Steward ]";
- mes "Our contract will expire";
- mes "after one month, so we must";
- mes "pay additional fees to keep";
- mes "this Kafra Employee in";
- mes "the service of our guild.";
- close;
- case 2:
- mes "[ Steward ]";
- mes "As you command, Master.";
- mes "However, I suggest hiring";
- mes "a Kafra Employee as soon";
- mes "as possible since our guild";
- mes "would greatly benefit from";
- mes "the convenient Kafra services.";
- close;
- }
- }
- case 5:
- mes "[ Steward ]";
- mes "Do you wish to enter the";
- mes "Guild Treasure Room?";
- mes "Only you, the Guild Master,";
- mes "are permitted to enter.";
- next;
- mes "[ Steward ]";
- mes "Please remember to open";
- mes "the Treasure Boxes at the";
- mes "proper time. Otherwise, the";
- mes "treasure may disappear if";
- mes "something unexpected happens.";
- next;
- switch(select("Go to Treasure Room:Cancel")) {
- case 1:
- mes "[ Steward ]";
- mes "Allow me to guide you";
- mes "on the secret path to";
- mes "the Treasure Room.";
- mes "Press the secret switch";
- mes "when you wish to return here.";
- close2;
- warp "arug_cas05",292,266;
- end;
- case 2:
- mes "[ Steward ]";
- mes "Items in the Treasure Room";
- mes "are produced once each day.";
- mes "Therefore, you must obtain";
- mes "the treasure items everyday.";
- mes "For the sake of the guild,";
- mes "prioritize treasure harvesting!";
- close;
- }
- }
-
-Onstop:
- stopnpctimer;
- end;
-
-OnStartArena:
- set .@GID,getcharid(2);
- // Lower castle Economy
- set .@Economy,GetCastleData("arug_cas05",2) - 5;
- if (.@Economy < 0) set .@Economy, 0;
- SetCastleData "arug_cas05", 2, .@Economy;
- // Lower Castle Defence
- set .@Defence,GetCastleData("arug_cas05",3) - 5;
- if (.@Defence < 0) set .@Defence, 0;
- SetCastleData "arug_cas05", 3, .@Defence;
- // Set new owner
- SetCastleData "arug_cas05",1, .@GID;
- // Clear castle's data.
- for( set .@i, 4; .@i <= 9; set .@i, .@i+1 )
- SetCastleData "arug_cas05", .@i, 0;
- // Disable Kafra
- disablenpc "Kafra Employee#aru05";
-
- set .msg,2;
- if (.msg == 1) {
- announce "Fortress [" + GetCastleName("arug_cas05") + "]'s 'Valfreyja' was captured by [" + getguildname(.@gid) + "] Guild.",bc_all|bc_woe;
- donpcevent "Manager#aru05_02::Onstart";
- }
- else if (.msg == 2) {
- announce "The [" + getguildname(.@gid) + "] conquered the [Valfreyja 5] stronghold of "+GetCastleName("arug_cas05"),bc_all|bc_woe;
- mapannounce "arug_cas05","The emperium has been shattered!",bc_map,"0x00FF00",FW_NORMAL,20,0,40;
- if (agitcheck2()) {
- donpcevent "Manager#aru05_02::Onreset";
- initnpctimer;
- }
- else {
- donpcevent "Manager#aru05_02::Onreset";
- stopnpctimer;
- }
- }
- else if (.msg == 0) {
- announce "Fortress [" + GetCastleName("arug_cas05") + "]'s 'Valfreyja' was captured by [" + getguildname(.@gid) + "] Guild.",bc_all|bc_woe;
- donpcevent "Manager#aru05_02::Onreset";
- stopnpctimer;
- end;
- }
- MapRespawnGuildID "arug_cas05",GetCastleData("arug_cas05",1),2;
- donpcevent "::OnRecvCastlear05";
- end;
-
-OnTimer10000:
- donpcevent "Manager#aru05_02::Onchange";
- mapannounce "arug_cas05","Rebuild this stronghold's Guardian Stones and Fortress Gates to secure your guild's new aquisition!",bc_map,"0x00FF00",FW_NORMAL,20,0,40;
- end;
-}
-
-// Guild Kafra
-arug_cas05,315,98,5 script Kafra Employee#aru05 117,{
- cutin "kafra_01",2;
- set .@GID, GetCastleData("arug_cas05",1);
- if (getcharid(2) == .@GID && getgdskilllv(.@GID,10001)) {
- mes "[Kafra Employee]";
- mes "Welcome, proud member";
- mes "of the ^FF0000" + GetGuildName(.@GID) + "^000000 Guild!";
- mes "The Kafra Corporation is ready";
- mes "to assist you wherever you go!";
- next;
- switch(select("Use Storage:Use Warp Service:Rent Pushcart:Cancel")) {
- case 1:
- if (basicskillcheck() && getskilllv("NV_BASIC") < 6) {
- mes "[Kafra Employee]";
- mes "I'm so sorry, but you must";
- mes "have at least Novice Skill";
- mes "Lv.6 to use the Storage.";
- }
- else {
- openstorage;
- }
- break;
- case 2:
- mes "[Kafra Employee]";
- mes "Please tell me your";
- mes "Warp destination.";
- next;
- switch(select("Rachel -> 200 z:Cancel")) {
- case 1:
- if (Zeny < 200) {
- mes "[Kafra Employee]";
- mes "I'm sorry, but you don't";
- mes "have enough zeny to pay";
- mes "the warp fee. Would you";
- mes "please check your funds again?";
- close2;
- cutin "kafra_01",255;
- end;
- }
- set zeny,zeny-200;
- warp "rachel",115,125;
- end;
- case 2:
- cutin "kafra_01",255;
- }
- break;
- case 3:
- if (BaseClass != Job_Merchant) {
- mes "[Kafra Employee]";
- mes "I'm sorry, but the Pushcart";
- mes "rental service can only be";
- mes "used by Merchant, Blacksmith,";
- mes "and Alchemist class characters.";
- }
- else if (checkcart() == 1) {
- mes "[Kafra Employee]";
- mes "Hm? You've already";
- mes "rented a Pushcart.";
- }
- else {
- mes "[Kafra Employee]";
- mes "The Pushcart rental fee";
- mes "is 800 zeny. Would you";
- mes "like to rent a Pushcart?";
- next;
- switch(select("Rent Pushcart:Cancel")) {
- case 1:
- if (Zeny < 800) {
- mes "[Kafra Employee]";
- mes "I'm sorry, but you don't";
- mes "have enough zeny to rent";
- mes "one of our Pushcarts.";
- close2;
- cutin "kafra_01",255;
- end;
- }
- set zeny,zeny-800;
- setcart;
- break;
- case 2:
- break;
- }
- }
- break;
- case 4:
- mes "[Kafra Employee]";
- mes "Thank you for using the";
- mes "Kafra Service. Wherever";
- mes "you go, Kafra will be";
- mes "there to support you!";
- close2;
- cutin "kafra_01",255;
- end;
- }
- close2;
- cutin "kafra_01",255;
- end;
- }
- else {
- mes "[Kafra Employee]";
- mes "I'm sorry, but I've been";
- mes "exclusively contracted";
- mes "to the members of the";
- mes "^FF0000" + GetGuildName(.@GID) + "^000000 Guild.";
- mes "You'll have to ask another";
- mes "Kafra Employee to help you...";
- close2;
- cutin "kafra_01",255;
- end;
- }
-
-OnRecvCastlear05:
- if (GetCastleData("arug_cas05",1) == 0) {
- monster "arug_cas05",0,0,"Evil Druid",1117,10;
- monster "arug_cas05",0,0,"Khalitzburg",1132,4;
- monster "arug_cas05",0,0,"Abysmal Knight",1219,3;
- monster "arug_cas05",0,0,"Executioner",1205,1;
- monster "arug_cas05",0,0,"Penomena",1216,10;
- monster "arug_cas05",0,0,"Alarm",1193,18;
- monster "arug_cas05",0,0,"Clock",1269,9;
- monster "arug_cas05",0,0,"Raydric Archer",1276,12;
- monster "arug_cas05",0,0,"Wanderer",1208,3;
- monster "arug_cas05",0,0,"Alice",1275,1;
- monster "arug_cas05",0,0,"Bloody Knight",1268,2;
- monster "arug_cas05",0,0,"Dark Lord",1272,2;
- monster "arug_cas05",0,0,"Tower Keeper",1270,4;
- disablenpc "Kafra Employee#aru05";
- }
- if (GetCastleData("arug_cas05",9) < 1) {
- disablenpc "Kafra Employee#aru05";
- }
- end;
-}
-
-arug_cas05,299,277,0 script #aru05_switch 111,{
- mes " ";
- mes "^3355FFWill you pull";
- mes "this small lever?^000000";
- next;
- switch(select("Pull Lever:Cancel")) {
- case 1:
- warp "arug_cas05",321,57;
- end;
- case 2:
- close;
- }
-}
-
aru_gld,289,103,6 script Banadis#flag_ar05_1::ar05_Flag 722,{
- set .@GID, GetCastleData("arug_cas05",1);
- if (.@GID == 0) {
- mes "[ Arunafeltz Royal Edict ]";
- mes "The Holy Kingdom of";
- mes "Arunafeltz declares that";
- mes "one has yet to claim lordship";
- mes "over this stronghold. The one";
- mes "that breaks the Emperium will";
- mes "be recognized as its new owner.";
- close;
- }
- else {
- if (getcharid(2) == .@GID) {
- mes "[ Ringing Voice ]";
- mes "Courageous one,";
- mes "do you wish to return";
- mes "to your stronghold?";
- next;
- switch(select("Return to the Stronghold:Cancel")) {
- case 1:
- set .@GID, GetCastleData("arug_cas05",1);
- if (getcharid(2) == .@GID) {
- warp "arug_cas05",121,318;
- end;
- }
- close;
- case 2:
- close;
- }
- }
- mes "[ Arunafeltz Royal Edict ]";
- mes "The Holy Kingdom of";
- mes "Arunafeltz decrees that";
- mes "this stronghold is owned";
- mes "by the ^FF0000" + GetGuildName(.@GID) + "^000000 Guild.";
- next;
- mes "[ Arunafeltz Royal Edict ]";
- mes "^FF0000" + GetGuildMaster(.@GID) + "^000000 is";
- mes "Guild Master of ^FF0000" + GetGuildName(.@GID) + "^000000.";
- mes "Any that object must claim this";
- mes "stronghold through strength of";
- mes "steel and magic during the";
- mes "appointed Guild Siege times.";
- close;
- }
-
+ callfunc "ReturnFlag","arug_cas05",1;
+ end;
OnInterIfInitOnce:
OnRecvCastlear05:
FlagEmblem GetCastleData("arug_cas05",1);
end;
}
-
aru_gld,289,112,6 duplicate(ar05_Flag) Banadis#flag_ar05_2 722
-
aru_gld,350,98,6 script Banadis#flag_ar05_3::ar05_Flag2 722,{
- set .@GID, GetCastleData("arug_cas05",1);
- if (.@GID == 0) {
- mes "[ Arunafeltz Royal Edict ]";
- mes "The Holy Kingdom of";
- mes "Arunafeltz declares that";
- mes "one has yet to claim lordship";
- mes "over this stronghold. The one";
- mes "that breaks the Emperium will";
- mes "be recognized as its new owner.";
- close;
- }
- else {
- mes "[ Arunafeltz Royal Edict ]";
- mes "The Holy Kingdom of";
- mes "Arunafeltz decrees that";
- mes "this stronghold is owned";
- mes "by the ^FF0000" + GetGuildName(.@GID) + "^000000 Guild.";
- next;
- mes "[ Arunafeltz Royal Edict ]";
- mes "^FF0000" + GetGuildMaster(.@GID) + "^000000 is";
- mes "Guild Master of ^FF0000" + GetGuildName(.@GID) + "^000000.";
- mes "Any that object must claim this";
- mes "stronghold through strength of";
- mes "steel and magic during the";
- mes "appointed Guild Siege times.";
- close;
- }
-
+ callfunc "ReturnFlag","arug_cas05",0;
+ end;
OnInterIfInitOnce:
OnRecvCastlear05:
FlagEmblem GetCastleData("arug_cas05",1);
end;
}
-
-aru_gld,350,88,6 duplicate(ar05_Flag2) Banadis#flag_ar05_4 722
+aru_gld,350,88,6 duplicate(ar05_Flag2) Banadis#flag_ar05_4 722 \ No newline at end of file
diff --git a/npc/guild2/guild_dungeon.txt b/npc/guild2/guild_dungeon.txt
deleted file mode 100644
index 052b7441e..000000000
--- a/npc/guild2/guild_dungeon.txt
+++ /dev/null
@@ -1,172 +0,0 @@
-//===== rAthena Script =======================================
-//= War of Emperium Second Edition
-//===== By: ==================================================
-//= L0ne_W0lf
-//===== Current Version: =====================================
-//= 1.0
-//===== Compatible With: =====================================
-//= rAthena SVN
-//===== Description: =========================================
-//= WoE SE Guild dungeon entrances in Juno and Rachel
-//===== Additional Comments: =================================
-//= 1.0 First Version [L0ne_W0lf]
-//============================================================
-
-schg_cas01,280,391,3 script Mysterious Sunflower#01 976,{
- set .@GID, GetCastleData("schg_cas01",1);
- if (getcharid(2) == .@GID) {
- mes "-It's an amazingly huge sunflower; as big as a human! ... You feel something mysterious emanating from the flower.-";
- next;
- switch(select("Hold the stem.:Do nothing.")) {
- case 1:
- warp "schg_dun01",262,314;
- end;
- case 2:
- mes "It's too scary to touch unknown things.";
- close;
- }
- }
-}
-
-schg_cas02,174,328,3 script Mysterious Sunflower#02 976,{
- set .@GID, GetCastleData("schg_cas02",1);
- if (getcharid(2) == .@GID) {
- mes "-It's an amazingly huge sunflower; as big as a human! ... You feel something mysterious emanating from the flower.-";
- next;
- switch(select("Hold the stem.:Do nothing.")) {
- case 1:
- warp "schg_dun01",94,284;
- end;
- case 2:
- mes "It's too scary to touch unknown things.";
- close;
- }
- }
-}
-
-schg_cas03,25,22,3 script Mysterious Sunflower#03 976,{
- set .@GID, GetCastleData("schg_cas03",1);
- if (getcharid(2) == .@GID) {
- mes "-It's an amazingly huge sunflower; as big as a human! ... You feel something mysterious emanating from the flower.-";
- next;
- switch(select("Hold the stem.:Do nothing.")) {
- case 1:
- warp "schg_dun01",79,140;
- end;
- case 2:
- mes "It's too scary to touch unknown things.";
- close;
- }
- }
-}
-
-schg_cas04,280,391,3 script Mysterious Sunflower#04 976,{
- set .@GID, GetCastleData("schg_cas04",1);
- if (getcharid(2) == .@GID) {
- mes "-It's an amazingly huge sunflower; as big as a human! ... You feel something mysterious emanating from the flower.-";
- next;
- switch(select("Hold the stem.:Do nothing.")) {
- case 1:
- warp "schg_dun01",212,70;
- end;
- case 2:
- mes "It's too scary to touch unknown things.";
- close;
- }
- }
-}
-
-schg_cas05,280,391,3 script Mysterious Sunflower#05 976,{
- set .@GID, GetCastleData("schg_cas05",1);
- if (getcharid(2) == .@GID) {
- mes "-It's an amazingly huge sunflower; as big as a human! ... You feel something mysterious emanating from the flower.-";
- next;
- switch(select("Hold the stem.:Do nothing.")) {
- case 1:
- warp "schg_dun01",322,166;
- end;
- case 2:
- mes "It's too scary to touch unknown things.";
- close;
- }
- }
-}
-
-arug_cas01,157,345,3 script Mysterious Sunflower#06 977,{
- set .@GID, GetCastleData("arug_cas01",1);
- if (getcharid(2) == .@GID) {
- mes "-It's an amazingly huge sunflower; as big as a human! ... You feel something mysterious emanating from the flower.-";
- next;
- switch(select("Hold the stem.:Do nothing.")) {
- case 1:
- warp "arug_dun01",350,350;
- end;
- case 2:
- mes "It's too scary to touch unknown things.";
- close;
- }
- }
-}
-
-arug_cas02,350,294,3 script Mysterious Sunflower#07 977,{
- set .@GID, GetCastleData("arug_cas02",1);
- if (getcharid(2) == .@GID) {
- mes "-It's an amazingly huge sunflower; as big as a human! ... You feel something mysterious emanating from the flower.-";
- next;
- switch(select("Hold the stem.:Do nothing.")) {
- case 1:
- warp "arug_dun01",350,50;
- end;
- case 2:
- mes "It's too scary to touch unknown things.";
- close;
- }
- }
-}
-arug_cas03,312,154,3 script Mysterious Sunflower#08 977,{
- set .@GID, GetCastleData("arug_cas03",1);
- if (getcharid(2) == .@GID) {
- mes "-It's an amazingly huge sunflower; as big as a human! ... You feel something mysterious emanating from the flower.-";
- next;
- switch(select("Hold the stem.:Do nothing.")) {
- case 1:
- warp "arug_dun01",50,50;
- end;
- case 2:
- mes "It's too scary to touch unknown things.";
- close;
- }
- }
-}
-
-arug_cas04,312,154,3 script Mysterious Sunflower#09 977,{
- set .@GID, GetCastleData("arug_cas04",1);
- if (getcharid(2) == .@GID) {
- mes "-It's an amazingly huge sunflower; as big as a human! ... You feel something mysterious emanating from the flower.-";
- next;
- switch(select("Hold the stem.:Do nothing.")) {
- case 1:
- warp "arug_dun01",50,350;
- end;
- case 2:
- mes "It's too scary to touch unknown things.";
- close;
- }
- }
-}
-
-arug_cas05,312,154,3 script Mysterious Sunflower#10 977,{
- set .@GID, GetCastleData("arug_cas05",1);
- if (getcharid(2) == .@GID) {
- mes "-It's an amazingly huge sunflower; as big as a human! ... You feel something mysterious emanating from the flower.-";
- next;
- switch(select("Hold the stem.:Do nothing.")) {
- case 1:
- warp "arug_dun01",200,386;
- end;
- case 2:
- mes "It's too scary to touch unknown things.";
- close;
- }
- }
-}
diff --git a/npc/guild2/schg_cas01.txt b/npc/guild2/schg_cas01.txt
index 4a328519d..a5c5fa50f 100644
--- a/npc/guild2/schg_cas01.txt
+++ b/npc/guild2/schg_cas01.txt
@@ -1,2260 +1,56 @@
//===== rAthena Script =======================================
-//= War of Emperium Second Edition
+//= War of Emperium SE - Himinn
//===== By: ==================================================
-//= L0ne_W0lf
+//= Euphy
//===== Current Version: =====================================
-//= 2.1
+//= 1.0
//===== Compatible With: =====================================
//= rAthena SVN
-//===== Description: =========================================
-//= WoE SE Schwaltzvalt Castle 1
//===== Additional Comments: =================================
-//= 1.0 First Version [L0ne_W0lf]
-//= 1.1 Swaped an end for a close in eco investing. [L0ne_W0lf]
-//= 1.2 Fixed take-over lowering schg_cas04's eco. [L0ne_W0lf]
-//= 1.3 Fixed double message in defense investing. [L0ne_W0lf]
-//= Corrected a minor typo in the guild steward.
-//= 1.4 Fixed a guardian spawning NPCs. [L0ne_W0lf]
-//= 1.5 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.
-//= 1.6 Corrected a typo with treasure spawning. [L0ne_W0lf]
-//= 1.7 Replaced effect numerics with constants. [L0ne_W0lf]
-//= 1.8 Corrected wrong treasure spawn position. [zapbomb]
-//= 1.9 Applied updated eco/def systems. [L0ne_W0lf]
-//= 2.0 Fixed eco/def not actually incrementing. [L0ne_W0lf]
-//= Can no longer gain eco/def higher than 100.
-//= 2.1 Fixed a possible exploit in guild castle investment. [Brian]
+//= 1.0 Merged to template file.
//============================================================
-schg_cas01,1,1,0 script Manager#sch01_02 111,{
- end;
-
-OnAgitInit2:
-OnRecvCastleSc01:
- if (GetCastleData("schg_cas01",1) == 0) {
- donpcevent "Manager#sch01_02::Onstart";
- }
- end;
-
-OnAgitStart2:
- if (agitcheck2()) {
- MapRespawnGuildID "schg_cas01",GetCastleData("schg_cas01",1),2;
- GvgOn "schg_cas01";
- donpcevent "Manager#sch01_02::Onstart";
- }
- else {
- donpcevent "#sch01_RL00::OnDisable";
- donpcevent "#sch01_RL01::OnDisable";
- donpcevent "#sch01_RL02::OnDisable";
- donpcevent "#sch01_RL03::OnDisable";
- }
- end;
-
-OnAgitEnd2:
- GvgOff "schg_cas01";
- if (GetCastleData("schg_cas01",1)) {
- KillMonster "schg_cas01","Steward#sch01::OnStartArena";
- donpcevent "Manager#sch01_02::Onreset";
- donpcevent "Steward#sch01::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_cas01",1)) {
- setarray $agit_sc01[0],0,0,0,0,0,0;
- donpcevent "#sch01_df01::OnEnable";
- donpcevent "#sch01_df02::OnEnable";
- donpcevent "#sch01_RL00::OnEnable";
- donpcevent "#sch01_RL01::OnEnable";
- donpcevent "#sch01_RL02::OnEnable";
- donpcevent "#sch01_RL03::OnEnable";
- }
- monster "schg_cas01",120,272,"Emperium",1288,1,"Steward#sch01::OnStartArena";
- end;
-
-Onreset:
- donpcevent "#sch01_df01::OnDisable";
- donpcevent "#sch01_df02::OnDisable";
- donpcevent "#sch01_gard01::Onreset";
- donpcevent "#sch01_gard02::Onreset";
- donpcevent "#sch01_RL00::OnDisable";
- donpcevent "#sch01_RL01::OnDisable";
- donpcevent "#sch01_RL02::OnDisable";
- donpcevent "#sch01_RL03::OnDisable";
- donpcevent "1st Guardian Stone#sch01::OnDisable";
- donpcevent "2nd Guardian Stone#sch01::OnDisable";
- donpcevent "Control Device01#sch01::OnDisable";
- donpcevent "Control Device02#sch01::OnDisable";
- donpcevent "Control Device03#sch01::OnDisable";
- if (agitcheck2()) {
- setarray $agit_sc01[0],0,0,1,1,1,0;
- }
- end;
-
-Onchange:
- setarray $agit_sc01[0],2,2,1,1,2,0;
- monster "schg_cas01",120,272,"Emperium",1288,1,"Steward#sch01::OnStartArena";
- donpcevent "Control Device03#sch01::OnEnable";
- donpcevent "1st Guardian Stone#sch01::OnEnable";
- donpcevent "2nd Guardian Stone#sch01::OnEnable";
- end;
-
-OnClock0001:
- if (!GetCastleData("schg_cas01",1)) end;
- killmonster "schg_cas01","Manager#sch01_02::OnTreasureDied";
-
- if (GetCastleData("schg_cas01",4)) {
- set .@Economy,GetCastleData("schg_cas01",2);
- SetCastleData "schg_cas01",2,.@Economy + GetCastleData("schg_cas01",4) + (rand(2) && getgdskilllv(.@GID,10014));
- if (GetCastleData("schg_cas01",2) > 100) SetCastleData "schg_cas01",2,100;
- setcastledata "schg_cas01",4,0;
- }
- if (GetCastleData("schg_cas01",5)) {
- set .@Defence,GetCastleData("schg_cas01",3);
- SetCastleData "schg_cas01",3,.@Defence + GetCastleData("schg_cas01",5);
- if (GetCastleData("schg_cas01",3) > 100) SetCastleData "schg_cas01",3,100;
- setcastledata "schg_cas01",5,0;
- }
-
- set .@Treasure,GetCastleData("schg_cas01",2)/5+4;
- if (.@Treasure) {
- monster "schg_cas01",388,388,"Treasure Chest",1938,1,"Manager#sch01_02::OnTreasureDied";
- monster "schg_cas01",388,389,"Treasure Chest",1324,1,"Manager#sch01_02::OnTreasureDied";
- monster "schg_cas01",388,390,"Treasure Chest",1938,1,"Manager#sch01_02::OnTreasureDied";
- monster "schg_cas01",387,390,"Treasure Chest",1324,1,"Manager#sch01_02::OnTreasureDied";
- if (.@Treasure < 5) end;
- monster "schg_cas01",386,390,"Treasure Chest",1938,1,"Manager#sch01_02::OnTreasureDied";
- if (.@Treasure < 6) end;
- monster "schg_cas01",385,390,"Treasure Chest",1324,1,"Manager#sch01_02::OnTreasureDied";
- if (.@Treasure < 7) end;
- monster "schg_cas01",384,389,"Treasure Chest",1938,1,"Manager#sch01_02::OnTreasureDied";
- if (.@Treasure < 8) end;
- monster "schg_cas01",384,388,"Treasure Chest",1324,1,"Manager#sch01_02::OnTreasureDied";
- if (.@Treasure < 9) end;
- monster "schg_cas01",384,387,"Treasure Chest",1938,1,"Manager#sch01_02::OnTreasureDied";
- if (.@Treasure < 10) end;
- monster "schg_cas01",384,386,"Treasure Chest",1324,1,"Manager#sch01_02::OnTreasureDied";
- if (.@Treasure < 11) end;
- monster "schg_cas01",384,385,"Treasure Chest",1938,1,"Manager#sch01_02::OnTreasureDied";
- if (.@Treasure < 12) end;
- monster "schg_cas01",384,384,"Treasure Chest",1324,1,"Manager#sch01_02::OnTreasureDied";
- if (.@Treasure < 13) end;
- monster "schg_cas01",385,384,"Treasure Chest",1938,1,"Manager#sch01_02::OnTreasureDied";
- if (.@Treasure < 14) end;
- monster "schg_cas01",386,384,"Treasure Chest",1324,1,"Manager#sch01_02::OnTreasureDied";
- if (.@Treasure < 15) end;
- monster "schg_cas01",387,384,"Treasure Chest",1938,1,"Manager#sch01_02::OnTreasureDied";
- if (.@Treasure < 16) end;
- monster "schg_cas01",388,384,"Treasure Chest",1324,1,"Manager#sch01_02::OnTreasureDied";
- if (.@Treasure < 17) end;
- monster "schg_cas01",389,384,"Treasure Chest",1938,1,"Manager#sch01_02::OnTreasureDied";
- if (.@Treasure < 18) end;
- monster "schg_cas01",390,384,"Treasure Chest",1324,1,"Manager#sch01_02::OnTreasureDied";
- if (.@Treasure < 19) end;
- monster "schg_cas01",390,385,"Treasure Chest",1938,1,"Manager#sch01_02::OnTreasureDied";
- if (.@Treasure < 20) end;
- monster "schg_cas01",390,386,"Treasure Chest",1324,1,"Manager#sch01_02::OnTreasureDied";
- if (.@Treasure < 21) end;
- monster "schg_cas01",389,386,"Treasure Chest",1938,1,"Manager#sch01_02::OnTreasureDied";
- if (.@Treasure < 22) end;
- monster "schg_cas01",388,386,"Treasure Chest",1324,1,"Manager#sch01_02::OnTreasureDied";
- if (.@Treasure < 23) end;
- monster "schg_cas01",387,386,"Treasure Chest",1938,1,"Manager#sch01_02::OnTreasureDied";
- if (.@Treasure < 24) end;
- monster "schg_cas01",386,386,"Treasure Chest",1324,1,"Manager#sch01_02::OnTreasureDied";
- }
- end;
-
-OnTreasureDied:
- end;
-}
-
-schg_cas01,123,306,3 script Ef#sch01_01 868,{
- set .@GID, GetCastleData("schg_cas01",1);
- if (.@GID == 0) {
- mes "[Ef]";
- 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 "[Ef]";
- 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 "[Ef]";
- mes "I am Ef, guardian of";
- mes "this stronghold. For now,";
- mes "all is quiet in this place.";
- next;
- switch(select("Converse:Cancel")) {
- case 1:
- mes "[Ef]";
- 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 "[Ef]";
- 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 "[Ef]";
- 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 "[Ef]";
- 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 "[Ef]";
- 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 "[Ef]";
- 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 "[Ef]";
- 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 "[Ef]";
- 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 "[Ef]";
- 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 "[Ef]";
- 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 "[Ef]";
- 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 "[Ef]";
- mes "You have no questions";
- mes "to ask of me? Well, I'm";
- mes "here to serve your needs.";
- close;
- }
- case 2:
- mes "[Ef]";
- mes "I'm always here, so";
- mes "feel free to request my";
- mes "assistance whenever";
- mes "the need arises.";
- close;
- }
- }
- else {
- mes "[Ef]";
- mes "Greetings, "+strcharinfo(0)+".";
- mes "What are your orders?";
- next;
- switch(select("Increase Stronghold Defense:Situational Briefing:Cancel")) {
- case 1:
- if ($agit_sc01[5] == 0) {
- if (getgdskilllv(.@GID,10002) == 0) {
- mes "[Ef]";
- 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 "[Ef]";
- 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 $agit_sc01[5],1;
- if ($agit_sc01[0] == 0) {
- donpcevent "#sch01_gard01::OnEnable";
- }
- if ($agit_sc01[1] == 0) {
- donpcevent "#sch01_gard02::OnEnable";
- }
- close;
- }
- }
- else {
- mes "[Ef]";
- mes "You've already commanded";
- mes "me to summon a Guardian";
- mes "to defend the stronghold.";
- close;
- }
- case 2:
- mes "[Ef]";
- mes "Our defense status is...";
- if ($agit_sc01[0] == 1) {
- mes "1st Guardian Stone: ^FF0000Destroyed^000000";
- }
- else if ($agit_sc01[0] == 2) {
- mes "1st Guardian Stone: ^008000Repairing^000000";
- }
- else {
- mes "1st Guardian Stone: ^4D4DFFOperational^000000";
- }
- if ($agit_sc01[1] == 1) {
- mes "2nd Guardian Stone: ^FF0000Destroyed^000000";
- }
- else if ($agit_sc01[1] == 2) {
- mes "2nd Guardian Stone: ^008000Repairing^000000";
- }
- else {
- mes "2nd Guardian Stone: ^4D4DFFOperational^000000";
- }
- if ($agit_sc01[2] == 1) {
- mes "1st Fortress Gate: ^FF0000Destroyed^000000";
- }
- else if ($agit_sc01[2] == 2) {
- mes "1st Fortress Gate: ^008000Repairing^000000";
- }
- else {
- mes "1st Fortress Gate: ^4D4DFFOperational^000000";
- }
- if ($agit_sc01[3] == 1) {
- mes "2nd Fortress Gate: ^FF0000Destroyed^000000";
- }
- else if ($agit_sc01[3] == 2) {
- mes "2nd Fortress Gate: ^008000Repairing^000000";
- }
- else {
- mes "2nd Fortress Gate: ^4D4DFFOperational^000000";
- }
- if ($agit_sc01[4] == 1) {
- mes "3rd Fortress Gate: ^FF0000Destroyed^000000";
- }
- else if ($agit_sc01[4] == 2) {
- mes "3rd Fortress Gate: ^008000Repairing^000000";
- }
- else {
- mes "3rd Fortress Gate: ^4D4DFFOperational^000000";
- }
- close;
- case 3:
- mes "[Ef]";
- mes "I'll be standing by,";
- mes "awaiting your orders.";
- close;
- }
- }
- }
- }
- else {
- mes "[Ef]";
- mes "Who are you? Scoundrel!";
- mes "Leave this stronghold now!";
- close;
- }
-
-OnInit:
- setarray $agit_sc01[0],0,0,0,0,0,0;
- end;
-}
-
-schg_cas01,1,1,0 script #sch01_gard01 -1,{
-OnEnable:
- set .@defence,GetCastleData("schg_cas01",3);
- guardian "schg_cas01",111,18,"Guardian Soldier",1899,"#sch01_gard01::OnGuardianDied"; //0;
- if ((.@defence > 10) && (.@defence < 31)) {
- set .MyMobCount,2;
- guardian "schg_cas01",109,44,"Guardian Soldier",1899,"#sch01_gard01::OnGuardianDied"; //1;
- }
- else if ((.@defence > 30) && (.@defence < 51)) {
- set .MyMobCount,3;
- guardian "schg_cas01",109,44,"Guardian Soldier",1899,"#sch01_gard01::OnGuardianDied"; //1;
- guardian "schg_cas01",65,22,"Guardian Soldier",1899,"#sch01_gard01::OnGuardianDied"; //2;
- }
- else if ((.@defence > 50) && (.@defence < 71)) {
- set .MyMobCount,4;
- guardian "schg_cas01",109,44,"Guardian Soldier",1899,"#sch01_gard01::OnGuardianDied"; //1;
- guardian "schg_cas01",65,22,"Guardian Soldier",1899,"#sch01_gard01::OnGuardianDied"; //2;
- guardian "schg_cas01",110,40,"Guardian Soldier",1899,"#sch01_gard01::OnGuardianDied"; //3;
- }
- else if (.@defence > 70) {
- set .MyMobCount,5;
- guardian "schg_cas01",109,44,"Guardian Soldier",1899,"#sch01_gard01::OnGuardianDied"; //1;
- guardian "schg_cas01",65,22,"Guardian Soldier",1899,"#sch01_gard01::OnGuardianDied"; //2;
- guardian "schg_cas01",110,40,"Guardian Soldier",1899,"#sch01_gard01::OnGuardianDied"; //3;
- guardian "schg_cas01",88,20,"Guardian Soldier",1899,"#sch01_gard01::OnGuardianDied"; //4;
- }
- else {
- set .MyMobCount,2;
- guardian "schg_cas01",108,32,"Guardian Soldier",1899,"#sch01_gard01::OnGuardianDied"; //1;
- }
- initnpctimer;
- end;
-
-OnTimer300000:
- set .MyMobCount,.MyMobCount+1;
- guardian "schg_cas01",64,40,"Guardian Soldier",1899,"#sch01_gard01::OnGuardianDied"; //5;
- mapannounce "schg_cas01","The 1st Guardian has been summoned from the Gate House.",bc_map,"0xff4500";
- end;
-
-OnTimer900000:
- set .MyMobCount,.MyMobCount+1;
- guardian "schg_cas01",47,43,"Guardian Soldier",1899,"#sch01_gard01::OnGuardianDied"; //6;
- mapannounce "schg_cas01","The 2nd Guardian has been summoned from the Gate House.",bc_map,"0xff4500";
- end;
-
-OnTimer1800000:
- set .MyMobCount,.MyMobCount+1;
- guardian "schg_cas01",109,48,"Guardian Soldier",1899,"#sch01_gard01::OnGuardianDied"; //7;
- mapannounce "schg_cas01","The 3rd Guardian has been summoned from the Gate House.",bc_map,"0xff4500";
- end;
-
-OnTimer2700000:
- set .MyMobCount,.MyMobCount+1;
- guardian "schg_cas01",111,18,"Guardian Soldier",1899,"#sch01_gard01::OnGuardianDied"; //8;
- mapannounce "schg_cas01","The 4th Guardian has been summoned from the Gate House.",bc_map,"0xff4500";
- end;
-
-OnTimer3600000:
- set .MyMobCount,.MyMobCount+1;
- guardian "schg_cas01",112,32,"Guardian Soldier",1899,"#sch01_gard01::OnGuardianDied"; //9;
- mapannounce "schg_cas01","The 5th Guardian has been summoned from the Gate House.",bc_map,"0xff4500";
- stopnpctimer;
- end;
-
-OnGuardianDied:
- set .MyMobCount,.MyMobCount-1;
- if (.MyMobCount < 2) {
- set .MyMobCount,.MyMobCount+1;
- guardian "schg_cas01",120,37,"Guardian Soldier",1899,"#sch01_gard01::OnGuardianDied"; //10;
- }
- end;
-
-Onreset:
- stopnpctimer;
- killmonster "schg_cas01","#sch01_gard01::OnGuardianDied";
- end;
-}
-
-schg_cas01,1,2,0 script #sch01_gard02 -1,{
-OnEnable:
- set .@defence,GetCastleData("schg_cas01",3);
- guardian "schg_cas01",130,22,"Guardian Soldier",1899,"#sch01_gard02::OnGuardianDied"; //11;
- if ((.@defence > 10) && (.@defence < 31)) {
- set .MyMobCount,2;
- guardian "schg_cas01",187,15,"Guardian Soldier",1899,"#sch01_gard02::OnGuardianDied"; //12;
- }
- else if ((.@defence > 30) && (.@defence < 51)) {
- set .MyMobCount,3;
- guardian "schg_cas01",129,47,"Guardian Soldier",1899,"#sch01_gard02::OnGuardianDied"; //12;
- guardian "schg_cas01",151,18,"Guardian Soldier",1899,"#sch01_gard02::OnGuardianDied"; //13;
- }
- else if ((.@defence > 50) && (.@defence < 71)) {
- set .MyMobCount,4;
- guardian "schg_cas01",129,47,"Guardian Soldier",1899,"#sch01_gard02::OnGuardianDied"; //12;
- guardian "schg_cas01",151,18,"Guardian Soldier",1899,"#sch01_gard02::OnGuardianDied"; //13;
- guardian "schg_cas01",187,15,"Guardian Soldier",1899,"#sch01_gard02::OnGuardianDied"; //14;
- }
- else if (.@defence > 70) {
- set .MyMobCount,5;
- guardian "schg_cas01",129,47,"Guardian Soldier",1899,"#sch01_gard02::OnGuardianDied"; //12;
- guardian "schg_cas01",151,18,"Guardian Soldier",1899,"#sch01_gard02::OnGuardianDied"; //13;
- guardian "schg_cas01",187,15,"Guardian Soldier",1899,"#sch01_gard02::OnGuardianDied"; //14;
- guardian "schg_cas01",128,42,"Guardian Soldier",1899,"#sch01_gard02::OnGuardianDied"; //15;
- }
- else {
- set .MyMobCount,2;
- guardian "schg_cas01",128,42,"Guardian Soldier",1899,"#sch01_gard02::OnGuardianDied"; //12;
- }
- initnpctimer;
- end;
-
-OnTimer600000:
- set .MyMobCount,.MyMobCount+1;
- guardian "schg_cas01",152,43,"Guardian Soldier",1899,"#sch01_gard02::OnGuardianDied"; //16;
- end;
-
-OnTimer1200000:
- set .MyMobCount,.MyMobCount+1;
- guardian "schg_cas01",187,15,"Guardian Soldier",1899,"#sch01_gard02::OnGuardianDied"; //17;
- end;
-
-OnTimer2100000:
- set .MyMobCount,.MyMobCount+1;
- guardian "schg_cas01",128,42,"Guardian Soldier",1899,"#sch01_gard02::OnGuardianDied"; //18;
- end;
-
-OnTimer3000000:
- set .MyMobCount,.MyMobCount+1;
- guardian "schg_cas01",130,22,"Guardian Soldier",1899,"#sch01_gard02::OnGuardianDied"; //19;
- end;
-
-OnTimer3900000:
- set .MyMobCount,.MyMobCount+1;
- guardian "schg_cas01",130,28,"Guardian Soldier",1899,"#sch01_gard02::OnGuardianDied"; //20;
- stopnpctimer;
- end;
-
-OnGuardianDied:
- set .MyMobCount,.MyMobCount-1;
- if (.MyMobCount < 2) {
- set .MyMobCount,.MyMobCount+1;
- guardian "schg_cas01",151,18,"Guardian Soldier",1899,"#sch01_gard02::OnGuardianDied"; //21;
- }
- end;
-
-Onreset:
- stopnpctimer;
- killmonster "schg_cas01","#sch01_gard02::OnGuardianDied";
- end;
-}
-
-schg_cas01,1,3,0 script #sch01_df01 -1,{
-OnEnable:
- guardian "schg_cas01",27,35,"1st Guardian Stone",1907,"#sch01_df01::OnGuardianStoneDied"; //22;
- end;
-
-OnDisable:
- killmonster "schg_cas01","#sch01_df01::OnGuardianStoneDied";
- setarray $agit_sc01[0],1; //Global Variable
- stopnpctimer;
- end;
-
-OnGuardianStoneDied:
- // 1st Guardian Stone is Destroyed
- setarray $agit_sc01[0],1;
- if (($agit_sc01[0] == 1) || ($agit_sc01[0] == 2)) {
- set .@destroyed,.@destroyed + 1;
- }
- if (($agit_sc01[1] == 1) || ($agit_sc01[1] == 2)) {
- set .@destroyed,.@destroyed + 1;
- }
- if (.@destroyed == 2) {
- mapannounce "schg_cas01","All of the Guardian Stones have been destroyed!",bc_map,"0x00ff00";
- donpcevent "#sch01_RL00::OnDisable";
- donpcevent "#sch01_gard01::Onreset";
- }
- else {
- mapannounce "schg_cas01","The 1st Guardian Stone has been destroyed!",bc_map,"0x00ff00";
- donpcevent "#sch01_gard01::Onreset";
- }
- initnpctimer;
- end;
-
-OnTimer300000:
- donpcevent "1st Guardian Stone#sch01::OnEnable";
- setarray $agit_sc01[0],2; //Global Variable
- stopnpctimer;
- end;
-}
-
-schg_cas01,27,36,0 script 1st Guardian Stone#sch01 844,{
- set .@GID, GetCastleData("schg_cas01",1);
- if (getcharid(2) == .@GID) {
- mes "^3355FFYou will need the";
- mes "following materials to";
- mes "rebuild a destroyed";
- mes "Guardian Stone.^000000";
- next;
- mes "1 Oridecon";
- mes "1 Elunium";
- mes "30 Stones";
- mes "5 Blue Gemstones";
- mes "5 Yellow Gemstones";
- mes "5 Red Gemstones";
- next;
- mes "^3355FFDo you want to continue?^000000";
- switch(select("No:Continue")) {
- case 1:
- mes "^3355FFWork canceled.^000000";
- close;
- case 2:
- if ((countitem(984) > 0) && (countitem(985) > 0) && (countitem(7049) > 29) && (countitem(717) > 4) && (countitem(715) > 4) && (countitem(716) > 4)) {
- mes "^3355FFArrange Stones, Elunium, and";
- mes "Oridecon, in that order, in the";
- mes "center. Then you must arrange";
- mes "the enchanted Gemstones to";
- mes "rebuild the Guardian Stone.^000000";
- next;
- switch(select("Elunium:Oridecon:Stone")) {
- case 1:
- mes "^3355FFElunium has been";
- mes "placed in the center.^000000";
- next;
- break;
- case 2:
- mes "^3355FFOridecon has been";
- mes "placed in the center.^000000";
- next;
- break;
- case 3:
- mes "^3355FFStones have been";
- mes "placed in the center.^000000";
- set .@nice,.@nice+10;
- next;
- break;
- }
- switch(select("Elunium:Oridecon:Stone")) {
- case 1:
- mes "^3355FFYou have lined the";
- mes "outside of the center";
- mes "with some Elunium.^000000";
- set .@nice,.@nice+10;
- next;
- break;
- case 2:
- mes "^3355FFYou have lined the";
- mes "outside of the center";
- mes "with some Oridecon.^000000";
- next;
- break;
- case 3:
- mes "^3355FFYou have lined the";
- mes "outside of the center";
- mes "with some Stones.^000000";
- next;
- break;
- }
- switch(select("Elunium:Oridecon:Stone")) {
- case 1:
- mes "^3355FFYou covered the";
- mes "rest of the materials";
- mes "with some Elunium.^000000";
- next;
- break;
- case 2:
- mes "^3355FFYou covered the";
- mes "rest of the materials";
- mes "with some Oridecon.^000000";
- set .@nice,.@nice+10;
- next;
- break;
- case 3:
- mes "^3355FFYou covered the";
- mes "rest of the materials";
- mes "with some Stones.^000000";
- next;
- break;
- }
- mes "^3355FFNow you need to arrange";
- mes "the enchanted Gemstones";
- mes "accordingly. You can identify";
- mes "their Magic properties by";
- mes "their casting effect.^000000";
- next;
- while(1) {
- if (.@roof0 > 7) {
- break;
- }
- else {
- switch(rand(1,3)) {
- case 1:
- specialeffect EF_BEGINSPELL2;
- mes "^3355FFThe Gemstones must";
- mes "be arranged in the correct";
- mes "order according to their";
- mes "magic properties and power.^000000";
- next;
- switch(select("Red Gemstone:Yellow Gemstone:Blue Gemstone")) {
- case 1:
- mes "^3355FFYou placed the Red Gemstone.";
- mes "However, the Guardian Stone";
- mes "Repair System failed because";
- mes "of a magic power conflict.^000000";
- close;
- case 2:
- mes "^3355FFYou placed the Yellow Gemstone.";
- mes "However, the Guardian Stone";
- mes "Repair System failed because";
- mes "of a magic power conflict.^000000";
- close;
- case 3:
- mes "^3355FFYou placed the Blue Gemstone.^000000";
- set .@nice,.@nice+10;
- set .@roof0,.@roof0 + 1;
- specialeffect EF_STEAL;
- next;
- break;
- }
- break;
- case 2:
- specialeffect EF_VOLCANO;
- mes "^3355FFThe Gemstones must";
- mes "be arranged in the correct";
- mes "order according to their";
- mes "magic properties and power.^000000";
- next;
- switch(select("Red Gemstone:Yellow Gemstone:Blue Gemstone")) {
- case 1:
- mes "^3355FFYou placed the Red Gemstone.^000000";
- set .@nice,.@nice+10;
- set .@roof0,.@roof0 + 1;
- specialeffect EF_STEAL;
- next;
- break;
- case 2:
- mes "^3355FFYou placed the Yellow Gemstone.";
- mes "However, the Guardian Stone";
- mes "Repair System failed because";
- mes "of a magic power conflict.^000000";
- close;
- case 3:
- mes "^3355FFYou placed the Blue Gemstone.";
- mes "However, the Guardian Stone";
- mes "Repair System failed because";
- mes "of a magic power conflict.^000000";
- close;
- }
- break;
- case 3:
- specialeffect EF_BEGINSPELL4;
- mes "^3355FFThe Gemstones must";
- mes "be arranged in the correct";
- mes "order according to their";
- mes "magic properties and power.^000000";
- next;
- switch(select("Red Gemstone:Yellow Gemstone:Blue Gemstone")) {
- case 1:
- mes "^3355FFYou placed the Red Gemstone.";
- mes "However, the Guardian Stone";
- mes "Repair System failed because";
- mes "of a magic power conflict.^000000";
- close;
- case 2:
- mes "^3355FFYou placed the Yellow Gemstone.^000000";
- set .@nice,.@nice+10;
- set .@roof0,.@roof0 + 1;
- specialeffect EF_STEAL;
- next;
- break;
- case 3:
- mes "^3355FFYou placed the Blue Gemstone.";
- mes "However, the Guardian Stone";
- mes "Repair System failed because";
- mes "of a magic power conflict.^000000";
- close;
- }
- }
- }
- }
- if (.@nice > 90) {
- if ($agit_sc01[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 "#sch01_df01::OnEnable";
- specialeffect EF_ICECRASH;
- disablenpc "1st Guardian Stone#sch01";
- setarray $agit_sc01[0],0;
- set .@df_all,$agit_sc01[0]+$agit_sc01[1];
- if (.@df_all == 0) {
- mapannounce "schg_cas01","Both Guardian Stones have been erected, bolstering this stronghold's defenses!",bc_map,"0x00ff00";
- donpcevent "#sch01_RL00::OnEnable";
- }
- else {
- mapannounce "schg_cas01","The 1st Guardian Stone has been repaired successfully.",bc_map,"0x00ff00";
- }
- if ($agit_sc01[5] == 1) {
- donpcevent "#sch01_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#sch01";
- end;
-
-OnEnable:
- enablenpc "1st Guardian Stone#sch01";
- specialeffect EF_MAPPILLAR2;
- end;
-
-OnDisable:
- disablenpc "1st Guardian Stone#sch01";
- end;
-}
-
-schg_cas01,1,4,0 script #sch01_df02 -1,{
-OnEnable:
- guardian "schg_cas01",207,75,"2nd Guardian Stone",1908,"#sch01_df02::OnGuardianStoneDied"; //23;
- end;
-
-OnDisable:
- killmonster "schg_cas01","#sch01_df02::OnGuardianStoneDied";
- setarray $agit_sc01[1],1; //Global Variable
- stopnpctimer;
- end;
-
-OnGuardianStoneDied:
- // 2nd Guardian Stone is Destroyed
- setarray $agit_sc01[1],1;
- if (($agit_sc01[0] == 1) || ($agit_sc01[0] == 2)) {
- set .@destroyed,.@destroyed + 1;
- }
- if (($agit_sc01[1] == 1) || ($agit_sc01[1] == 2)) {
- set .@destroyed,.@destroyed + 1;
- }
- if (.@destroyed == 2) {
- mapannounce "schg_cas01","All of the Guardian Stones have been destroyed!",bc_map,"0x00ff00";
- donpcevent "#sch01_RL00::OnDisable";
- donpcevent "#sch01_gard02::Onreset";
- }
- else {
- mapannounce "schg_cas01","The 2nd Guardian Stone has been destroyed!",bc_map,"0x00ff00";
- donpcevent "#sch01_gard02::Onreset";
- }
- initnpctimer;
- end;
-
-OnTimer300000:
- donpcevent "2nd Guardian Stone#sch01::OnEnable";
- setarray $agit_sc01[1],2; //Global Variable
- stopnpctimer;
- end;
-}
-
-schg_cas01,208,75,0 script 2nd Guardian Stone#sch01 844,{
- set .@GID, GetCastleData("schg_cas01",1);
- if (getcharid(2) == .@GID) {
- mes "^3355FFYou will need the";
- mes "following materials to";
- mes "rebuild a destroyed";
- mes "Guardian Stone.^000000";
- next;
- mes "1 Oridecon";
- mes "1 Elunium";
- mes "30 Stones";
- mes "5 Blue Gemstones";
- mes "5 Yellow Gemstones";
- mes "5 Red Gemstones";
- next;
- mes "^3355FFDo you want to continue?^000000";
- switch(select("No:Continue")) {
- case 1:
- mes "^3355FFWork canceled.^000000";
- close;
- case 2:
- if ((countitem(984) > 0) && (countitem(985) > 0) && (countitem(7049) > 29) && (countitem(717) > 4) && (countitem(715) > 4) && (countitem(716) > 4)) {
- mes "^3355FFArrange Stones, Elunium, and";
- mes "Oridecon, in that order, in the";
- mes "center. Then you must arrange";
- mes "the enchanted Gemstones to";
- mes "rebuild the Guardian Stone.^000000";
- next;
- switch(select("Elunium:Oridecon:Stone")) {
- case 1:
- mes "^3355FFElunium has been";
- mes "placed in the center.^000000";
- next;
- break;
- case 2:
- mes "^3355FFOridecon has been";
- mes "placed in the center.^000000";
- next;
- break;
- case 3:
- mes "^3355FFStones have been";
- mes "placed in the center.^000000";
- set .@nice,.@nice+10;
- next;
- break;
- }
- switch(select("Elunium:Oridecon:Stone")) {
- case 1:
- mes "^3355FFYou have lined the";
- mes "outside of the center";
- mes "with some Elunium.^000000";
- set .@nice,.@nice+10;
- next;
- break;
- case 2:
- mes "^3355FFYou have lined the";
- mes "outside of the center";
- mes "with some Oridecon.^000000";
- next;
- break;
- case 3:
- mes "^3355FFYou have lined the";
- mes "outside of the center";
- mes "with some Stones.^000000";
- next;
- break;
- }
- switch(select("Elunium:Oridecon:Stone")) {
- case 1:
- mes "^3355FFYou covered the";
- mes "rest of the materials";
- mes "with some Elunium.^000000";
- next;
- break;
- case 2:
- mes "^3355FFYou covered the";
- mes "rest of the materials";
- mes "with some Oridecon.^000000";
- set .@nice,.@nice+10;
- next;
- break;
- case 3:
- mes "^3355FFYou covered the";
- mes "rest of the materials";
- mes "with some Stones.^000000";
- next;
- break;
- }
- mes "^3355FFNow you need to arrange";
- mes "the enchanted Gemstones";
- mes "accordingly. You can identify";
- mes "their Magic properties by";
- mes "their casting effect.^000000";
- next;
- while(1) {
- if (.@roof0 > 7) {
- break;
- }
- else {
- switch(rand(1,3)) {
- case 1:
- specialeffect EF_BEGINSPELL2;
- mes "^3355FFThe Gemstones must";
- mes "be arranged in the correct";
- mes "order according to their";
- mes "magic properties and power.^000000";
- next;
- switch(select("Red Gemstone:Yellow Gemstone:Blue Gemstone")) {
- case 1:
- mes "^3355FFYou placed the Red Gemstone.";
- mes "However, the Guardian Stone";
- mes "Repair System failed because";
- mes "of a magic power conflict.^000000";
- close;
- case 2:
- mes "^3355FFYou placed the Yellow Gemstone.";
- mes "However, the Guardian Stone";
- mes "Repair System failed because";
- mes "of a magic power conflict.^000000";
- close;
- case 3:
- mes "^3355FFYou placed the Blue Gemstone.^000000";
- set .@nice,.@nice+10;
- set .@roof0,.@roof0 + 1;
- specialeffect EF_STEAL;
- next;
- break;
- }
- break;
- case 2:
- specialeffect EF_VOLCANO;
- mes "^3355FFThe Gemstones must";
- mes "be arranged in the correct";
- mes "order according to their";
- mes "magic properties and power.^000000";
- next;
- switch(select("Red Gemstone:Yellow Gemstone:Blue Gemstone")) {
- case 1:
- mes "^3355FFYou placed the Red Gemstone.^000000";
- set .@nice,.@nice+10;
- set .@roof0,.@roof0 + 1;
- specialeffect EF_STEAL;
- next;
- break;
- case 2:
- mes "^3355FFYou placed the Yellow Gemstone.";
- mes "However, the Guardian Stone";
- mes "Repair System failed because";
- mes "of a magic power conflict.^000000";
- close;
- case 3:
- mes "^3355FFYou placed the Blue Gemstone.";
- mes "However, the Guardian Stone";
- mes "Repair System failed because";
- mes "of a magic power conflict.^000000";
- close;
- }
- break;
- case 3:
- specialeffect EF_BEGINSPELL4;
- mes "^3355FFThe Gemstones must";
- mes "be arranged in the correct";
- mes "order according to their";
- mes "magic properties and power.^000000";
- next;
- switch(select("Red Gemstone:Yellow Gemstone:Blue Gemstone")) {
- case 1:
- mes "^3355FFYou placed the Red Gemstone.";
- mes "However, the Guardian Stone";
- mes "Repair System failed because";
- mes "of a magic power conflict.^000000";
- close;
- case 2:
- mes "^3355FFYou placed the Yellow Gemstone.^000000";
- set .@nice,.@nice+10;
- set .@roof0,.@roof0 + 1;
- specialeffect EF_STEAL;
- next;
- break;
- case 3:
- mes "^3355FFYou placed the Blue Gemstone.";
- mes "However, the Guardian Stone";
- mes "Repair System failed because";
- mes "of a magic power conflict.^000000";
- close;
- }
- }
- }
- }
- if (.@nice > 90) {
- if ($agit_sc01[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 "#sch01_df02::OnEnable";
- specialeffect EF_ICECRASH;
- disablenpc "2nd Guardian Stone#sch01";
- setarray $agit_sc01[1],0;
- set .@df_all,$agit_sc01[0]+$agit_sc01[1];
- if (.@df_all == 0) {
- mapannounce "schg_cas01","Both Guardian Stones have been erected, bolstering this stronghold's defenses!",bc_map,"0x00ff00";
- donpcevent "#sch01_RL00::OnEnable";
- }
- else {
- mapannounce "schg_cas01","The 2nd Guardian Stone has been repaired successfully.",bc_map,"0x00ff00";
- }
- if ($agit_sc01[5] == 1) {
- donpcevent "#sch01_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#sch01";
- end;
-
-OnEnable:
- enablenpc "2nd Guardian Stone#sch01";
- specialeffect EF_MAPPILLAR2;
- end;
-
-OnDisable:
- disablenpc "2nd Guardian Stone#sch01";
- end;
-}
-
-// Barrier Summoners
-schg_cas01,2,1,0 script #sch01_RL00 -1,{
-OnEnable:
- setwall "schg_cas01",114,48,13,6,0,"sch01_RL00";
- guardian "schg_cas01",115,49," ",1905,"#sch01_RL00::OnBarrierDestroyed"; //24;
- guardian "schg_cas01",117,49," ",1905,"#sch01_RL00::OnBarrierDestroyed"; //25;
- guardian "schg_cas01",119,49," ",1905,"#sch01_RL00::OnBarrierDestroyed"; //26;
- guardian "schg_cas01",121,49," ",1905,"#sch01_RL00::OnBarrierDestroyed"; //27;
- guardian "schg_cas01",123,49," ",1905,"#sch01_RL00::OnBarrierDestroyed"; //28;
- guardian "schg_cas01",125,49," ",1905,"#sch01_RL00::OnBarrierDestroyed"; //29;
- end;
-
-OnDisable:
- delwall "sch01_RL00";
- killmonster "schg_cas01","#sch01_RL00::OnBarrierDestroyed";
- end;
-
-OnBarrierDestroyed:
- end;
-}
-
-schg_cas01,2,2,0 script #sch01_RL01 -1,{
-OnEnable:
- set .MyMobCount,6;
- setwall "schg_cas01",114,51,13,6,1,"sch01_RL01";
- guardian "schg_cas01",115,50," ",1905,"#sch01_RL01::OnBarrierDestroyed"; //30;
- guardian "schg_cas01",117,50," ",1905,"#sch01_RL01::OnBarrierDestroyed"; //31;
- guardian "schg_cas01",119,50," ",1905,"#sch01_RL01::OnBarrierDestroyed"; //32;
- guardian "schg_cas01",121,50," ",1905,"#sch01_RL01::OnBarrierDestroyed"; //33;
- guardian "schg_cas01",123,50," ",1905,"#sch01_RL01::OnBarrierDestroyed"; //34;
- guardian "schg_cas01",125,50," ",1905,"#sch01_RL01::OnBarrierDestroyed"; //35;
- end;
-
-OnBarrierDestroyed:
- set .MyMobCount,.MyMobCount-1;
- if (.MyMobCount == 0) {
- setarray $agit_sc01[2],1;
- mapannounce "schg_cas01","The 1st Fortress Gate is destroyed.",bc_map,"0x00ff00";
- delwall "sch01_RL01";
- }
- end;
-
-OnDisable:
- delwall "sch01_RL01";
- killmonster "schg_cas01","#sch01_RL01::OnBarrierDestroyed";
- end;
-}
-
-schg_cas01,2,3,0 script #sch01_RL02 -1,{
-OnEnable:
- set .MyMobCount,6;
- setwall "schg_cas01",114,154,13,6,1,"sch01_RL02";
- guardian "schg_cas01",115,153," ",1905,"#sch01_RL02::OnBarrierDestroyed"; //36;
- guardian "schg_cas01",117,153," ",1905,"#sch01_RL02::OnBarrierDestroyed"; //37;
- guardian "schg_cas01",119,153," ",1905,"#sch01_RL02::OnBarrierDestroyed"; //38;
- guardian "schg_cas01",121,153," ",1905,"#sch01_RL02::OnBarrierDestroyed"; //39;
- guardian "schg_cas01",123,153," ",1905,"#sch01_RL02::OnBarrierDestroyed"; //40;
- guardian "schg_cas01",125,153," ",1905,"#sch01_RL02::OnBarrierDestroyed"; //41;
- end;
-
-OnBarrierDestroyed:
- set .MyMobCount,.MyMobCount-1;
- if (.MyMobCount == 0) {
- setarray $agit_sc01[3],1;
- mapannounce "schg_cas01","The 2nd Fortress Gate is destroyed.",bc_map,"0x00ff00";
- delwall "sch01_RL02";
- }
- end;
-
-OnDisable:
- delwall "sch01_RL02";
- killmonster "schg_cas01","#sch01_RL02::OnBarrierDestroyed";
- end;
-}
-
-schg_cas01,2,4,0 script #sch01_RL03 -1,{
-OnEnable:
- set .MyMobCount,4;
- setwall "schg_cas01",116,241,11,6,1,"sch01_RL03";
- guardian "schg_cas01",116,240," ",1905,"#sch01_RL03::OnBarrierDestroyed"; //42;
- guardian "schg_cas01",118,240," ",1905,"#sch01_RL03::OnBarrierDestroyed"; //43;
- guardian "schg_cas01",120,240," ",1905,"#sch01_RL03::OnBarrierDestroyed"; //44;
- guardian "schg_cas01",122,240," ",1905,"#sch01_RL03::OnBarrierDestroyed"; //45;
- end;
-
-OnBarrierDestroyed:
- set .MyMobCount,.MyMobCount-1;
- if (.MyMobCount == 0) {
- setarray $agit_sc01[4],1;
- mapannounce "schg_cas01","The 3rd Fortress Gate is destroyed!",bc_map,"0x00ff00";
- delwall "sch01_RL03";
- }
- end;
-
-OnDisable:
- delwall "sch01_RL03";
- killmonster "schg_cas01","#sch01_RL03::OnBarrierDestroyed";
- end;
-}
-
-schg_cas01,124,52,0 script Control Device01#sch01 111,{
- set .@GID, GetCastleData("schg_cas01",1);
- if (getcharid(2) == .@GID) {
- if (strcharinfo(0) == getguildmaster(.@GID)) {
- if ($agit_sc01[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 "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 "#sch01_RL01::OnEnable";
- disablenpc "Control Device01#sch01";
- mapannounce "schg_cas01","The 1st Fortress Gate has been reconstructed!",bc_map,"0x00ff00";
- setarray $agit_sc01[2],0;
- end;
- }
- else {
- mes "^3355FFThe wall has been breached,";
- mes "and the attempt to repair the";
- mes "Fortress Gate has failed.";
- mes "You lost some of your";
- mes "repair resources...^000000";
- delitem 984,2; //Oridecon
- delitem 999,4; //Steel
- delitem 1019,14; //Wooden_Block
- delitem 1011,3; //Emveretarcon
- close;
- }
- }
- }
- else {
- mes "^3355FFYou can't attempt to repair";
- mes "the Fortress Gate if you don't";
- mes "have all the needed materials.^000000";
- close;
- }
- }
- }
- }
- end;
-
-OnInit:
- disablenpc "Control Device01#sch01";
- end;
-
-OnEnable:
- enablenpc "Control Device01#sch01";
- end;
-
-OnDisable:
- disablenpc "Control Device01#sch01";
- end;
-}
-
-schg_cas01,128,157,0 script Control Device02#sch01 111,{
- set .@GID, GetCastleData("schg_cas01",1);
- if (getcharid(2) == .@GID) {
- if (strcharinfo(0) == getguildmaster(.@GID)) {
- if ($agit_sc01[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 "#sch01_RL02::OnEnable";
- disablenpc "Control Device02#sch01";
- mapannounce "schg_cas01","The 2nd Fortress Gate has been reconstructed!",bc_map,"0x00ff00";
- setarray $agit_sc01[3],0; //Global Variable
- setarray $agit_sc01[2],2; //Global Variable
- donpcevent "Control Device01#sch01::OnEnable";
- end;
- }
- else {
- mes "^3355FFThe wall has been breached,";
- mes "and the attempt to repair the";
- mes "Fortress Gate has failed.";
- mes "You lost some of your";
- mes "repair resources...^000000";
- delitem 984,2; //Oridecon
- delitem 999,4; //Steel
- delitem 1019,14; //Wooden_Block
- delitem 1011,3; //Emveretarcon
- close;
- }
- }
- }
- else {
- mes "^3355FFYou can't attempt to repair";
- mes "the Fortress Gate if you don't";
- mes "have all the needed materials.^000000";
- close;
- }
- }
- }
- }
- end;
-
-OnInit:
- disablenpc "Control Device02#sch01";
- end;
-
-OnEnable:
- enablenpc "Control Device02#sch01";
- end;
-
-OnDisable:
- disablenpc "Control Device02#sch01";
- end;
-}
-
-schg_cas01,109,247,0 script Control Device03#sch01 111,{
- set .@GID, GetCastleData("schg_cas01",1);
- if (getcharid(2) == .@GID) {
- if (strcharinfo(0) == getguildmaster(.@GID)) {
- if ($agit_sc01[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 "#sch01_RL03::OnEnable";
- disablenpc "Control Device03#sch01";
- mapannounce "schg_cas01","The 3rd Fortress Gate has been reconstructed!",bc_map,"0x00ff00";
- setarray $agit_sc01[4],0;
- setarray $agit_sc01[3],2;
- donpcevent "Control Device02#sch01::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#sch01";
- end;
-
-OnEnable:
- enablenpc "Control Device03#sch01";
- end;
-
-OnDisable:
- disablenpc "Control Device03#sch01";
- end;
-}
-
-// Link Flags
-schg_cas01,106,302,0 script LF-01#schg_cas01 111,{
- set .@GID, GetCastleData("schg_cas01",1);
- if (getcharid(2) == .@GID) {
- mes "^3355FFThis is the Stronghold";
- mes "Teleport Service. Please";
- mes "choose a destination";
- mes "within the stronghold.^000000";
- switch(select("First Gate House:Second Gate House:Cancel")) {
- case 1:
- warp "schg_cas01",19,26;
- end;
- case 2:
- warp "schg_cas01",219,90;
- end;
- case 3:
- close;
- }
- }
- end;
-}
-
-schg_cas01,109,302,0 script LF-02#schg_cas01 111,{
- set .@GID, GetCastleData("schg_cas01",1);
- if (getcharid(2) == .@GID) {
- mes "^3355FFThis is the Stronghold";
- mes "Teleport Service. Please";
- mes "choose a destination";
- mes "within the stronghold.^000000";
- switch(select("Defense Area 1-1:Defense Area 1-2:Cancel")) {
- case 1:
- warp "schg_cas01",89,43;
- end;
- case 2:
- warp "schg_cas01",141,45;
- end;
- case 3:
- close;
- }
- }
- end;
-}
-
-schg_cas01,112,302,0 script LF-03#schg_cas01 111,{
- set .@GID, GetCastleData("schg_cas01",1);
- if (getcharid(2) == .@GID) {
- mes "^3355FFThis is the Stronghold";
- mes "Teleport Service. Please";
- mes "choose a destination";
- mes "within the stronghold.^000000";
- switch(select("Defense Area 2-1:Defense Area 2-2:Cancel")) {
- case 1:
- warp "schg_cas01",137,54;
- end;
- case 2:
- warp "schg_cas01",102,54;
- end;
- case 3:
- close;
- }
- }
- end;
-}
-
-schg_cas01,115,302,0 script LF-04#schg_cas01 111,{
- set .@GID, GetCastleData("schg_cas01",1);
- if (getcharid(2) == .@GID) {
- mes "^3355FFThis is the Stronghold";
- mes "Teleport Service. Please";
- mes "choose a destination";
- mes "within the stronghold.^000000";
- switch(select("Defense Area 2-3:Defense Area 2-4:Cancel")) {
- case 1:
- warp "schg_cas01",94,147;
- end;
- case 2:
- warp "schg_cas01",163,140;
- end;
- case 3:
- close;
- }
- }
- end;
-}
-
-schg_cas01,118,302,0 script LF-05#schg_cas01 111,{
- set .@GID, GetCastleData("schg_cas01",1);
- if (getcharid(2) == .@GID) {
- mes "^3355FFThis is the Stronghold";
- mes "Teleport Service. Please";
- mes "choose a destination";
- mes "within the stronghold.^000000";
- switch(select("Defense Area 2-3:Defense Area 2-4:Cancel")) {
- case 1:
- warp "schg_cas01",87,220;
- end;
- case 2:
- warp "schg_cas01",151,220;
- end;
- case 3:
- close;
- }
- }
- end;
-}
-
-schg_cas01,121,302,0 script LF-06#schg_cas01 111,{
- set .@GID, GetCastleData("schg_cas01",1);
- if (getcharid(2) == .@GID) {
- mes "^3355FFThis is the Stronghold";
- mes "Teleport Service. Please";
- mes "choose a destination";
- mes "within the stronghold.^000000";
- switch(select("Defense Area 3-1:Defense Area 3-2:Cancel")) {
- case 1:
- warp "schg_cas01",100,242;
- end;
- case 2:
- warp "schg_cas01",136,242;
- end;
- case 3:
- close;
- }
- }
- end;
-}
-
-schg_cas01,124,302,0 script LF-07#schg_cas01 111,{
- set .@GID, GetCastleData("schg_cas01",1);
- if (getcharid(2) == .@GID) {
- mes "^3355FFThis is the Stronghold";
- mes "Teleport Service. Please";
- mes "choose a destination";
- mes "within the stronghold.^000000";
- switch(select("Center 1 Area:Center 2 Area:Cancel")) {
- case 1:
- warp "schg_cas01",120,168;
- end;
- case 2:
- warp "schg_cas01",119,211;
- end;
- case 3:
- close;
- }
- }
- end;
-}
-
-schg_cas01,127,302,0 script LF-08#schg_cas01 111,{
- set .@GID, GetCastleData("schg_cas01",1);
- if (getcharid(2) == .@GID) {
- mes "^3355FFThis is the Stronghold";
- mes "Teleport Service. Please";
- mes "choose a destination";
- mes "within the stronghold.^000000";
- switch(select("Area 1-1:Area 2-1:Area 3-1:Cancel")) {
- case 1:
- warp "schg_cas01",89,43;
- end;
- case 2:
- warp "schg_cas01",94,147;
- end;
- case 3:
- warp "schg_cas01",100,242;
- end;
- case 4:
- close;
- }
- }
- end;
-}
-
-schg_cas01,130,302,0 script LF-09#schg_cas01 111,{
- set .@GID, GetCastleData("schg_cas01",1);
- if (getcharid(2) == .@GID) {
- mes "^3355FFThis is the Stronghold";
- mes "Teleport Service. Please";
- mes "choose a destination";
- mes "within the stronghold.^000000";
- switch(select("Area 1-2:Area 2-3:Area 3-2:Cancel")) {
- case 1:
- warp "schg_cas01",141,45;
- end;
- case 2:
- warp "schg_cas01",163,140;
- end;
- case 3:
- warp "schg_cas01",136,243;
- end;
- case 4:
- close;
- }
- }
- end;
-}
-
-schg_cas01,133,302,0 script LF-10#schg_cas01 111,{
- set .@GID, GetCastleData("schg_cas01",1);
- if (getcharid(2) == .@GID) {
- mes "^3355FFThis is the Stronghold";
- mes "Teleport Service. Would";
- mes "you like to teleport to the";
- mes "Convenience Facility for";
- mes "guild members?^000000";
- switch(select("Go to Convenience Facility:Cancel")) {
- case 1:
- warp "schg_cas01",275,244;
- end;
- case 2:
- close;
- }
- }
- end;
-}
-
-schg_cas01,17,45,0 script Himinn#LF_sc01_1::LF_sc01_1 111,{
- set .@GID, GetCastleData("schg_cas01",1);
- if (getcharid(2) == .@GID) {
- mes "^3355FFThis is the Stronghold";
- mes "Teleport Service. Would";
- mes "you like to teleport to";
- mes "the Emperium Center?^000000";
- switch(select("Teleport:Cancel")) {
- case 1:
- warp "schg_cas01",120,290;
- end;
- case 2:
- close;
- }
- }
- end;
-}
-
+- duplicate(Manager#template) Manager#schg_cas01 -1
+- duplicate(gard#template) gard1#schg_cas01 -1
+- duplicate(gard#template) gard2#schg_cas01 -1
+- duplicate(df#template) df1#schg_cas01 -1
+- duplicate(df#template) df2#schg_cas01 -1
+- duplicate(RL#template) RL0#schg_cas01 -1
+- duplicate(RL#template) RL1#schg_cas01 -1
+- duplicate(RL#template) RL2#schg_cas01 -1
+- duplicate(RL#template) RL3#schg_cas01 -1
+
+schg_cas01,247,305,3 duplicate(Steward#template) Steward#sc01 55
+schg_cas01,123,306,3 duplicate(Guardian#template) Ef#sc01 868
+schg_cas01,300,287,5 duplicate(Kafra#template) Kafra Employee#sc01 117
+schg_cas01,27,36,0 duplicate(Guardian Stone#template) 1st Guardian Stone#sc01 844
+schg_cas01,208,75,0 duplicate(Guardian Stone#template) 2nd Guardian Stone#sc01 844
+schg_cas01,124,52,0 duplicate(Control#template) Control Device01#sc01 111
+schg_cas01,128,157,0 duplicate(Control#template) Control Device02#sc01 111
+schg_cas01,109,247,0 duplicate(Control#template) Control Device03#sc01 111
+schg_cas01,391,391,0 duplicate(Switch#template) #sch01_switch 111
+schg_cas01,280,391,3 duplicate(Sunflower#template) Mysterious Sunflower#01 976
+
+schg_cas01,106,302,0 script LF-01#schg_cas01 111,{ callfunc "LinkFlag","First Gate House",19,26,"Second Gate House",219,90; }
+schg_cas01,109,302,0 script LF-02#schg_cas01 111,{ callfunc "LinkFlag","Defense Area 1-1",89,43,"Defense Area 1-2",141,45; }
+schg_cas01,112,302,0 script LF-03#schg_cas01 111,{ callfunc "LinkFlag","Defense Area 2-1",137,54,"Defense Area 2-2",102,54; }
+schg_cas01,115,302,0 script LF-04#schg_cas01 111,{ callfunc "LinkFlag","Defense Area 2-3",94,147,"Defense Area 2-4",163,140; }
+schg_cas01,118,302,0 script LF-05#schg_cas01 111,{ callfunc "LinkFlag","Defense Area 2-3",87,220,"Defense Area 2-4",151,220; }
+schg_cas01,121,302,0 script LF-06#schg_cas01 111,{ callfunc "LinkFlag","Defense Area 3-1",100,242,"Defense Area 3-2",136,242; }
+schg_cas01,124,302,0 script LF-07#schg_cas01 111,{ callfunc "LinkFlag","Center 1 Area",120,168,"Center 2 Area",119,211; }
+schg_cas01,127,302,0 script LF-08#schg_cas01 111,{ callfunc "LinkFlag","Area 1-1",89,43,"Area 2-1",94,147,"Area 3-1",100,242; }
+schg_cas01,130,302,0 script LF-09#schg_cas01 111,{ callfunc "LinkFlag","Area 1-2",141,45,"Area 2-3",163,140,"Area 3-2",136,243; }
+schg_cas01,133,302,0 script LF-10#schg_cas01 111,{ callfunc "LinkFlag","Convenience Facility",275,244; }
+schg_cas01,17,45,0 script Himinn#LF_sc01_1::LF_sc01_1 111,{ callfunc "LinkFlag","Emperium Center",120,290; }
schg_cas01,207,95,0 duplicate(LF_sc01_1) Himinn#LF_sc01_2 111
-
schg_cas01,111,46,4 script Himinn#LF_sc01_3::LF_sc01_2 722,{
- set .@GID, GetCastleData("schg_cas01",1);
- if (getcharid(2) == .@GID) {
- mes "^3355FFThis is the Stronghold";
- mes "Teleport Service. Would";
- mes "you like to teleport to";
- mes "the Emperium Center?^000000";
- switch(select("Teleport:Cancel")) {
- case 1:
- warp "schg_cas01",120,290;
- end;
- case 2:
- close;
- }
- }
+ callfunc "LinkFlag","Emperium Center",120,290;
end;
-
OnInterIfInitOnce:
OnRecvCastleSc01:
FlagEmblem GetCastleData("schg_cas01",1);
end;
}
-
schg_cas01,129,46,4 duplicate(LF_sc01_2) Himinn#LF_sc01_4 722
schg_cas01,99,77,0 duplicate(LF_sc01_1) Himinn#LF_sc01_5 111
schg_cas01,140,77,0 duplicate(LF_sc01_1) Himinn#LF_sc01_6 111
@@ -2267,670 +63,12 @@ schg_cas01,126,238,0 duplicate(LF_sc01_1) Himinn#LF_sc01_12 111
schg_cas01,95,247,0 duplicate(LF_sc01_1) Himinn#LF_sc01_13 111
schg_cas01,144,247,0 duplicate(LF_sc01_1) Himinn#LF_sc01_14 111
-// Guild Manager
-schg_cas01,247,305,3 script Steward#sch01 55,{
- set .@GID, GetCastleData("schg_cas01",1);
- if (.@GID == 0) {
- mes "[ Steward ]";
- mes "I await for the master";
- mes "whom destiny will choose";
- mes "for me. Do you think you";
- mes "have to courage and strength";
- mes "to conquer this stronghold?";
- close;
- }
- if (getcharid(2) != .@GID || strcharinfo(0) != getguildmaster(.@GID)) {
- mes "[ Steward ]";
- mes "Hmpf. Your threats don't";
- mes "scare me! Guardians, drive";
- mes "this infidel away from here!";
- mes "I will always be loyal to the";
- mes "master of this stronghold,";
- mes "the one and only ^FF0000" + getguildmaster(.@GID) + "^000000.";
- close;
- }
- mes "[ Steward ]";
- mes "Ah, Master ^FF0000" + getguildmaster(.@GID) + "^000000...";
- mes "How shall I serve you today?";
- mes "Was there an aspect of this";
- mes "stronghold's maintenance";
- mes "you wanted to discuss?";
- next;
- switch(select("Stronghold Briefing:Invest in Commercial Growth:Invest in Defense growth:Hire/Fire Storage Staff:Go to Master's room")) {
- case 1:
- mes "[ Steward ]";
- mes "The Commercial Growth";
- mes "Level of the stronghold is ^0000ff" + GetCastleData("schg_cas01",2) + ".";
- if (GetCastleData("schg_cas01",4) > 0) {
- mes "Last time, you invested in";
- mes "Commercial Growth " + GetCastleData("schg_cas01",4) + ".";
- }
- next;
- mes "[ Steward ]";
- mes "Our stronghold's";
- mes "safeguard level is " + GetCastleData("schg_cas01",3) + ".";
- if (GetCastleData("schg_cas01",5) > 0) {
- mes "Last time, you invested";
- mes "in defense " + GetCastleData("schg_cas01",5) + " times.";
- }
- mes " ";
- mes "That is all, master.";
- close;
- case 2:
- set .@Economy,GetCastleData("schg_cas01",2);
- if (.@Economy < 6) { set .@eco_invest,5000; }
- else if ((.@Economy >= 6) && (.@Economy <= 10)) { set .@eco_invest,10000; }
- else if ((.@Economy >= 11) && (.@Economy <= 15)) { set .@eco_invest,20000; }
- else if ((.@Economy >= 16) && (.@Economy <= 20)) { set .@eco_invest,35000; }
- else if ((.@Economy >= 21) && (.@Economy <= 25)) { set .@eco_invest,55000; }
- else if ((.@Economy >= 26) && (.@Economy <= 30)) { set .@eco_invest,80000; }
- else if ((.@Economy >= 31) && (.@Economy <= 35)) { set .@eco_invest,110000; }
- else if ((.@Economy >= 36) && (.@Economy <= 40)) { set .@eco_invest,145000; }
- else if ((.@Economy >= 41) && (.@Economy <= 45)) { set .@eco_invest,185000; }
- else if ((.@Economy >= 46) && (.@Economy <= 50)) { set .@eco_invest,230000; }
- else if ((.@Economy >= 51) && (.@Economy <= 55)) { set .@eco_invest,280000; }
- else if ((.@Economy >= 56) && (.@Economy <= 60)) { set .@eco_invest,335000; }
- else if ((.@Economy >= 61) && (.@Economy <= 65)) { set .@eco_invest,395000; }
- else if ((.@Economy >= 66) && (.@Economy <= 70)) { set .@eco_invest,460000; }
- else if ((.@Economy >= 71) && (.@Economy <= 75)) { set .@eco_invest,530000; }
- else if ((.@Economy >= 76) && (.@Economy <= 80)) { set .@eco_invest,605000; }
- else if ((.@Economy >= 81) && (.@Economy <= 85)) { set .@eco_invest,685000; }
- else if ((.@Economy >= 86) && (.@Economy <= 90)) { set .@eco_invest,770000; }
- else if ((.@Economy >= 91) && (.@Economy <= 95)) { set .@eco_invest,860000; }
- else if ((.@Economy >= 96) && (.@Economy <= 100)) { set .@eco_invest,955000; }
- //Quadruple the cost of investing if you've already invested once.
- if (GetCastleData("schg_cas01",4)) {
- set .@eco_invest,.@eco_invest*4;
- }
- mes "[ Steward ]";
- mes "Raising the stronghold's";
- mes "commercial growth will";
- mes "increase the quantity of";
- mes "goods produced for the guild.";
- mes "Investing in commercial growth";
- mes "will help the guild's future.";
- next;
- mes "[ Steward ]";
- mes "You can make one investment";
- mes "each day, but if you can make";
- mes "two investments if you pay";
- mes "more zeny: this will speed";
- mes "up commercial development,";
- mes "but can be quite expensive.";
- next;
- if (.@Economy == 100) {
- mes "[ Steward ]";
- mes "However, our stronghold's";
- mes "commerical growth level is";
- mes "at 100%. It's not possible to";
- mes "develop commercial growth";
- mes "any further than that.";
- close;
- }
- if (GetCastleData("schg_cas01",4) >= 2) {
- mes "[ Steward ]";
- mes "You've already made two";
- mes "investments today, so you'll";
- mes "have to wait until tomorrow";
- mes "to make another investment.";
- close;
- }
- if (GetCastleData("schg_cas01",4) == 0) {
- mes "[ Steward ]";
- mes "You must pay ^FF0000" + .@eco_invest + "^000000 zeny";
- mes "to make an investment";
- mes "Will you invest in this";
- mes "stronghold's commerical";
- mes "development now?";
- }
- else {
- mes "[ Steward ]";
- mes "You must pay ^FF0000" + .@eco_invest + "^000000";
- mes "more zeny to make a second";
- mes "investment today. Will you";
- mes "invest one more time?";
- }
- next;
- switch(select("Invest in Commercial Growth:Cancel")) {
- case 1:
- if (GetCastleData("schg_cas01",4) >= 2) {
- mes "[ Steward ]";
- mes "You've already made two";
- mes "investments today, so you'll";
- mes "have to wait until tomorrow";
- mes "to make another investment.";
- close;
- }
- if (Zeny < .@eco_invest) {
- mes "[ Steward ]";
- mes "I'm sorry, Master, but";
- mes "you do not have enough";
- mes "zeny to make an investment";
- mes "for the guild today.";
- close;
- }
- set zeny,zeny-.@eco_invest;
- SetCastleData "schg_cas01",4,GetCastleData("schg_cas01",4)+1;
- mes "[ Steward ]";
- mes "A wise use of the guild's";
- mes "funds, Master. We can expect";
- mes "to see the results of this";
- mes "investment by tomorrow.";
- close;
- case 2:
- mes "[ Steward ]";
- mes "As you command, Master.";
- close;
- }
- case 3:
- set .@Defence,GetCastleData("schg_cas01",3);
- if (.@Defence < 6) { set .@def_invest,10000; }
- else if ((.@Defence >= 6) && (.@Defence <= 10)) { set .@def_invest,20000; }
- else if ((.@Defence >= 11) && (.@Defence <= 15)) { set .@def_invest,40000; }
- else if ((.@Defence >= 16) && (.@Defence <= 20)) { set .@def_invest,70000; }
- else if ((.@Defence >= 21) && (.@Defence <= 25)) { set .@def_invest,110000; }
- else if ((.@Defence >= 26) && (.@Defence <= 30)) { set .@def_invest,160000; }
- else if ((.@Defence >= 31) && (.@Defence <= 35)) { set .@def_invest,220000; }
- else if ((.@Defence >= 36) && (.@Defence <= 40)) { set .@def_invest,290000; }
- else if ((.@Defence >= 41) && (.@Defence <= 45)) { set .@def_invest,370000; }
- else if ((.@Defence >= 46) && (.@Defence <= 50)) { set .@def_invest,460000; }
- else if ((.@Defence >= 51) && (.@Defence <= 55)) { set .@def_invest,560000; }
- else if ((.@Defence >= 56) && (.@Defence <= 60)) { set .@def_invest,670000; }
- else if ((.@Defence >= 61) && (.@Defence <= 65)) { set .@def_invest,790000; }
- else if ((.@Defence >= 66) && (.@Defence <= 70)) { set .@def_invest,920000; }
- else if ((.@Defence >= 71) && (.@Defence <= 75)) { set .@def_invest,1060000; }
- else if ((.@Defence >= 76) && (.@Defence <= 80)) { set .@def_invest,1210000; }
- else if ((.@Defence >= 81) && (.@Defence <= 85)) { set .@def_invest,1370000; }
- else if ((.@Defence >= 86) && (.@Defence <= 90)) { set .@def_invest,1540000; }
- else if ((.@Defence >= 91) && (.@Defence <= 95)) { set .@def_invest,1720000; }
- else if ((.@Defence >= 96) && (.@Defence <= 100)) { set .@def_invest,1910000; }
- //Quadruple the cost of investing if you've already invested once.
- if (GetCastleData("schg_cas01",5)) {
- set .@def_invest,.@def_invest*4;
- }
- mes "[ Steward ]";
- mes "Investing in our stronghold's";
- mes "defense will enhance the";
- mes "durability of our Guardians";
- mes "and the Emperium. We'll need";
- mes "every advantage to protect";
- mes "ourselves from our enemies.";
- next;
- mes "[ Steward ]";
- mes "You can invest in defense";
- mes "once per day, but if you pay";
- mes "more zeny, you can invest";
- mes "a maximum of two times daily.";
- next;
- mes "[ Steward ]";
- if (GetCastleData("schg_cas01",3) == 100) {
- mes "The Defense Level of this";
- mes "stronghold is 100%, and";
- mes "cannot be increased further.";
- close;
- }
- if (GetCastleData("schg_cas01",5) >= 2) {
- mes "Master, you've already";
- mes "invested in Defense twice";
- mes "today. You'll need to wait";
- mes "until tomorrow if you really";
- mes "want to increase our defenses.";
- close;
- }
- if (GetCastleData("schg_cas01",5) == 0) {
- mes "We need ^FF0000" + .@def_invest + "^000000";
- mes "zeny to invest in our";
- mes "stronghold's defenses.";
- mes "Will you invest now?";
- }
- else {
- mes "We need ^FF0000" + .@def_invest + "^000000";
- mes "zeny to invest in our";
- mes "stronghold's defenses";
- mes "a second time today.";
- mes "Will you invest now?";
- }
- next;
- switch(select("Invest in Defense:Cancel")) {
- case 1:
- if (GetCastleData("schg_cas01",5) >= 2) {
- mes "[ Steward ]";
- mes "Master, you've already";
- mes "invested in Defense twice";
- mes "today. You'll need to wait";
- mes "until tomorrow if you really";
- mes "want to increase our defenses.";
- close;
- }
- if (Zeny < .@def_invest) {
- mes "[ Steward ]";
- mes "I'm sorry, Master, but";
- mes "you do not have enough";
- mes "zeny to make an investment";
- mes "for the guild today.";
- close;
- }
- set zeny,zeny-.@def_invest;
- SetCastleData "schg_cas01",5,GetCastleData("schg_cas01",5)+1;
- mes "[ Steward ]";
- mes "A wise use of the guild's";
- mes "funds, Master. Increasing";
- mes "the frequency of treasure";
- mes "procured by the guild will";
- mes "definitely help us all.";
- close;
- case 2:
- mes "[ Steward ]";
- mes "As you command, Master.";
- close;
- }
- case 4:
- if (GetCastleData("schg_cas01",9) == 1) {
- mes "[ Steward ]";
- mes "Do you wish to dismiss";
- mes "the Kafra Employee that";
- mes "we've hired for the guild?";
- next;
- switch(select("Dismiss:Cancel")) {
- case 1:
- cutin "kafra_01",2;
- mes "[ Hired Kafra Employee ]";
- mes "Master, please reconsider!";
- mes "I've been working very hard";
- mes "for the success of the guild!";
- mes "I'll try harder to serve the";
- mes "guild members of this";
- mes "stronghold, I promise!";
- next;
- switch(select("Dismiss:Cancel")) {
- case 1:
- mes "[ Hired Kafra Employee ]";
- mes "Why?! What have I done";
- mes "to deserve this? Waaah~!";
- next;
- cutin "kafra_01",255;
- break;
- case 2:
- mes "[ Hired Kafra Employee ]";
- mes "Thank you, Master!";
- mes "I'll obey your every";
- mes "command as best I can!";
- mes "You won't regret this!";
- close;
- }
- break;
- case 2:
- mes "[ Steward ]";
- mes "She works very hard,";
- mes "in my opinion. It was in";
- mes "all of our best interests to";
- mes "allow her to stay with us.";
- close;
- }
- disablenpc "Kafra Employee#sch01";
- SetCastleData "schg_cas01",9,0;
- mes "[ Steward ]";
- mes "That Kafra Employee";
- mes "has been dismissed.";
- mes "Were really dissatisfied";
- mes "by the quality of her service?";
- close;
- }
- else {
- mes "[ Steward ]";
- mes "Will you hire a";
- mes "Kafra Employee to serve";
- mes "our stronghold? You must";
- mes "pay ^FF000010,000 zeny^000000 to hire one.";
- next;
- switch(select("Hire:Cancel")) {
- case 1:
- if (getgdskilllv(.@GID,10001) == 0) {
- mes "[ Steward ]";
- mes "Master, we cannot hire a";
- mes "Kafra Employee because";
- mes "you have not yet attained";
- mes "the ^FF0000Contract with Kafra^000000";
- mes "guild skill.";
- close;
- }
- if (Zeny < 10000) {
- mes "[ Steward ]";
- mes "Master, we cannot hire a";
- mes "Kafra Employee because";
- mes "we do not have enough";
- mes "funds to pay the contract fee.";
- close;
- }
- set zeny,zeny-10000;
- enablenpc "Kafra Employee#sch01";
- SetCastleData "schg_cas01",9,1;
- mes "[ Steward ]";
- mes "Very well. We have formed";
- mes "a contract with the Kafra";
- mes "Head Office, and hired a";
- mes "Kafra Employee for our";
- mes "stronghold. Here she is~";
- next;
- cutin "kafra_01",2;
- mes "[ Hired Kafra Employee ]";
- mes "How do you do? I've";
- mes "been dispatched by the";
- mes "Kafra Head Office to";
- mes "serve your guild's needs.";
- mes "I'll do my best to follow";
- mes "your every command, Master.";
- next;
- cutin "kafra_01",255;
- mes "[ Steward ]";
- mes "Our contract will expire";
- mes "after one month, so we must";
- mes "pay additional fees to keep";
- mes "this Kafra Employee in";
- mes "the service of our guild.";
- close;
- case 2:
- mes "[ Steward ]";
- mes "As you command, Master.";
- mes "However, I suggest hiring";
- mes "a Kafra Employee as soon";
- mes "as possible since our guild";
- mes "would greatly benefit from";
- mes "the convenient Kafra services.";
- close;
- }
- }
- case 5:
- mes "[ Steward ]";
- mes "Do you wish to enter the";
- mes "Guild Treasure Room?";
- mes "Only you, the Guild Master,";
- mes "are permitted to enter.";
- next;
- mes "[ Steward ]";
- mes "Please remember to open";
- mes "the Treasure Boxes at the";
- mes "proper time. Otherwise, the";
- mes "treasure may disappear if";
- mes "something unexpected happens.";
- next;
- switch(select("Go to Treasure Room:Cancel")) {
- case 1:
- mes "[ Steward ]";
- mes "Allow me to guide you";
- mes "on the secret path to";
- mes "the Treasure Room.";
- mes "Press the secret switch";
- mes "when you wish to return here.";
- close2;
- warp "schg_cas01",381,381;
- 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_cas01",2) - 5;
- if (.@Economy < 0) set .@Economy, 0;
- SetCastleData "schg_cas01", 2, .@Economy;
- // Lower Castle Defence
- set .@Defence,GetCastleData("schg_cas01",3) - 5;
- if (.@Defence < 0) set .@Defence, 0;
- SetCastleData "schg_cas01", 3, .@Defence;
- // Set new owner
- SetCastleData "schg_cas01",1, .@GID;
- // Clear castle's data.
- for( set .@i, 4; .@i <= 9; set .@i, .@i+1 )
- SetCastleData "schg_cas01", .@i, 0;
- // Disable Kafra
- disablenpc "Kafra Employee#sch01";
-
- set .msg,2;
- if (.msg == 1) {
- announce "Fortress [" + GetCastleName("schg_cas01") + "]'s 'Nithafjoll' was captured by [" + getguildname(.@gid) + "] Guild.",bc_all|bc_woe;
- donpcevent "Manager#sch01_02::Onstart";
- }
- else if (.msg == 2) {
- announce "The [" + getguildname(.@gid) + "] conquered the [Nithafjoll 1] stronghold of "+GetCastleName("schg_cas01"),bc_all|bc_woe;
- mapannounce "schg_cas01","The emperium has been shattered!",bc_map,"0x00FF00",FW_NORMAL,20,0,40;
- if (agitcheck2()) {
- donpcevent "Manager#sch01_02::Onreset";
- initnpctimer;
- }
- else {
- donpcevent "Manager#sch01_02::Onreset";
- stopnpctimer;
- }
- }
- else if (.msg == 0) {
- announce "Fortress [" + GetCastleName("schg_cas01") + "]'s 'Nithafjoll' was captured by [" + getguildname(.@gid) + "] Guild.",bc_all|bc_woe;
- donpcevent "Manager#sch01_02::Onreset";
- stopnpctimer;
- end;
- }
- MapRespawnGuildID "schg_cas01",GetCastleData("schg_cas01",1),2;
- donpcevent "::OnRecvCastlesc01";
- end;
-
-OnTimer10000:
- donpcevent "Manager#sch01_02::Onchange";
- mapannounce "schg_cas01","Rebuild this stronghold's Guardian Stones and Fortress Gates to secure your guild's new aquisition!",bc_map,"0x00FF00",FW_NORMAL,20,0,40;
- end;
-}
-
-// Guild Kafra
-schg_cas01,300,287,5 script Kafra Employee#sch01 117,{
- cutin "kafra_01",2;
- set .@GID, GetCastleData("schg_cas01",1);
- if (getcharid(2) == .@GID && getgdskilllv(.@GID,10001)) {
- mes "[Kafra Employee]";
- mes "Welcome, proud member";
- mes "of the ^FF0000" + GetGuildName(.@GID) + "^000000 Guild!";
- mes "The Kafra Corporation is ready";
- mes "to assist you wherever you go!";
- next;
- switch(select("Use Storage:Use Warp Service:Rent Pushcart:Cancel")) {
- case 1:
- if (basicskillcheck() && getskilllv("NV_BASIC") < 6) {
- mes "[Kafra Employee]";
- mes "I'm so sorry, but you must";
- mes "have at least Novice Skill";
- mes "Lv.6 to use the Storage.";
- }
- else {
- openstorage;
- }
- break;
- case 2:
- mes "[Kafra Employee]";
- mes "Please tell me your";
- mes "Warp destination.";
- next;
- switch(select("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;
- }
-
-OnRecvCastlesc01:
- if (GetCastleData("schg_cas01",1) == 0) {
- monster "schg_cas01",0,0,"Evil Druid",1117,10;
- monster "schg_cas01",0,0,"Khalitzburg",1132,4;
- monster "schg_cas01",0,0,"Abysmal Knight",1219,3;
- monster "schg_cas01",0,0,"Executioner",1205,1;
- monster "schg_cas01",0,0,"Penomena",1216,10;
- monster "schg_cas01",0,0,"Alarm",1193,18;
- monster "schg_cas01",0,0,"Clock",1269,9;
- monster "schg_cas01",0,0,"Raydric Archer",1276,12;
- monster "schg_cas01",0,0,"Wanderer",1208,3;
- monster "schg_cas01",0,0,"Alice",1275,1;
- monster "schg_cas01",0,0,"Bloody Knight",1268,2;
- monster "schg_cas01",0,0,"Dark Lord",1272,2;
- monster "schg_cas01",0,0,"Tower Keeper",1270,4;
- }
- if (GetCastleData("schg_cas01",9) < 1) {
- disablenpc "Kafra Employee#sch01";
- }
- end;
-}
-
-schg_cas01,391,391,0 script #sch01_switch 111,{
- mes " ";
- mes "^3355FFWill you pull";
- mes "this small lever?^000000";
- next;
- switch(select("Pull Lever:Cancel")) {
- case 1:
- warp "schg_cas01",275,244;
- end;
- case 2:
- close;
- }
-}
-
sch_gld,290,90,0 script Himinn#flag_sc01_1::Sc01_Flag 722,{
- set .@GID, GetCastleData("schg_cas01",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_cas01",1);
- if (getcharid(2) == .@GID) {
- warp "schg_cas01",120,290;
- 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;
- }
-
+ callfunc "ReturnFlag","schg_cas01",1;
+ end;
OnInterIfInitOnce:
OnRecvCastlesc01:
FlagEmblem GetCastleData("schg_cas01",1);
end;
}
-
-sch_gld,297,90,0 duplicate(Sc01_Flag) Himinn#flag_sc01_2 722
+sch_gld,297,90,0 duplicate(Sc01_Flag) Himinn#flag_sc01_2 722 \ No newline at end of file
diff --git a/npc/guild2/schg_cas02.txt b/npc/guild2/schg_cas02.txt
index 32c52899a..144ead956 100644
--- a/npc/guild2/schg_cas02.txt
+++ b/npc/guild2/schg_cas02.txt
@@ -1,2190 +1,45 @@
//===== rAthena Script =======================================
-//= War of Emperium Second Edition
+//= War of Emperium SE - Andlangr
//===== By: ==================================================
-//= L0ne_W0lf
+//= Euphy
//===== Current Version: =====================================
-//= 2.2
+//= 1.0
//===== 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]
+//= 1.0 Merged to template file.
//============================================================
-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;
-}
-
+- duplicate(Manager#template) Manager#schg_cas02 -1
+- duplicate(gard#template) gard1#schg_cas02 -1
+- duplicate(gard#template) gard2#schg_cas02 -1
+- duplicate(df#template) df1#schg_cas02 -1
+- duplicate(df#template) df2#schg_cas02 -1
+- duplicate(RL#template) RL0#schg_cas02 -1
+- duplicate(RL#template) RL1#schg_cas02 -1
+- duplicate(RL#template) RL2#schg_cas02 -1
+- duplicate(RL#template) RL3#schg_cas02 -1
+
+schg_cas02,105,378,3 duplicate(Steward#template) Steward#sc02 55
+schg_cas02,140,184,3 duplicate(Guardian#template) Endeef#sc02 868
+schg_cas02,131,365,3 duplicate(Kafra#template) Kafra Employee#sc02 117
+schg_cas02,231,57,0 duplicate(Guardian Stone#template) 1st Guardian Stone#sc02 844
+schg_cas02,335,231,0 duplicate(Guardian Stone#template) 2nd Guardian Stone#sc02 844
+schg_cas02,288,97,0 duplicate(Control#template) Control Device01#sc02 111
+schg_cas02,230,209,0 duplicate(Control#template) Control Device02#sc02 111
+schg_cas02,159,143,0 duplicate(Control#template) Control Device03#sc02 111
+schg_cas02,257,369,0 duplicate(Switch#template) #sc02_switch 111
+schg_cas02,174,328,3 duplicate(Sunflower#template) Mysterious Sunflower#02 976
+
+schg_cas02,143,198,0 script LF-01#schg_cas02 111,{ callfunc "LinkFlag","First Gate House",235,44,"Second Gate House",302,233; }
+schg_cas02,143,202,0 script LF-02#schg_cas02 111,{ callfunc "LinkFlag","Defense Area 1-1",317,83,"Defense Area 1-2",359,83; }
+schg_cas02,143,206,0 script LF-03#schg_cas02 111,{ callfunc "LinkFlag","Defense Area 2-1",283,79,"Defense Area 2-2",280,122; }
+schg_cas02,145,208,0 script LF-04#schg_cas02 111,{ callfunc "LinkFlag","Defense Area 3-1",215,110,"Defense Area 3-2",255,215; }
+schg_cas02,180,208,0 script LF-05#schg_cas02 111,{ callfunc "LinkFlag","Center 1 Area",338,153,"Center 2 Area",213,226; }
+schg_cas02,182,206,0 script LF-06#schg_cas02 111,{ callfunc "LinkFlag","Defense Area 1-1",317,83,"Defense Area 2-1",283,79,"Defense Area 3-1",215,110; }
+schg_cas02,182,202,0 script LF-07#schg_cas02 111,{ callfunc "LinkFlag","Area 1-2",359,83,"Area 2-2",280,122,"Area 3-2",255,215; }
+schg_cas02,182,198,0 script LF-08#schg_cas02 111,{ callfunc "LinkFlag","Convenience Facility",101,306; }
+schg_cas02,235,222,0 script Andlangr#LF_sc02_1::LF_sc02_1 111,{ callfunc "LinkFlag","Emperium Center",136,188; }
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
@@ -2200,670 +55,12 @@ 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;
- }
-
+ callfunc "ReturnFlag","schg_cas02",1;
+ end;
OnInterIfInitOnce:
OnRecvCastlesc02:
FlagEmblem GetCastleData("schg_cas02",1);
end;
}
-
-sch_gld,280,247,4 duplicate(Sc02_Flag) Andlangr#flag_sc02_2 722
+sch_gld,280,247,4 duplicate(Sc02_Flag) Andlangr#flag_sc02_2 722 \ No newline at end of file
diff --git a/npc/guild2/schg_cas03.txt b/npc/guild2/schg_cas03.txt
index 574290365..188b41229 100644
--- a/npc/guild2/schg_cas03.txt
+++ b/npc/guild2/schg_cas03.txt
@@ -1,2228 +1,47 @@
//===== rAthena Script =======================================
-//= War of Emperium Second Edition
+//= War of Emperium SE - Vidblainn
//===== By: ==================================================
-//= L0ne_W0lf
+//= Euphy
//===== Current Version: =====================================
-//= 2.4
+//= 1.0
//===== Compatible With: =====================================
//= rAthena SVN
-//===== Description: =========================================
-//= WoE SE Schwaltzvalt Castle 3
//===== Additional Comments: =================================
-//= 1.0 First Version [L0ne_W0lf]
-//= 1.1 Swaped an end for a close in eco investing. [L0ne_W0lf]
-//= 1.2 Fixed 3rd Control Device wasting supplies. [L0ne_W0lf]
-//= Also fixed donpcevent calling wrong NPC.
-//= 1.2a Fixed another donpcevent calling the wrong NPC. [L0ne_W0lf]
-//= 1.3 Wrong variable used to store castle information. [L0ne_W0lf]
-//= 1.4 Fixed double message in defense investing. [L0ne_W0lf]
-//= Corrected a minor typo in the guild steward.
-//= 1.5 Fixed a guardian spawning NPCs. [L0ne_W0lf]
-//= 1.6 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.
-//= 1.7 Fixed a typo when disabling a control device. [L0ne_W0lf]
-//= 1.8 Changed the treasure box spawn from 1939 to 1940. [L0ne_W0lf]
-//= 1.9 Replaced effect numerics with constants. [L0ne_W0lf]
-//= 2.0 Fixed setcell coords for the first barricade. [L0ne_W0lf]
-//= 2.1 Applied updated eco/def systems. [L0ne_W0lf]
-//= 2.2 Fixed eco/def not actually incrementing. [L0ne_W0lf]
-//= Can no longer gain eco/def higher than 100.
-//= 2.3 Fixed invalid corridinates when spawning a guardian. [L0ne_W0lf]
-//= 2.4 Fixed a possible exploit in guild castle investment. [Brian]
+//= 1.0 Merged to template file.
//============================================================
-schg_cas03,1,1,0 script Manager#sch03_02 111,{
- end;
-
-OnAgitInit2:
-OnRecvCastlesc03:
- if (GetCastleData("schg_cas03",1) == 0) {
- donpcevent "Manager#sch03_02::Onstart";
- }
- end;
-
-OnAgitStart2:
- if (agitcheck2()) {
- MapRespawnGuildID "schg_cas03",GetCastleData("schg_cas03",1),2;
- GvgOn "schg_cas03";
- donpcevent "manager#sch03_02::Onstart";
- }
- else {
- donpcevent "#sch03_RL00::OnDisable";
- donpcevent "#sch03_RL01::OnDisable";
- donpcevent "#sch03_RL02::OnDisable";
- donpcevent "#sch03_RL03::OnDisable";
- }
- end;
-
-OnAgitEnd2:
- GvgOff "schg_cas03";
- if (GetCastleData("schg_cas03",1)) {
- KillMonster "schg_cas03","Steward#sch03::OnStartArena";
- donpcevent "Manager#sch03_02::Onreset";
- donpcevent "Steward#sch03::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_cas03",1)) {
- setarray $agit_sc03[0],0,0,0,0,0,0;
- donpcevent "#sch03_df01::OnEnable";
- donpcevent "#sch03_df02::OnEnable";
- donpcevent "#sch03_RL00::OnEnable";
- donpcevent "#sch03_RL01::OnEnable";
- donpcevent "#sch03_RL02::OnEnable";
- donpcevent "#sch03_RL03::OnEnable";
- }
- monster "schg_cas03",338,202,"Emperium",1288,1,"Steward#sch03::OnStartArena";
- end;
-
-Onreset:
- donpcevent "#sch03_df01::OnDisable";
- donpcevent "#sch03_df02::OnDisable";
- donpcevent "#sch03_gard01::Onreset";
- donpcevent "#sch03_gard02::Onreset";
- donpcevent "#sch03_RL00::OnDisable";
- donpcevent "#sch03_RL01::OnDisable";
- donpcevent "#sch03_RL02::OnDisable";
- donpcevent "#sch03_RL03::OnDisable";
- donpcevent "1st Guardian Stone#sch03::OnDisable";
- donpcevent "2nd Guardian Stone#sch03::OnDisable";
- donpcevent "Control Device01#sch03::OnDisable";
- donpcevent "Control Device02#sch03::OnDisable";
- donpcevent "Control Device03#sch03::OnDisable";
- if (agitcheck2()) {
- setarray $agit_sc03[0],0,0,1,1,1,0;
- }
- end;
-
-Onchange:
- setarray $agit_sc03[0],2,2,1,1,2,0;
- monster "schg_cas03",338,202,"Emperium",1288,1,"Steward#sch03::OnStartArena";
- donpcevent "Control Device03#sch03::OnEnable";
- donpcevent "1st Guardian Stone#sch03::OnEnable";
- donpcevent "2nd Guardian Stone#sch03::OnEnable";
- end;
-
-OnClock0001:
- if (!GetCastleData("schg_cas03",1)) end;
- killmonster "schg_cas03","Manager#sch03_02::OnTreasureDied";
-
- if (GetCastleData("schg_cas03",4)) {
- set .@Economy,GetCastleData("schg_cas03",2);
- SetCastleData "schg_cas03",2,.@Economy + GetCastleData("schg_cas03",4) + (rand(2) && getgdskilllv(.@GID,10014));
- if (GetCastleData("schg_cas03",2) > 100) SetCastleData "schg_cas03",2,100;
- setcastledata "schg_cas03",4,0;
- }
- if (GetCastleData("schg_cas03",5)) {
- set .@Defence,GetCastleData("schg_cas03",3);
- SetCastleData "schg_cas03",3,.@Defence + GetCastleData("schg_cas03",5);
- if (GetCastleData("schg_cas03",3) > 100) SetCastleData "schg_cas03",3,100;
- setcastledata "schg_cas03",5,0;
- }
-
- set .@Treasure,GetCastleData("schg_cas03",2)/5+4;
- if (.@Treasure) {
- monster "schg_cas03",189,21,"Treasure Chest",1940,1,"Manager#sch03_02::OnTreasureDied";
- monster "schg_cas03",190,21,"Treasure Chest",1324,1,"Manager#sch03_02::OnTreasureDied";
- monster "schg_cas03",191,21,"Treasure Chest",1940,1,"Manager#sch03_02::OnTreasureDied";
- monster "schg_cas03",192,21,"Treasure Chest",1324,1,"Manager#sch03_02::OnTreasureDied";
- if (.@Treasure < 5) end;
- monster "schg_cas03",193,21,"Treasure Chest",1940,1,"Manager#sch03_02::OnTreasureDied";
- if (.@Treasure < 6) end;
- monster "schg_cas03",194,21,"Treasure Chest",1324,1,"Manager#sch03_02::OnTreasureDied";
- if (.@Treasure < 7) end;
- monster "schg_cas03",189,19,"Treasure Chest",1940,1,"Manager#sch03_02::OnTreasureDied";
- if (.@Treasure < 8) end;
- monster "schg_cas03",190,19,"Treasure Chest",1324,1,"Manager#sch03_02::OnTreasureDied";
- if (.@Treasure < 9) end;
- monster "schg_cas03",191,19,"Treasure Chest",1940,1,"Manager#sch03_02::OnTreasureDied";
- if (.@Treasure < 10) end;
- monster "schg_cas03",192,19,"Treasure Chest",1324,1,"Manager#sch03_02::OnTreasureDied";
- if (.@Treasure < 11) end;
- monster "schg_cas03",193,19,"Treasure Chest",1940,1,"Manager#sch03_02::OnTreasureDied";
- if (.@Treasure < 12) end;
- monster "schg_cas03",194,19,"Treasure Chest",1324,1,"Manager#sch03_02::OnTreasureDied";
- if (.@Treasure < 13) end;
- monster "schg_cas03",189,17,"Treasure Chest",1940,1,"Manager#sch03_02::OnTreasureDied";
- if (.@Treasure < 14) end;
- monster "schg_cas03",190,17,"Treasure Chest",1324,1,"Manager#sch03_02::OnTreasureDied";
- if (.@Treasure < 15) end;
- monster "schg_cas03",191,17,"Treasure Chest",1940,1,"Manager#sch03_02::OnTreasureDied";
- if (.@Treasure < 16) end;
- monster "schg_cas03",192,17,"Treasure Chest",1324,1,"Manager#sch03_02::OnTreasureDied";
- if (.@Treasure < 17) end;
- monster "schg_cas03",193,17,"Treasure Chest",1940,1,"Manager#sch03_02::OnTreasureDied";
- if (.@Treasure < 18) end;
- monster "schg_cas03",194,17,"Treasure Chest",1324,1,"Manager#sch03_02::OnTreasureDied";
- if (.@Treasure < 19) end;
- monster "schg_cas03",189,15,"Treasure Chest",1940,1,"Manager#sch03_02::OnTreasureDied";
- if (.@Treasure < 20) end;
- monster "schg_cas03",190,15,"Treasure Chest",1324,1,"Manager#sch03_02::OnTreasureDied";
- if (.@Treasure < 21) end;
- monster "schg_cas03",191,15,"Treasure Chest",1940,1,"Manager#sch03_02::OnTreasureDied";
- if (.@Treasure < 22) end;
- monster "schg_cas03",192,15,"Treasure Chest",1324,1,"Manager#sch03_02::OnTreasureDied";
- if (.@Treasure < 23) end;
- monster "schg_cas03",193,15,"Treasure Chest",1940,1,"Manager#sch03_02::OnTreasureDied";
- if (.@Treasure < 24) end;
- monster "schg_cas03",194,15,"Treasure Chest",1324,1,"Manager#sch03_02::OnTreasureDied";
- }
- end;
-
-OnTreasureDied:
- end;
-}
-
-schg_cas03,287,226,5 script Elzee#sch03_01 868,{
- set .@GID, GetCastleData("schg_cas03",1);
- if (.@GID == 0) {
- mes "[Elzee]";
- 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 "[Elzee]";
- 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 "[Elzee]";
- mes "I am Elzee, guardian of";
- mes "this stronghold. For now,";
- mes "all is quiet in this place.";
- next;
- switch(select("Converse:Cancel")) {
- case 1:
- mes "[Elzee]";
- 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 "[Elzee]";
- 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 "[Elzee]";
- 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 "[Elzee]";
- 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 "[Elzee]";
- 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 "[Elzee]";
- 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 "[Elzee]";
- 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 "[Elzee]";
- 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 "[Elzee]";
- 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 "[Elzee]";
- 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 "[Elzee]";
- 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 "[Elzee]";
- mes "You have no questions";
- mes "to ask of me? Well, I'm";
- mes "here to serve your needs.";
- close;
- }
- case 2:
- mes "[Elzee]";
- mes "I'm always here, so";
- mes "feel free to request my";
- mes "assistance whenever";
- mes "the need arises.";
- close;
- }
- }
- else {
- mes "[Elzee]";
- mes "Greetings, "+strcharinfo(0)+".";
- mes "What are your orders?";
- next;
- switch(select("Increase Stronghold Defense:Situational Briefing:Cancel")) {
- case 1:
- if ($agit_sc03[5] == 0) {
- if (getgdskilllv(.@GID,10002) == 0) {
- mes "[Elzee]";
- 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 "[Elzee]";
- 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 $agit_sc03[5],1;
- if ($agit_sc03[0] == 0) {
- donpcevent "#sch03_gard01::OnEnable";
- }
- if ($agit_sc03[1] == 0) {
- donpcevent "#sch03_gard02::OnEnable";
- }
- close;
- }
- }
- else {
- mes "[Elzee]";
- mes "You've already commanded";
- mes "me to summon a Guardian";
- mes "to defend the stronghold.";
- close;
- }
- case 2:
- mes "[Elzee]";
- mes "Our defense status is...";
- if ($agit_sc03[0] == 1) {
- mes "1st Guardian Stone: ^FF0000Destroyed^000000";
- }
- else if ($agit_sc03[0] == 2) {
- mes "1st Guardian Stone: ^008000Repairing^000000";
- }
- else {
- mes "1st Guardian Stone: ^4D4DFFOperational^000000";
- }
- if ($agit_sc03[1] == 1) {
- mes "2nd Guardian Stone: ^FF0000Destroyed^000000";
- }
- else if ($agit_sc03[1] == 2) {
- mes "2nd Guardian Stone: ^008000Repairing^000000";
- }
- else {
- mes "2nd Guardian Stone: ^4D4DFFOperational^000000";
- }
- if ($agit_sc03[2] == 1) {
- mes "1st Fortress Gate: ^FF0000Destroyed^000000";
- }
- else if ($agit_sc03[2] == 2) {
- mes "1st Fortress Gate: ^008000Repairing^000000";
- }
- else {
- mes "1st Fortress Gate: ^4D4DFFOperational^000000";
- }
- if ($agit_sc03[3] == 1) {
- mes "2nd Fortress Gate: ^FF0000Destroyed^000000";
- }
- else if ($agit_sc03[3] == 2) {
- mes "2nd Fortress Gate: ^008000Repairing^000000";
- }
- else {
- mes "2nd Fortress Gate: ^4D4DFFOperational^000000";
- }
- if ($agit_sc03[4] == 1) {
- mes "3rd Fortress Gate: ^FF0000Destroyed^000000";
- }
- else if ($agit_sc03[4] == 2) {
- mes "3rd Fortress Gate: ^008000Repairing^000000";
- }
- else {
- mes "3rd Fortress Gate: ^4D4DFFOperational^000000";
- }
- close;
- case 3:
- mes "[Elzee]";
- mes "I'll be standing by,";
- mes "awaiting your orders.";
- close;
- }
- }
- }
- }
- else {
- mes "[Elzee]";
- mes "Who are you? Scoundrel!";
- mes "Leave this stronghold now!";
- close;
- }
-
-OnInit:
- setarray $agit_sc03[0],0,0,0,0,0,0;
- end;
-}
-
-schg_cas03,1,1,0 script #sch03_gard01 -1,{
-OnEnable:
- set .@defence,GetCastleData("schg_cas03",3);
- guardian "schg_cas03",323,308,"Guardian",1899,"#sch03_gard01::OnGuardianDied"; //0;
- if ((.@defence > 10) && (.@defence < 31)) {
- set .MyMobCount,2;
- guardian "schg_cas03",273,309,"Guardian",1899,"#sch03_gard01::OnGuardianDied"; //1;
- }
- else if ((.@defence > 30) && (.@defence < 51)) {
- set .MyMobCount,3;
- guardian "schg_cas03",273,309,"Guardian",1899,"#sch03_gard01::OnGuardianDied"; //1;
- guardian "schg_cas03",288,306,"Guardian",1899,"#sch03_gard01::OnGuardianDied"; //2;
- }
- else if ((.@defence > 50) && (.@defence < 71)) {
- set .MyMobCount,4;
- guardian "schg_cas03",273,309,"Guardian",1899,"#sch03_gard01::OnGuardianDied"; //1;
- guardian "schg_cas03",288,306,"Guardian",1899,"#sch03_gard01::OnGuardianDied"; //2;
- guardian "schg_cas03",306,326,"Guardian",1899,"#sch03_gard01::OnGuardianDied"; //3;
- }
- else if (.@defence > 70) {
- set .MyMobCount,5;
- guardian "schg_cas03",273,309,"Guardian",1899,"#sch03_gard01::OnGuardianDied"; //1;
- guardian "schg_cas03",288,306,"Guardian",1899,"#sch03_gard01::OnGuardianDied"; //2;
- guardian "schg_cas03",306,326,"Guardian",1899,"#sch03_gard01::OnGuardianDied"; //3;
- guardian "schg_cas03",323,308,"Guardian",1899,"#sch03_gard01::OnGuardianDied"; //4;
- }
- else {
- set .MyMobCount,2;
- guardian "schg_cas03",306,325,"Guardian",1899,"#sch03_gard01::OnGuardianDied"; //1;
- }
- initnpctimer;
- end;
-
-OnTimer300000:
- set .MyMobCount,.MyMobCount+1;
- guardian "schg_cas03",323,308,"Guardian",1899,"#sch03_gard01::OnGuardianDied"; //5;
- mapannounce "schg_cas03","The 1st Guardian has been summoned from the Gate House.",bc_map,"0xff4500";
- end;
-
-OnTimer900000:
- set .MyMobCount,.MyMobCount+1;
- guardian "schg_cas03",273,309,"Guardian",1899,"#sch03_gard01::OnGuardianDied"; //6;
- mapannounce "schg_cas03","The 2nd Guardian has been summoned from the Gate House.",bc_map,"0xff4500";
- end;
-
-OnTimer1800000:
- set .MyMobCount,.MyMobCount+1;
- guardian "schg_cas03",288,306,"Guardian",1899,"#sch03_gard01::OnGuardianDied"; //7;
- mapannounce "schg_cas03","The 3rd Guardian has been summoned from the Gate House.",bc_map,"0xff4500";
- end;
-
-OnTimer2700000:
- set .MyMobCount,.MyMobCount+1;
- guardian "schg_cas03",306,325,"Guardian",1899,"#sch03_gard01::OnGuardianDied"; //8;
- mapannounce "schg_cas03","The 4th Guardian has been summoned from the Gate House.",bc_map,"0xff4500";
- end;
-
-OnTimer3600000:
- set .MyMobCount,.MyMobCount+1;
- guardian "schg_cas03",273,309,"Guardian",1899,"#sch03_gard01::OnGuardianDied"; //9;
- mapannounce "schg_cas03","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_cas03",273,309,"Guardian",1899,"#sch03_gard01::OnGuardianDied"; //10;
- }
- end;
-
-Onreset:
- stopnpctimer;
- killmonster "schg_cas03","#sch03_gard01::OnGuardianDied";
- end;
-}
-
-schg_cas03,1,2,0 script #sch03_gard02 -1,{
-OnEnable:
- set .@defence,GetCastleData("schg_cas03",3);
- guardian "schg_cas03",338,309,"Guardian",1899,"#sch03_gard02::OnGuardianDied"; //11;
- if ((.@defence > 10) && (.@defence < 31)) {
- set .MyMobCount,2;
- guardian "schg_cas03",364,305,"Guardian",1899,"#sch03_gard02::OnGuardianDied"; //12;
- }
- else if ((.@defence > 30) && (.@defence < 51)) {
- set .MyMobCount,3;
- guardian "schg_cas03",364,305,"Guardian",1899,"#sch03_gard02::OnGuardianDied"; //12;
- guardian "schg_cas03",365,261,"Guardian",1899,"#sch03_gard02::OnGuardianDied"; //13;
- }
- else if ((.@defence > 50) && (.@defence < 71)) {
- set .MyMobCount,4;
- guardian "schg_cas03",364,305,"Guardian",1899,"#sch03_gard02::OnGuardianDied"; //12;
- guardian "schg_cas03",365,261,"Guardian",1899,"#sch03_gard02::OnGuardianDied"; //13;
- guardian "schg_cas03",317,318,"Guardian",1899,"#sch03_gard02::OnGuardianDied"; //14;
- }
- else if (.@defence > 70) {
- set .MyMobCount,5;
- guardian "schg_cas03",364,305,"Guardian",1899,"#sch03_gard02::OnGuardianDied"; //12;
- guardian "schg_cas03",365,261,"Guardian",1899,"#sch03_gard02::OnGuardianDied"; //13;
- guardian "schg_cas03",317,318,"Guardian",1899,"#sch03_gard02::OnGuardianDied"; //14;
- guardian "schg_cas03",338,310,"Guardian",1899,"#sch03_gard02::OnGuardianDied"; //15;
- }
- else {
- set .MyMobCount,2;
- guardian "schg_cas03",364,305,"Guardian",1899,"#sch03_gard02::OnGuardianDied"; //12;
- }
- initnpctimer;
- end;
-
-OnTimer600000:
- set .MyMobCount,.MyMobCount+1;
- guardian "schg_cas03",338,309,"Guardian",1899,"#sch03_gard02::OnGuardianDied"; //16;
- end;
-
-OnTimer1200000:
- set .MyMobCount,.MyMobCount+1;
- guardian "schg_cas03",364,305,"Guardian",1899,"#sch03_gard02::OnGuardianDied"; //17;
- end;
-
-OnTimer2100000:
- set .MyMobCount,.MyMobCount+1;
- guardian "schg_cas03",365,261,"Guardian",1899,"#sch03_gard02::OnGuardianDied"; //18;
- end;
-
-OnTimer3000000:
- set .MyMobCount,.MyMobCount+1;
- guardian "schg_cas03",317,318,"Guardian",1899,"#sch03_gard02::OnGuardianDied"; //19;
- end;
-
-OnTimer3900000:
- set .MyMobCount,.MyMobCount+1;
- guardian "schg_cas03",364,305,"Guardian",1899,"#sch03_gard02::OnGuardianDied"; //20;
- stopnpctimer;
- end;
-
-OnGuardianDied:
- set .MyMobCount,.MyMobCount-1;
- if (.MyMobCount < 2) {
- set .MyMobCount,.MyMobCount+1;
- guardian "schg_cas03",329,314,"Guardian",1899,"#sch03_gard02::OnGuardianDied"; //21;
- }
- end;
-
-Onreset:
- stopnpctimer;
- killmonster "schg_cas03","#sch03_gard02::OnGuardianDied";
- end;
-}
-
-schg_cas03,1,3,0 script #sch03_df01 -1,{
-OnEnable:
- guardian "schg_cas03",242,309,"1st Guardian Stone",1907,"#sch03_df01::OnGuardianStoneDied"; //22;
- end;
-
-OnDisable:
- killmonster "schg_cas03","#sch03_df01::OnGuardianStoneDied";
- setarray $agit_sc03[0],1; //Global Variable
- stopnpctimer;
- end;
-
-OnGuardianStoneDied:
- // 1st Guardian Stone is Destroyed
- setarray $agit_sc03[0],1;
- if (($agit_sc03[0] == 1) || ($agit_sc03[0] == 2)) {
- set .@destroyed,.@destroyed + 1;
- }
- if (($agit_sc03[1] == 1) || ($agit_sc03[1] == 2)) {
- set .@destroyed,.@destroyed + 1;
- }
- if (.@destroyed == 2) {
- mapannounce "schg_cas03","All of the Guardian Stones have been destroyed!",bc_map,"0x00ff00";
- donpcevent "#sch03_RL00::OnDisable";
- donpcevent "#sch03_gard01::Onreset";
- }
- else {
- mapannounce "schg_cas03","The 1st Guardian Stone has been destroyed!",bc_map,"0x00ff00";
- donpcevent "#sch03_gard01::Onreset";
- }
- initnpctimer;
- end;
-
-OnTimer300000:
- donpcevent "1st Guardian Stone#sch03::OnEnable";
- setarray $agit_sc03[0],2; //Global Variable
- stopnpctimer;
- end;
-}
-
-schg_cas03,242,309,0 script 1st Guardian Stone#sch03 844,{
- set .@GID, GetCastleData("schg_cas03",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_sc03[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 "#sch03_df01::OnEnable";
- specialeffect EF_ICECRASH;
- disablenpc "1st Guardian Stone#sch03";
- setarray $agit_sc03[0],0;
- set .@df_all,$agit_sc03[0]+$agit_sc03[1];
- if (.@df_all == 0) {
- mapannounce "schg_cas03","Both Guardian Stones have been erected, bolstering this stronghold's defenses!",bc_map,"0x00ff00";
- donpcevent "#sch03_RL00::OnEnable";
- }
- else {
- mapannounce "schg_cas03","The 1st Guardian Stone has been repaired successfully.",bc_map,"0x00ff00";
- }
- if ($agit_sc03[5] == 1) {
- donpcevent "#sch03_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#sch03";
- end;
-
-OnEnable:
- enablenpc "1st Guardian Stone#sch03";
- specialeffect EF_MAPPILLAR2;
- end;
-
-OnDisable:
- disablenpc "1st Guardian Stone#sch03";
- end;
-}
-
-schg_cas03,1,4,0 script #sch03_df02 -1,{
-OnEnable:
- guardian "schg_cas03",376,251,"2nd Guardian Stone",1908,"#sch03_df02::OnGuardianStoneDied"; //23;
- end;
-
-OnDisable:
- killmonster "schg_cas03","#sch03_df02::OnGuardianStoneDied";
- setarray $agit_sc03[1],1; //Global Variable
- stopnpctimer;
- end;
-
-OnGuardianStoneDied:
- // 2nd Guardian Stone is Destroyed
- setarray $agit_sc03[1],1;
- if (($agit_sc03[0] == 1) || ($agit_sc03[0] == 2)) {
- set .@destroyed,.@destroyed + 1;
- }
- if (($agit_sc03[1] == 1) || ($agit_sc03[1] == 2)) {
- set .@destroyed,.@destroyed + 1;
- }
- if (.@destroyed == 2) {
- mapannounce "schg_cas03","All of the Guardian Stones have been destroyed!",bc_map,"0x00ff00";
- donpcevent "#sch03_RL00::OnDisable";
- donpcevent "#sch03_gard02::Onreset";
- }
- else {
- mapannounce "schg_cas03","The 2nd Guardian Stone has been destroyed!",bc_map,"0x00ff00";
- donpcevent "#sch03_gard02::Onreset";
- }
- initnpctimer;
- end;
-
-OnTimer300000:
- donpcevent "2nd Guardian Stone#sch03::OnEnable";
- setarray $agit_sc03[1],2; //Global Variable
- stopnpctimer;
- end;
-}
-
-schg_cas03,376,250,0 script 2nd Guardian Stone#sch03 844,{
- set .@GID, GetCastleData("schg_cas03",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_sc03[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 "#sch03_df02::OnEnable";
- specialeffect EF_ICECRASH;
- disablenpc "2nd Guardian Stone#sch03";
- setarray $agit_sc03[1],0;
- set .@df_all,$agit_sc03[0]+$agit_sc03[1];
- if (.@df_all == 0) {
- mapannounce "schg_cas03","Both Guardian Stones have been erected, bolstering this stronghold's defenses!",bc_map,"0x00ff00";
- donpcevent "#sch03_RL00::OnEnable";
- }
- else {
- mapannounce "schg_cas03","The 2nd Guardian Stone has been repaired successfully.",bc_map,"0x00ff00";
- }
- if ($agit_sc03[5] == 1) {
- donpcevent "#sch03_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#sch03";
- end;
-
-OnEnable:
- enablenpc "2nd Guardian Stone#sch03";
- specialeffect EF_MAPPILLAR2;
- end;
-
-OnDisable:
- disablenpc "2nd Guardian Stone#sch03";
- end;
-}
-
-schg_cas03,2,1,0 script #sch03_RL00 -1,{
-OnEnable:
- setwall "schg_cas03",326,301,6,6,0,"sch03_RL00";
- guardian "schg_cas03",326,300," ",1905,"#sch03_RL00::OnBarrierDestroyed"; //24;
- guardian "schg_cas03",328,300," ",1905,"#sch03_RL00::OnBarrierDestroyed"; //25;
- guardian "schg_cas03",330,300," ",1905,"#sch03_RL00::OnBarrierDestroyed"; //26;
- end;
-
-OnDisable:
- delwall "sch03_RL00";
- killmonster "schg_cas03","#sch03_RL00::OnBarrierDestroyed";
- end;
-
-OnBarrierDestroyed:
- end;
-}
-
-schg_cas03,2,2,0 script #sch03_RL01 -1,{
-OnEnable:
- set .MyMobCount,6;
- setwall "schg_cas03",325,277,8,6,1,"sch03_RL01";
- guardian "schg_cas03",326,278," ",1905,"#sch03_RL01::OnBarrierDestroyed"; //27;
- guardian "schg_cas03",328,278," ",1905,"#sch03_RL01::OnBarrierDestroyed"; //28;
- guardian "schg_cas03",330,278," ",1905,"#sch03_RL01::OnBarrierDestroyed"; //29;
- guardian "schg_cas03",327,279," ",1905,"#sch03_RL01::OnBarrierDestroyed"; //30;
- guardian "schg_cas03",329,279," ",1905,"#sch03_RL01::OnBarrierDestroyed"; //31;
- guardian "schg_cas03",331,279," ",1905,"#sch03_RL01::OnBarrierDestroyed"; //32;
- end;
-
-OnBarrierDestroyed:
- set .MyMobCount,.MyMobCount-1;
- if (.MyMobCount == 0) {
- setarray $agit_sc03[2],1;
- mapannounce "schg_cas03","The 1st Fortress Gate is destroyed.",bc_map,"0x00ff00";
- delwall "sch03_RL01";
- }
- end;
-
-OnDisable:
- delwall "sch03_RL01";
- killmonster "schg_cas03","#sch03_RL01::OnBarrierDestroyed";
- end;
-}
-
-schg_cas03,2,3,0 script #sch03_RL02 -1,{
-OnEnable:
- set .MyMobCount,6;
- setwall "schg_cas03",200,230,8,0,1,"sch03_RL02";
- guardian "schg_cas03",201,231," ",1905,"#sch03_RL02::OnBarrierDestroyed"; //33;
- guardian "schg_cas03",201,233," ",1905,"#sch03_RL02::OnBarrierDestroyed"; //34;
- guardian "schg_cas03",201,235," ",1905,"#sch03_RL02::OnBarrierDestroyed"; //35;
- guardian "schg_cas03",202,232," ",1905,"#sch03_RL02::OnBarrierDestroyed"; //36;
- guardian "schg_cas03",202,234," ",1905,"#sch03_RL02::OnBarrierDestroyed"; //37;
- guardian "schg_cas03",202,236," ",1905,"#sch03_RL02::OnBarrierDestroyed"; //38;
- end;
-
-OnBarrierDestroyed:
- set .MyMobCount,.MyMobCount-1;
- if (.MyMobCount == 0) {
- setarray $agit_sc03[3],1;
- mapannounce "schg_cas03","The 2nd Fortress Gate is destroyed.",bc_map,"0x00ff00";
- delwall "sch03_RL02";
- }
- end;
-
-OnDisable:
- delwall "sch03_RL02";
- killmonster "schg_cas03","#sch03_RL02::OnBarrierDestroyed";
- end;
-}
-
-schg_cas03,2,4,0 script #sch03_RL03 -1,{
-OnEnable:
- set .MyMobCount,4;
- setwall "schg_cas03",285,198,8,0,1,"sch03_RL03";
- guardian "schg_cas03",284,199," ",1905,"#sch03_RL03::OnBarrierDestroyed"; //39;
- guardian "schg_cas03",284,201," ",1905,"#sch03_RL03::OnBarrierDestroyed"; //40;
- guardian "schg_cas03",284,203," ",1905,"#sch03_RL03::OnBarrierDestroyed"; //41;
- guardian "schg_cas03",284,205," ",1905,"#sch03_RL03::OnBarrierDestroyed"; //42;
- end;
-
-OnBarrierDestroyed:
- set .MyMobCount,.MyMobCount-1;
- if (.MyMobCount == 0) {
- setarray $agit_sc03[4],1;
- mapannounce "schg_cas03","The 3rd Fortress Gate is destroyed!",bc_map,"0x00ff00";
- delwall "sch03_RL03";
- }
- end;
-
-OnDisable:
- delwall "sch03_RL03";
- killmonster "schg_cas03","#sch03_RL03::OnBarrierDestroyed";
- end;
-}
-
-schg_cas03,335,298,0 script Control Device01#sch03 111,{
- set .@GID, GetCastleData("schg_cas03",1);
- if (getcharid(2) == .@GID) {
- if (strcharinfo(0) == getguildmaster(.@GID)) {
- if ($agit_sc03[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 "#sch03_RL01::OnEnable";
- disablenpc "Control Device01#sch03";
- mapannounce "schg_cas03","The 1st Fortress Gate has been reconstructed!",bc_map,"0x00ff00";
- setarray $agit_sc03[2],0;
- end;
- }
- else {
- mes "^3355FFThe wall has been breached,";
- mes "and the attempt to repair the";
- mes "Fortress Gate has failed.";
- mes "You lost some of your";
- mes "repair resources...^000000";
- delitem 984,2; //Oridecon
- delitem 999,4; //Steel
- delitem 1019,14; //Wooden_Block
- delitem 1011,3; //Emveretarcon
- close;
- }
- }
- }
- else {
- mes "^3355FFYou can't attempt to repair";
- mes "the Fortress Gate if you don't";
- mes "have all the needed materials.^000000";
- close;
- }
- }
- }
- }
- end;
-
-OnInit:
- disablenpc "Control Device01#sch03";
- end;
-
-OnEnable:
- enablenpc "Control Device01#sch03";
- end;
-
-OnDisable:
- disablenpc "Control Device01#sch03";
- end;
-}
-
-schg_cas03,200,227,0 script Control Device02#sch03 111,{
- set .@GID, GetCastleData("schg_cas03",1);
- if (getcharid(2) == .@GID) {
- if (strcharinfo(0) == getguildmaster(.@GID)) {
- if ($agit_sc03[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 "#sch03_RL02::OnEnable";
- disablenpc "Control Device02#sch03";
- mapannounce "schg_cas03","The 2nd Fortress Gate has been reconstructed!",bc_map,"0x00ff00";
- setarray $agit_sc03[3],0; //Global Variable
- setarray $agit_sc03[2],2; //Global Variable
- donpcevent "Control Device01#sch03::OnEnable";
- end;
- }
- else {
- mes "^3355FFThe wall has been breached,";
- mes "and the attempt to repair the";
- mes "Fortress Gate has failed.";
- mes "You lost some of your";
- mes "repair resources...^000000";
- delitem 984,2; //Oridecon
- delitem 999,4; //Steel
- delitem 1019,14; //Wooden_Block
- delitem 1011,3; //Emveretarcon
- close;
- }
- }
- }
- else {
- mes "^3355FFYou can't attempt to repair";
- mes "the Fortress Gate if you don't";
- mes "have all the needed materials.^000000";
- close;
- }
- }
- }
- }
- end;
-
-OnInit:
- disablenpc "Control Device02#sch03";
- end;
-
-OnEnable:
- enablenpc "Control Device02#sch03";
- end;
-
-OnDisable:
- disablenpc "Control Device02#sch03";
- end;
-}
-
-schg_cas03,273,205,0 script Control Device03#sch03 111,{
- set .@GID, GetCastleData("schg_cas03",1);
- if (getcharid(2) == .@GID) {
- if (strcharinfo(0) == getguildmaster(.@GID)) {
- if ($agit_sc03[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 "#sch03_RL03::OnEnable";
- disablenpc "Control Device03#sch03";
- mapannounce "schg_cas03","The 3rd Fortress Gate has been reconstructed!",bc_map,"0x00ff00";
- setarray $agit_sc03[4],0;
- setarray $agit_sc03[3],2;
- donpcevent "Control Device02#sch03::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#sch03";
- end;
-
-OnEnable:
- enablenpc "Control Device03#sch03";
- end;
-
-OnDisable:
- disablenpc "Control Device03#sch03";
- end;
-}
-
-// Link Flags
-schg_cas03,346,211,0 script LF-01#schg_cas03 111,{
- set .@GID, GetCastleData("schg_cas03",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_cas03",262,323;
- end;
- case 2:
- warp "schg_cas03",378,263;
- end;
- case 3:
- close;
- }
- }
- end;
-}
-
-schg_cas03,346,207,0 script LF-02#schg_cas03 111,{
- set .@GID, GetCastleData("schg_cas03",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:Cancel")) {
- case 1:
- warp "schg_cas03",306,320;
- end;
- case 2:
- close;
- }
- }
- end;
-}
-
-schg_cas03,346,203,0 script LF-03#schg_cas03 111,{
- set .@GID, GetCastleData("schg_cas03",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_cas03",309,292;
- end;
- case 2:
- warp "schg_cas03",348,292;
- end;
- case 3:
- close;
- }
- }
- end;
-}
-
-schg_cas03,346,199,0 script LF-04#schg_cas03 111,{
- set .@GID, GetCastleData("schg_cas03",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 2 Area:Cancel")) {
- case 1:
- warp "schg_cas03",266,263;
- end;
- case 2:
- close;
- }
- }
- end;
-}
-
-schg_cas03,346,195,0 script LF-05#schg_cas03 111,{
- set .@GID, GetCastleData("schg_cas03",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_cas03",226,220;
- end;
- case 2:
- warp "schg_cas03",185,249;
- end;
- case 3:
- close;
- }
- }
- end;
-}
-
-schg_cas03,346,191,0 script LF-06#schg_cas03 111,{
- set .@GID, GetCastleData("schg_cas03",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 3 Area:Cancel")) {
- case 1:
- warp "schg_cas03",271,226;
- end;
- case 2:
- close;
- }
- }
- end;
-}
-
-schg_cas03,301,213,0 script LF-07#schg_cas03 111,{
- set .@GID, GetCastleData("schg_cas03",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_cas03",262,323;
- end;
- case 2:
- warp "schg_cas03",378,263;
- end;
- case 3:
- warp "schg_cas03",306,320;
- end;
- case 4:
- close;
- }
- }
- end;
-}
-
-schg_cas03,301,209,0 script LF-08#schg_cas03 111,{
- set .@GID, GetCastleData("schg_cas03",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 2-1:Area 2-2:Center 2 Area:Cancel")) {
- case 1:
- warp "schg_cas03",309,292;
- end;
- case 2:
- warp "schg_cas03",348,292;
- end;
- case 3:
- warp "schg_cas03",326,263;
- end;
- case 4:
- close;
- }
- }
- end;
-}
-
-schg_cas03,301,194,0 script LF-09#schg_cas03 111,{
- set .@GID, GetCastleData("schg_cas03",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 3-1:Area 3-2:Center 3 Area:Cancel")) {
- case 1:
- warp "schg_cas03",226,220;
- end;
- case 2:
- warp "schg_cas03",185,249;
- end;
- case 3:
- warp "schg_cas03",271,226;
- end;
- case 4:
- close;
- }
- }
- end;
-}
-
-schg_cas03,301,190,0 script LF-10#schg_cas03 111,{
- set .@GID, GetCastleData("schg_cas03",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_cas03",57,13;
- end;
- case 2:
- close;
- }
- }
- end;
-}
-
-schg_cas03,335,305,0 script Vidblainn#LF_sc03_1::LF_sc03_1 111,{
- set .@GID, GetCastleData("schg_cas03",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_cas03",308,202;
- end;
- case 2:
- close;
- }
- }
- end;
-}
-
+- duplicate(Manager#template) Manager#schg_cas03 -1
+- duplicate(gard#template) gard1#schg_cas03 -1
+- duplicate(gard#template) gard2#schg_cas03 -1
+- duplicate(df#template) df1#schg_cas03 -1
+- duplicate(df#template) df2#schg_cas03 -1
+- duplicate(RL#template) RL0#schg_cas03 -1
+- duplicate(RL#template) RL1#schg_cas03 -1
+- duplicate(RL#template) RL2#schg_cas03 -1
+- duplicate(RL#template) RL3#schg_cas03 -1
+
+schg_cas03,88,90,3 duplicate(Steward#template) Steward#sc03 55
+schg_cas03,287,226,5 duplicate(Guardian#template) Elzee#sc03 868
+schg_cas03,50,50,3 duplicate(Kafra#template) Kafra Employee#sc03 117
+schg_cas03,242,309,0 duplicate(Guardian Stone#template) 1st Guardian Stone#sc03 844
+schg_cas03,376,250,0 duplicate(Guardian Stone#template) 2nd Guardian Stone#sc03 844
+schg_cas03,335,298,0 duplicate(Control#template) Control Device01#sc03 111
+schg_cas03,200,227,0 duplicate(Control#template) Control Device02#sc03 111
+schg_cas03,273,205,0 duplicate(Control#template) Control Device03#sc03 111
+schg_cas03,199,25,0 duplicate(Switch#template) #sch03_switch 111
+schg_cas03,25,22,3 duplicate(Sunflower#template) Mysterious Sunflower#03 976
+
+schg_cas03,346,211,0 script LF-01#schg_cas03 111,{ callfunc "LinkFlag","First Gate House",262,323,"Second Gate House",378,263; }
+schg_cas03,346,207,0 script LF-02#schg_cas03 111,{ callfunc "LinkFlag","Center 1 Area",306,320; }
+schg_cas03,346,203,0 script LF-03#schg_cas03 111,{ callfunc "LinkFlag","Defense Area 2-1",309,292,"Defense Area 2-2",348,292; }
+schg_cas03,346,199,0 script LF-04#schg_cas03 111,{ callfunc "LinkFlag","Center 2 Area",266,263; }
+schg_cas03,346,195,0 script LF-05#schg_cas03 111,{ callfunc "LinkFlag","Defense Area 3-1",226,220,"Defense Area 3-2",185,249; }
+schg_cas03,346,191,0 script LF-06#schg_cas03 111,{ callfunc "LinkFlag","Center 3 Area",271,226; }
+schg_cas03,301,213,0 script LF-07#schg_cas03 111,{ callfunc "LinkFlag","Area 1-2",262,323,"Area 2-2",378,263,"Area 3-2",306,320; }
+schg_cas03,301,209,0 script LF-08#schg_cas03 111,{ callfunc "LinkFlag","Area 2-1",309,292,"Area 2-2",348,292,"Center 2 Area",326,263; }
+schg_cas03,301,194,0 script LF-09#schg_cas03 111,{ callfunc "LinkFlag","Area 3-1",226,220,"Area 3-2",185,249,"Center 3 Area",271,226; }
+schg_cas03,301,190,0 script LF-10#schg_cas03 111,{ callfunc "LinkFlag","Convenience Facility",57,13; }
+schg_cas03,335,305,0 script Vidblainn#LF_sc03_1::LF_sc03_1 111,{ callfunc "LinkFlag","Emperium Center",308,202; }
schg_cas03,322,305,0 duplicate(LF_sc03_1) Vidblainn#LF_sc03_2 111
schg_cas03,352,248,0 duplicate(LF_sc03_1) Vidblainn#LF_sc03_3 111
schg_cas03,320,283,0 duplicate(LF_sc03_1) Vidblainn#LF_sc03_4 111
@@ -2232,698 +51,24 @@ schg_cas03,207,239,0 duplicate(LF_sc03_1) Vidblainn#LF_sc03_7 111
schg_cas03,207,228,0 duplicate(LF_sc03_1) Vidblainn#LF_sc03_8 111
schg_cas03,266,206,0 duplicate(LF_sc03_1) Vidblainn#LF_sc03_9 111
schg_cas03,266,197,0 duplicate(LF_sc03_1) Vidblainn#LF_sc03_10 111
-
schg_cas03,283,206,2 script Vidblainn#LF_sc03_11::LF_sc03_2 722,{
- set .@GID, GetCastleData("schg_cas03",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_cas03",308,202;
- end;
- case 2:
- close;
- }
- }
+ callfunc "LinkFlag","Emperium Center",308,202;
end;
-
OnInterIfInitOnce:
OnRecvCastlesc03:
FlagEmblem GetCastleData("schg_cas03",1);
end;
}
-
schg_cas03,283,197,2 duplicate(LF_sc03_2) Vidblainn#LF_sc03_12 722
schg_cas03,332,323,6 duplicate(LF_sc03_2) Vidblainn#LF_sc03_13 722
schg_cas03,343,323,2 duplicate(LF_sc03_2) Vidblainn#LF_sc03_14 722
-// Guild Manager
-schg_cas03,88,90,3 script Steward#sch03 55,{
- set .@GID, GetCastleData("schg_cas03",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_cas03",2) + ".";
- if (GetCastleData("schg_cas03",4) > 0) {
- mes "Last time, you invested in";
- mes "Commercial Growth " + GetCastleData("schg_cas03",4) + ".";
- }
- next;
- mes "[ Steward ]";
- mes "Our stronghold's";
- mes "safeguard level is " + GetCastleData("schg_cas03",3) + ".";
- if (GetCastleData("schg_cas03",5) > 0) {
- mes "Last time, you invested";
- mes "in defense " + GetCastleData("schg_cas03",5) + " times.";
- }
- mes " ";
- mes "That is all, master.";
- close;
- case 2:
- set .@Economy,GetCastleData("schg_cas03",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_cas03",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_cas03",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_cas03",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_cas03",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_cas03",4,GetCastleData("schg_cas03",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_cas03",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_cas03",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_cas03",3) == 100) {
- mes "The Defense Level of this";
- mes "stronghold is 100%, and";
- mes "cannot be increased further.";
- close;
- }
- if (GetCastleData("schg_cas03",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_cas03",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_cas03",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_cas03",5,GetCastleData("schg_cas03",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_cas03",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#sch03";
- SetCastleData "schg_cas03",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#sch03";
- SetCastleData "schg_cas03",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_cas03",190,16;
- 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_cas03",2) - 5;
- if (.@Economy < 0) set .@Economy, 0;
- SetCastleData "schg_cas03", 2, .@Economy;
- // Lower Castle Defence
- set .@Defence,GetCastleData("schg_cas03",3) - 5;
- if (.@Defence < 0) set .@Defence, 0;
- SetCastleData "schg_cas03", 3, .@Defence;
- // Set new owner
- SetCastleData "schg_cas03",1, .@GID;
- // Clear castle's data.
- for( set .@i, 4; .@i <= 9; set .@i, .@i+1 )
- SetCastleData "schg_cas03", .@i, 0;
- // Disable Kafra
- disablenpc "Kafra Employee#sch03";
-
- set .msg,2;
- if (.msg == 1) {
- announce "Fortress [" + GetCastleName("schg_cas03") + "]'s 'Nithafjoll' was captured by [" + getguildname(.@gid) + "] Guild.",bc_all|bc_woe;
- donpcevent "Manager#sch03_02::Onstart";
- }
- else if (.msg == 2) {
- announce "The [" + getguildname(.@gid) + "] conquered the [Nithafjoll 3] stronghold of "+GetCastleName("schg_cas03"),bc_all|bc_woe;
- mapannounce "schg_cas03","The emperium has been shattered!",bc_map,"0x00FF00",FW_NORMAL,20,0,40;
- if (agitcheck2()) {
- donpcevent "Manager#sch03_02::Onreset";
- initnpctimer;
- }
- else {
- donpcevent "Manager#sch03_02::Onreset";
- stopnpctimer;
- }
- }
- else if (.msg == 0) {
- announce "Fortress [" + GetCastleName("schg_cas03") + "]'s 'Nithafjoll' was captured by [" + getguildname(.@gid) + "] Guild.",bc_all|bc_woe;
- donpcevent "Manager#sch03_02::Onreset";
- stopnpctimer;
- end;
- }
- MapRespawnGuildID "schg_cas03",GetCastleData("schg_cas03",1),2;
- donpcevent "::OnRecvCastlesc03";
- end;
-
-OnTimer10000:
- donpcevent "manager#sch03_02::Onchange";
- mapannounce "schg_cas03","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_cas03,50,50,3 script Kafra Employee#sch03 117,{
- cutin "kafra_01",2;
- set .@GID, GetCastleData("schg_cas03",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;
- }
-
-OnRecvCastlesc03:
- if (GetCastleData("schg_cas03",1) == 0) {
- monster "schg_cas03",0,0,"Evil Druid",1117,10;
- monster "schg_cas03",0,0,"Khalitzburg",1132,4;
- monster "schg_cas03",0,0,"Abysmal Knight",1219,3;
- monster "schg_cas03",0,0,"Executioner",1205,1;
- monster "schg_cas03",0,0,"Penomena",1216,10;
- monster "schg_cas03",0,0,"Alarm",1193,18;
- monster "schg_cas03",0,0,"Clock",1269,9;
- monster "schg_cas03",0,0,"Raydric Archer",1276,12;
- monster "schg_cas03",0,0,"Wanderer",1208,3;
- monster "schg_cas03",0,0,"Alice",1275,1;
- monster "schg_cas03",0,0,"Bloody Knight",1268,2;
- monster "schg_cas03",0,0,"Dark Lord",1272,2;
- monster "schg_cas03",0,0,"Tower Keeper",1270,4;
- }
- if (GetCastleData("schg_cas03",9) < 1) {
- disablenpc "Kafra Employee#sch03";
- }
- end;
-}
-
-schg_cas03,199,25,0 script #sch03_switch 111,{
- mes " ";
- mes "^3355FFWill you pull";
- mes "this small lever?^000000";
- next;
- switch(select("Pull Lever:Cancel")) {
- case 1:
- warp "schg_cas03",57,13;
- end;
- case 2:
- close;
- }
-}
-
sch_gld,91,191,0 script Vidblainn#flag_sc03_1::Sc03_Flag 722,{
- set .@GID, GetCastleData("schg_cas03",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_cas03",1);
- if (getcharid(2) == .@GID) {
- warp "schg_cas03",308,202;
- 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;
- }
-
+ callfunc "ReturnFlag","schg_cas03",1;
+ end;
OnInterIfInitOnce:
OnRecvCastlesc03:
FlagEmblem GetCastleData("schg_cas03",1);
end;
}
-
-sch_gld,104,191,0 duplicate(Sc03_Flag) Bidblind#flag_sc03_2 722
+sch_gld,104,191,0 duplicate(Sc03_Flag) Bidblind#flag_sc03_2 722 \ No newline at end of file
diff --git a/npc/guild2/schg_cas04.txt b/npc/guild2/schg_cas04.txt
index 651e9219b..2a5449761 100644
--- a/npc/guild2/schg_cas04.txt
+++ b/npc/guild2/schg_cas04.txt
@@ -1,2257 +1,56 @@
//===== rAthena Script =======================================
-//= War of Emperium Second Edition
+//= War of Emperium SE - Hljod
//===== By: ==================================================
-//= L0ne_W0lf
+//= Euphy
//===== Current Version: =====================================
-//= 1.8
+//= 1.0
//===== Compatible With: =====================================
//= rAthena SVN
-//===== Description: =========================================
-//= WoE SE Schwaltzvalt Castle 4
//===== Additional Comments: =================================
-//= 1.0 First Version [L0ne_W0lf]
-//= 1.1 Swaped an end for a close in eco investing. [L0ne_W0lf]
-//= 1.2 Fixed double message in defense investing. [L0ne_W0lf]
-//= Corrected a minor typo in the guild steward.
-//= 1.3 Fixed a guardian spawning NPCs. [L0ne_W0lf]
-//= 1.4 Fixed investment period not resetting. [L0ne_W0lf]
-//= Made it so treasure won't spawn if castle is empty.
-//= Treasure will now be killed before spawning.
-//= 1.5 Replaced effect numerics with constants. [L0ne_W0lf]
-//= 1.6 Applied updated eco/def systems. [L0ne_W0lf]
-//= 1.7 Fixed eco/def not actually incrementing. [L0ne_W0lf]
-//= Can no longer gain eco/def higher than 100.
-//= 1.8 Fixed a possible exploit in guild castle investment. [Brian]
+//= 1.0 Merged to template file.
//============================================================
-schg_cas04,1,1,0 script Manager#sch04_02 111,{
- end;
-
-OnAgitInit2:
-OnRecvCastlesc04:
- if (GetCastleData("schg_cas04",1) == 0) {
- donpcevent "Manager#sch04_02::Onstart";
- }
- end;
-
-OnAgitStart2:
- if (agitcheck2()) {
- MapRespawnGuildID "schg_cas04",GetCastleData("schg_cas04",1),2;
- GvgOn "schg_cas04";
- donpcevent "Manager#sch04_02::Onstart";
- }
- else {
- donpcevent "#sch04_RL00::OnDisable";
- donpcevent "#sch04_RL01::OnDisable";
- donpcevent "#sch04_RL02::OnDisable";
- donpcevent "#sch04_RL03::OnDisable";
- }
- end;
-
-OnAgitEnd2:
- GvgOff "schg_cas04";
- if (GetCastleData("schg_cas04",1)) {
- KillMonster "schg_cas04","Steward#sch04::OnStartArena";
- donpcevent "Manager#sch04_02::Onreset";
- donpcevent "Steward#sch04::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_cas04",1)) {
- setarray $agit_sc04[0],0,0,0,0,0,0;
- donpcevent "#sch04_df01::OnEnable";
- donpcevent "#sch04_df02::OnEnable";
- donpcevent "#sch04_RL00::OnEnable";
- donpcevent "#sch04_RL01::OnEnable";
- donpcevent "#sch04_RL02::OnEnable";
- donpcevent "#sch04_RL03::OnEnable";
- }
- monster "schg_cas04",120,272,"Emperium",1288,1,"Steward#sch04::OnStartArena";
- end;
-
-Onreset:
- donpcevent "#sch04_df01::OnDisable";
- donpcevent "#sch04_df02::OnDisable";
- donpcevent "#sch04_gard01::Onreset";
- donpcevent "#sch04_gard02::Onreset";
- donpcevent "#sch04_RL00::OnDisable";
- donpcevent "#sch04_RL01::OnDisable";
- donpcevent "#sch04_RL02::OnDisable";
- donpcevent "#sch04_RL03::OnDisable";
- donpcevent "1st Guardian Stone#sch04::OnDisable";
- donpcevent "2nd Guardian Stone#sch04::OnDisable";
- donpcevent "Control Device01#sch04::OnDisable";
- donpcevent "Control Device02#sch04::OnDisable";
- donpcevent "Control Device03#sch04::OnDisable";
- if (agitcheck2()) {
- setarray $agit_sc04[0],0,0,1,1,1,0;
- }
- end;
-
-Onchange:
- setarray $agit_sc04[0],2,2,1,1,2,0;
- monster "schg_cas04",120,272,"Emperium",1288,1,"Steward#sch04::OnStartArena";
- donpcevent "Control Device03#sch04::OnEnable";
- donpcevent "1st Guardian Stone#sch04::OnEnable";
- donpcevent "2nd Guardian Stone#sch04::OnEnable";
- end;
-
-OnClock0001:
- if (!GetCastleData("schg_cas04",1)) end;
- killmonster "schg_cas04","Manager#sch04_02::OnTreasureDied";
-
- if (GetCastleData("schg_cas04",4)) {
- set .@Economy,GetCastleData("schg_cas04",2);
- SetCastleData "schg_cas04",2,.@Economy + GetCastleData("schg_cas04",4) + (rand(2) && getgdskilllv(.@GID,10014));
- if (GetCastleData("schg_cas04",2) > 100) SetCastleData "schg_cas04",2,100;
- setcastledata "schg_cas04",4,0;
- }
- if (GetCastleData("schg_cas04",5)) {
- set .@Defence,GetCastleData("schg_cas04",3);
- SetCastleData "schg_cas04",3,.@Defence + GetCastleData("schg_cas04",5);
- if (GetCastleData("schg_cas04",3) > 100) SetCastleData "schg_cas04",3,100;
- setcastledata "schg_cas04",5,0;
- }
-
- set .@Treasure,GetCastleData("schg_cas04",2)/5+4;
- if (.@Treasure) {
- monster "schg_cas04",388,388,"Treasure Chest",1941,1,"Manager#sch04_02::OnTreasureDied";
- monster "schg_cas04",388,389,"Treasure Chest",1324,1,"Manager#sch04_02::OnTreasureDied";
- monster "schg_cas04",388,390,"Treasure Chest",1941,1,"Manager#sch04_02::OnTreasureDied";
- monster "schg_cas04",387,390,"Treasure Chest",1324,1,"Manager#sch04_02::OnTreasureDied";
- if (.@Treasure < 5) end;
- monster "schg_cas04",386,390,"Treasure Chest",1941,1,"Manager#sch04_02::OnTreasureDied";
- if (.@Treasure < 6) end;
- monster "schg_cas04",385,390,"Treasure Chest",1324,1,"Manager#sch04_02::OnTreasureDied";
- if (.@Treasure < 7) end;
- monster "schg_cas04",384,389,"Treasure Chest",1941,1,"Manager#sch04_02::OnTreasureDied";
- if (.@Treasure < 8) end;
- monster "schg_cas04",384,388,"Treasure Chest",1324,1,"Manager#sch04_02::OnTreasureDied";
- if (.@Treasure < 9) end;
- monster "schg_cas04",384,387,"Treasure Chest",1941,1,"Manager#sch04_02::OnTreasureDied";
- if (.@Treasure < 10) end;
- monster "schg_cas04",384,386,"Treasure Chest",1324,1,"Manager#sch04_02::OnTreasureDied";
- if (.@Treasure < 11) end;
- monster "schg_cas04",384,385,"Treasure Chest",1941,1,"Manager#sch04_02::OnTreasureDied";
- if (.@Treasure < 12) end;
- monster "schg_cas04",384,384,"Treasure Chest",1324,1,"Manager#sch04_02::OnTreasureDied";
- if (.@Treasure < 13) end;
- monster "schg_cas04",385,384,"Treasure Chest",1941,1,"Manager#sch04_02::OnTreasureDied";
- if (.@Treasure < 14) end;
- monster "schg_cas04",386,384,"Treasure Chest",1324,1,"Manager#sch04_02::OnTreasureDied";
- if (.@Treasure < 15) end;
- monster "schg_cas04",387,384,"Treasure Chest",1941,1,"Manager#sch04_02::OnTreasureDied";
- if (.@Treasure < 16) end;
- monster "schg_cas04",388,384,"Treasure Chest",1324,1,"Manager#sch04_02::OnTreasureDied";
- if (.@Treasure < 17) end;
- monster "schg_cas04",389,384,"Treasure Chest",1941,1,"Manager#sch04_02::OnTreasureDied";
- if (.@Treasure < 18) end;
- monster "schg_cas04",390,384,"Treasure Chest",1324,1,"Manager#sch04_02::OnTreasureDied";
- if (.@Treasure < 19) end;
- monster "schg_cas04",390,385,"Treasure Chest",1941,1,"Manager#sch04_02::OnTreasureDied";
- if (.@Treasure < 20) end;
- monster "schg_cas04",390,386,"Treasure Chest",1324,1,"Manager#sch04_02::OnTreasureDied";
- if (.@Treasure < 21) end;
- monster "schg_cas04",389,386,"Treasure Chest",1941,1,"Manager#sch04_02::OnTreasureDied";
- if (.@Treasure < 22) end;
- monster "schg_cas04",388,386,"Treasure Chest",1324,1,"Manager#sch04_02::OnTreasureDied";
- if (.@Treasure < 23) end;
- monster "schg_cas04",387,286,"Treasure Chest",1941,1,"Manager#sch04_02::OnTreasureDied";
- if (.@Treasure < 24) end;
- monster "schg_cas04",386,386,"Treasure Chest",1324,1,"Manager#sch04_02::OnTreasureDied";
- }
- end;
-
-OnTreasureDied:
- end;
-}
-
-schg_cas04,123,306,3 script Ef#sch04_01 868,{
- set .@GID, GetCastleData("schg_cas04",1);
- if (.@GID == 0) {
- mes "[Ef]";
- 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 "[Ef]";
- 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 "[Ef]";
- mes "I am Ef, guardian of";
- mes "this stronghold. For now,";
- mes "all is quiet in this place.";
- next;
- switch(select("Converse:Cancel")) {
- case 1:
- mes "[Ef]";
- 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 "[Ef]";
- 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 "[Ef]";
- 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 "[Ef]";
- 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 "[Ef]";
- 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 "[Ef]";
- 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 "[Ef]";
- 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 "[Ef]";
- 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 "[Ef]";
- 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 "[Ef]";
- 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 "[Ef]";
- 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 "[Ef]";
- mes "You have no questions";
- mes "to ask of me? Well, I'm";
- mes "here to serve your needs.";
- close;
- }
- case 2:
- mes "[Ef]";
- mes "I'm always here, so";
- mes "feel free to request my";
- mes "assistance whenever";
- mes "the need arises.";
- close;
- }
- }
- else {
- mes "[Ef]";
- mes "Greetings, "+strcharinfo(0)+".";
- mes "What are your orders?";
- next;
- switch(select("Increase Stronghold Defense:Situational Briefing:Cancel")) {
- case 1:
- if ($agit_sc04[5] == 0) {
- if (getgdskilllv(.@GID,10002) == 0) {
- mes "[Ef]";
- 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 "[Ef]";
- 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 $agit_sc04[5],1;
- if ($agit_sc04[0] == 0) {
- donpcevent "#sch04_gard01::OnEnable";
- }
- if ($agit_sc04[1] == 0) {
- donpcevent "#sch04_gard02::OnEnable";
- }
- close;
- }
- }
- else {
- mes "[Ef]";
- mes "You've already commanded";
- mes "me to summon a Guardian";
- mes "to defend the stronghold.";
- close;
- }
- case 2:
- mes "[Ef]";
- mes "Our defense status is...";
- if ($agit_sc04[0] == 1) {
- mes "1st Guardian Stone: ^FF0000Destroyed^000000";
- }
- else if ($agit_sc04[0] == 2) {
- mes "1st Guardian Stone: ^008000Repairing^000000";
- }
- else {
- mes "1st Guardian Stone: ^4D4DFFOperational^000000";
- }
- if ($agit_sc04[1] == 1) {
- mes "2nd Guardian Stone: ^FF0000Destroyed^000000";
- }
- else if ($agit_sc04[1] == 2) {
- mes "2nd Guardian Stone: ^008000Repairing^000000";
- }
- else {
- mes "2nd Guardian Stone: ^4D4DFFOperational^000000";
- }
- if ($agit_sc04[2] == 1) {
- mes "1st Fortress Gate: ^FF0000Destroyed^000000";
- }
- else if ($agit_sc04[2] == 2) {
- mes "1st Fortress Gate: ^008000Repairing^000000";
- }
- else {
- mes "1st Fortress Gate: ^4D4DFFOperational^000000";
- }
- if ($agit_sc04[3] == 1) {
- mes "2nd Fortress Gate: ^FF0000Destroyed^000000";
- }
- else if ($agit_sc04[3] == 2) {
- mes "2nd Fortress Gate: ^008000Repairing^000000";
- }
- else {
- mes "2nd Fortress Gate: ^4D4DFFOperational^000000";
- }
- if ($agit_sc04[4] == 1) {
- mes "3rd Fortress Gate: ^FF0000Destroyed^000000";
- }
- else if ($agit_sc04[4] == 2) {
- mes "3rd Fortress Gate: ^008000Repairing^000000";
- }
- else {
- mes "3rd Fortress Gate: ^4D4DFFOperational^000000";
- }
- close;
- case 3:
- mes "[Ef]";
- mes "I'll be standing by,";
- mes "awaiting your orders.";
- close;
- }
- }
- }
- }
- else {
- mes "[Ef]";
- mes "Who are you? Scoundrel!";
- mes "Leave this stronghold now!";
- close;
- }
-
-OnInit:
- setarray $agit_sc04[0],0,0,0,0,0,0;
- end;
-}
-
-schg_cas04,1,1,0 script #sch04_gard01 -1,{
-OnEnable:
- set .@defence,GetCastleData("schg_cas04",3);
- guardian "schg_cas04",111,18,"Guardian Soldier",1899,"#sch04_gard01::OnGuardianDied"; //0;
- if ((.@defence > 10) && (.@defence < 31)) {
- set .MyMobCount,2;
- guardian "schg_cas04",109,44,"Guardian Soldier",1899,"#sch04_gard01::OnGuardianDied"; //1;
- }
- else if ((.@defence > 30) && (.@defence < 51)) {
- set .MyMobCount,3;
- guardian "schg_cas04",109,44,"Guardian Soldier",1899,"#sch04_gard01::OnGuardianDied"; //1;
- guardian "schg_cas04",65,22,"Guardian Soldier",1899,"#sch04_gard01::OnGuardianDied"; //2;
- }
- else if ((.@defence > 50) && (.@defence < 71)) {
- set .MyMobCount,4;
- guardian "schg_cas04",109,44,"Guardian Soldier",1899,"#sch04_gard01::OnGuardianDied"; //1;
- guardian "schg_cas04",65,22,"Guardian Soldier",1899,"#sch04_gard01::OnGuardianDied"; //2;
- guardian "schg_cas04",110,40,"Guardian Soldier",1899,"#sch04_gard01::OnGuardianDied"; //3;
- }
- else if (.@defence > 70) {
- set .MyMobCount,5;
- guardian "schg_cas04",109,44,"Guardian Soldier",1899,"#sch04_gard01::OnGuardianDied"; //1;
- guardian "schg_cas04",65,22,"Guardian Soldier",1899,"#sch04_gard01::OnGuardianDied"; //2;
- guardian "schg_cas04",110,40,"Guardian Soldier",1899,"#sch04_gard01::OnGuardianDied"; //3;
- guardian "schg_cas04",88,20,"Guardian Soldier",1899,"#sch04_gard01::OnGuardianDied"; //4;
- }
- else {
- set .MyMobCount,2;
- guardian "schg_cas04",108,32,"Guardian Soldier",1899,"#sch04_gard01::OnGuardianDied"; //1;
- }
- initnpctimer;
- end;
-
-OnTimer300000:
- set .MyMobCount,.MyMobCount+1;
- guardian "schg_cas04",64,40,"Guardian Soldier",1899,"#sch04_gard01::OnGuardianDied"; //5;
- mapannounce "schg_cas04","The 1st Guardian has been summoned from the Gate House.",bc_map,"0xff4500";
- end;
-
-OnTimer900000:
- set .MyMobCount,.MyMobCount+1;
- guardian "schg_cas04",47,43,"Guardian Soldier",1899,"#sch04_gard01::OnGuardianDied"; //6;
- mapannounce "schg_cas04","The 2nd Guardian has been summoned from the Gate House.",bc_map,"0xff4500";
- end;
-
-OnTimer1800000:
- set .MyMobCount,.MyMobCount+1;
- guardian "schg_cas04",109,48,"Guardian Soldier",1899,"#sch04_gard01::OnGuardianDied"; //7;
- mapannounce "schg_cas04","The 3rd Guardian has been summoned from the Gate House.",bc_map,"0xff4500";
- end;
-
-OnTimer2700000:
- set .MyMobCount,.MyMobCount+1;
- guardian "schg_cas04",111,18,"Guardian Soldier",1899,"#sch04_gard01::OnGuardianDied"; //8;
- mapannounce "schg_cas04","The 4th Guardian has been summoned from the Gate House.",bc_map,"0xff4500";
- end;
-
-OnTimer3600000:
- set .MyMobCount,.MyMobCount+1;
- guardian "schg_cas04",112,32,"Guardian Soldier",1899,"#sch04_gard01::OnGuardianDied"; //9;
- mapannounce "schg_cas04","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_cas04",120,37,"Guardian Soldier",1899,"#sch04_gard01::OnGuardianDied"; //10;
- }
- end;
-
-Onreset:
- stopnpctimer;
- killmonster "schg_cas04","#sch04_gard01::OnGuardianDied";
- end;
-}
-
-schg_cas04,1,2,0 script #sch04_gard02 -1,{
-OnEnable:
- set .@defence,GetCastleData("schg_cas04",3);
- guardian "schg_cas04",130,22,"Guardian Soldier",1899,"#sch04_gard02::OnGuardianDied"; //11;
- if ((.@defence > 10) && (.@defence < 31)) {
- set .MyMobCount,2;
- guardian "schg_cas04",187,15,"Guardian Soldier",1899,"#sch04_gard02::OnGuardianDied"; //12;
- }
- else if ((.@defence > 30) && (.@defence < 51)) {
- set .MyMobCount,3;
- guardian "schg_cas04",129,47,"Guardian Soldier",1899,"#sch04_gard02::OnGuardianDied"; //12;
- guardian "schg_cas04",151,18,"Guardian Soldier",1899,"#sch04_gard02::OnGuardianDied"; //13;
- }
- else if ((.@defence > 50) && (.@defence < 71)) {
- set .MyMobCount,4;
- guardian "schg_cas04",129,47,"Guardian Soldier",1899,"#sch04_gard02::OnGuardianDied"; //12;
- guardian "schg_cas04",151,18,"Guardian Soldier",1899,"#sch04_gard02::OnGuardianDied"; //13;
- guardian "schg_cas04",187,15,"Guardian Soldier",1899,"#sch04_gard02::OnGuardianDied"; //14;
- }
- else if (.@defence > 70) {
- set .MyMobCount,5;
- guardian "schg_cas04",129,47,"Guardian Soldier",1899,"#sch04_gard02::OnGuardianDied"; //12;
- guardian "schg_cas04",151,18,"Guardian Soldier",1899,"#sch04_gard02::OnGuardianDied"; //13;
- guardian "schg_cas04",187,15,"Guardian Soldier",1899,"#sch04_gard02::OnGuardianDied"; //14;
- guardian "schg_cas04",128,42,"Guardian Soldier",1899,"#sch04_gard02::OnGuardianDied"; //15;
- }
- else {
- set .MyMobCount,2;
- guardian "schg_cas04",128,42,"Guardian Soldier",1899,"#sch04_gard02::OnGuardianDied"; //12;
- }
- initnpctimer;
- end;
-
-OnTimer600000:
- set .MyMobCount,.MyMobCount+1;
- guardian "schg_cas04",152,43,"Guardian Soldier",1899,"#sch04_gard02::OnGuardianDied"; //16;
- end;
-
-OnTimer1200000:
- set .MyMobCount,.MyMobCount+1;
- guardian "schg_cas04",187,15,"Guardian Soldier",1899,"#sch04_gard02::OnGuardianDied"; //17;
- end;
-
-OnTimer2100000:
- set .MyMobCount,.MyMobCount+1;
- guardian "schg_cas04",128,42,"Guardian Soldier",1899,"#sch04_gard02::OnGuardianDied"; //18;
- end;
-
-OnTimer3000000:
- set .MyMobCount,.MyMobCount+1;
- guardian "schg_cas04",130,22,"Guardian Soldier",1899,"#sch04_gard02::OnGuardianDied"; //19;
- end;
-
-OnTimer3900000:
- set .MyMobCount,.MyMobCount+1;
- guardian "schg_cas04",130,28,"Guardian Soldier",1899,"#sch04_gard02::OnGuardianDied"; //20;
- stopnpctimer;
- end;
-
-OnGuardianDied:
- set .MyMobCount,.MyMobCount-1;
- if (.MyMobCount < 2) {
- set .MyMobCount,.MyMobCount+1;
- guardian "schg_cas04",151,18,"Guardian Soldier",1899,"#sch04_gard02::OnGuardianDied"; //21;
- }
- end;
-
-Onreset:
- stopnpctimer;
- killmonster "schg_cas04","#sch04_gard02::OnGuardianDied";
- end;
-}
-
-schg_cas04,1,3,0 script #sch04_df01 -1,{
-OnEnable:
- guardian "schg_cas04",27,35,"1st Guardian Stone",1907,"#sch04_df01::OnGuardianStoneDied"; //22;
- end;
-
-OnDisable:
- killmonster "schg_cas04","#sch04_df01::OnGuardianStoneDied";
- setarray $agit_sc04[0],1; //Global Variable
- stopnpctimer;
- end;
-
-OnGuardianStoneDied:
- // 1st Guardian Stone is Destroyed
- setarray $agit_sc04[0],1;
- if (($agit_sc04[0] == 1) || ($agit_sc04[0] == 2)) {
- set .@destroyed,.@destroyed + 1;
- }
- if (($agit_sc04[1] == 1) || ($agit_sc04[1] == 2)) {
- set .@destroyed,.@destroyed + 1;
- }
- if (.@destroyed == 2) {
- mapannounce "schg_cas04","All of the Guardian Stones have been destroyed!",bc_map,"0x00ff00";
- donpcevent "#sch04_RL00::OnDisable";
- donpcevent "#sch04_gard01::Onreset";
- }
- else {
- mapannounce "schg_cas04","The 1st Guardian Stone has been destroyed!",bc_map,"0x00ff00";
- donpcevent "#sch04_gard01::Onreset";
- }
- initnpctimer;
- end;
-
-OnTimer300000:
- donpcevent "1st Guardian Stone#sch04::OnEnable";
- setarray $agit_sc04[0],2; //Global Variable
- stopnpctimer;
- end;
-}
-
-schg_cas04,27,36,0 script 1st Guardian Stone#sch04 844,{
- set .@GID, GetCastleData("schg_cas04",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_sc04[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 "#sch04_df01::OnEnable";
- specialeffect EF_ICECRASH;
- disablenpc "1st Guardian Stone#sch04";
- setarray $agit_sc04[0],0;
- set .@df_all,$agit_sc04[0]+$agit_sc04[1];
- if (.@df_all == 0) {
- mapannounce "schg_cas04","Both Guardian Stones have been erected, bolstering this stronghold's defenses!",bc_map,"0x00ff00";
- donpcevent "#sch04_RL00::OnEnable";
- }
- else {
- mapannounce "schg_cas04","The 1st Guardian Stone has been repaired successfully.",bc_map,"0x00ff00";
- }
- if ($agit_sc04[5] == 1) {
- donpcevent "#sch04_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#sch04";
- end;
-
-OnEnable:
- enablenpc "1st Guardian Stone#sch04";
- specialeffect EF_MAPPILLAR2;
- end;
-
-OnDisable:
- disablenpc "1st Guardian Stone#sch04";
- end;
-}
-
-schg_cas04,1,4,0 script #sch04_df02 -1,{
-OnEnable:
- guardian "schg_cas04",207,75,"2nd Guardian Stone",1908,"#sch04_df02::OnGuardianStoneDied"; //23;
- end;
-
-OnDisable:
- killmonster "schg_cas04","#sch04_df02::OnGuardianStoneDied";
- setarray $agit_sc04[1],1; //Global Variable
- stopnpctimer;
- end;
-
-OnGuardianStoneDied:
- // 2nd Guardian Stone is Destroyed
- setarray $agit_sc04[1],1;
- if (($agit_sc04[0] == 1) || ($agit_sc04[0] == 2)) {
- set .@destroyed,.@destroyed + 1;
- }
- if (($agit_sc04[1] == 1) || ($agit_sc04[1] == 2)) {
- set .@destroyed,.@destroyed + 1;
- }
- if (.@destroyed == 2) {
- mapannounce "schg_cas04","All of the Guardian Stones have been destroyed!",bc_map,"0x00ff00";
- donpcevent "#sch04_RL00::OnDisable";
- donpcevent "#sch04_gard02::Onreset";
- }
- else {
- mapannounce "schg_cas04","2nd Guardian Stone has been destroyed!",bc_map,"0x00ff00";
- donpcevent "#sch04_gard02::Onreset";
- }
- initnpctimer;
- end;
-
-OnTimer300000:
- donpcevent "2nd Guardian Stone#sch04::OnEnable";
- setarray $agit_sc04[1],2; //Global Variable
- stopnpctimer;
- end;
-}
-
-schg_cas04,208,75,0 script 2nd Guardian Stone#sch04 844,{
- set .@GID, GetCastleData("schg_cas04",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_sc04[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 "#sch04_df02::OnEnable";
- specialeffect EF_ICECRASH;
- disablenpc "2nd Guardian Stone#sch04";
- setarray $agit_sc04[1],0;
- set .@df_all,$agit_sc04[0]+$agit_sc04[1];
- if (.@df_all == 0) {
- mapannounce "schg_cas04","Both Guardian Stones have been erected, bolstering this stronghold's defenses!",bc_map,"0x00ff00";
- donpcevent "#sch04_RL00::OnEnable";
- }
- else {
- mapannounce "schg_cas04","The 2nd Guardian Stone has been repaired successfully.",bc_map,"0x00ff00";
- }
- if ($agit_sc04[5] == 1) {
- donpcevent "#sch04_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#sch04";
- end;
-
-OnEnable:
- enablenpc "2nd Guardian Stone#sch04";
- specialeffect EF_MAPPILLAR2;
- end;
-
-OnDisable:
- disablenpc "2nd Guardian Stone#sch04";
- end;
-}
-
-// Barrier Summoners
-schg_cas04,2,1,0 script #sch04_RL00 -1,{
-OnEnable:
- setcell "schg_cas04",114,48,126,48,cell_walkable,0;
- setcell "schg_cas04",114,48,126,48,cell_shootable,0;
- guardian "schg_cas04",115,49," ",1905,"#sch04_RL00::OnBarrierDestroyed"; //24;
- guardian "schg_cas04",117,49," ",1905,"#sch04_RL00::OnBarrierDestroyed"; //25;
- guardian "schg_cas04",119,49," ",1905,"#sch04_RL00::OnBarrierDestroyed"; //26;
- guardian "schg_cas04",121,49," ",1905,"#sch04_RL00::OnBarrierDestroyed"; //27;
- guardian "schg_cas04",123,49," ",1905,"#sch04_RL00::OnBarrierDestroyed"; //28;
- guardian "schg_cas04",125,49," ",1905,"#sch04_RL00::OnBarrierDestroyed"; //29;
- end;
-
-OnDisable:
- setcell "schg_cas04",114,48,126,48,cell_walkable,1;
- setcell "schg_cas04",114,48,126,48,cell_shootable,1;
- killmonster "schg_cas04","#sch04_RL00::OnBarrierDestroyed";
- end;
-
-OnBarrierDestroyed:
- end;
-}
-
-schg_cas04,2,2,0 script #sch04_RL01 -1,{
-OnEnable:
- set .MyMobCount,6;
- setcell "schg_cas04",114,51,126,51,cell_walkable,0;
- guardian "schg_cas04",115,50," ",1905,"#sch04_RL01::OnBarrierDestroyed"; //30;
- guardian "schg_cas04",117,50," ",1905,"#sch04_RL01::OnBarrierDestroyed"; //31;
- guardian "schg_cas04",119,50," ",1905,"#sch04_RL01::OnBarrierDestroyed"; //32;
- guardian "schg_cas04",121,50," ",1905,"#sch04_RL01::OnBarrierDestroyed"; //33;
- guardian "schg_cas04",123,50," ",1905,"#sch04_RL01::OnBarrierDestroyed"; //34;
- guardian "schg_cas04",125,50," ",1905,"#sch04_RL01::OnBarrierDestroyed"; //35;
- end;
-
-OnBarrierDestroyed:
- set .MyMobCount,.MyMobCount-1;
- if (.MyMobCount == 0) {
- setarray $agit_sc04[2],1;
- mapannounce "schg_cas04","The 1st Fortress Gate is destroyed.",bc_map,"0x00ff00";
- setcell "schg_cas04",114,51,126,51,cell_walkable,1;
- }
- end;
-
-OnDisable:
- setcell "schg_cas04",114,51,126,51,cell_walkable,1;
- killmonster "schg_cas04","#sch04_RL01::OnBarrierDestroyed";
- end;
-}
-
-schg_cas04,2,3,0 script #sch04_RL02 -1,{
-OnEnable:
- set .MyMobCount,6;
- setcell "schg_cas04",114,154,126,154,cell_walkable,0;
- guardian "schg_cas04",115,153," ",1905,"#sch04_RL02::OnBarrierDestroyed"; //36;
- guardian "schg_cas04",117,153," ",1905,"#sch04_RL02::OnBarrierDestroyed"; //37;
- guardian "schg_cas04",119,153," ",1905,"#sch04_RL02::OnBarrierDestroyed"; //38;
- guardian "schg_cas04",121,153," ",1905,"#sch04_RL02::OnBarrierDestroyed"; //39;
- guardian "schg_cas04",123,153," ",1905,"#sch04_RL02::OnBarrierDestroyed"; //40;
- guardian "schg_cas04",125,153," ",1905,"#sch04_RL02::OnBarrierDestroyed"; //41;
- end;
-
-OnBarrierDestroyed:
- set .MyMobCount,.MyMobCount-1;
- if (.MyMobCount == 0) {
- setarray $agit_sc04[3],1;
- mapannounce "schg_cas04","The 2nd Fortress Gate is destroyed.",bc_map,"0x00ff00";
- setcell "schg_cas04",114,154,126,154,cell_walkable,1;
- }
- end;
-
-OnDisable:
- setcell "schg_cas04",114,154,126,154,cell_walkable,1;
- killmonster "schg_cas04","#sch04_RL02::OnBarrierDestroyed";
- end;
-}
-
-schg_cas04,2,4,0 script #sch04_RL03 -1,{
-OnEnable:
- set .MyMobCount,4;
- setcell "schg_cas04",116,241,126,241,cell_walkable,0;
- guardian "schg_cas04",116,240," ",1905,"#sch04_RL03::OnBarrierDestroyed"; //42;
- guardian "schg_cas04",118,240," ",1905,"#sch04_RL03::OnBarrierDestroyed"; //43;
- guardian "schg_cas04",120,240," ",1905,"#sch04_RL03::OnBarrierDestroyed"; //44;
- guardian "schg_cas04",122,240," ",1905,"#sch04_RL03::OnBarrierDestroyed"; //45;
- end;
-
-OnBarrierDestroyed:
- set .MyMobCount,.MyMobCount-1;
- if (.MyMobCount == 0) {
- setarray $agit_sc04[4],1;
- mapannounce "schg_cas04","The 3rd Fortress Gate is destroyed!",bc_map,"0x00ff00";
- setcell "schg_cas04",116,241,126,241,cell_walkable,1;
- }
- end;
-
-OnDisable:
- setcell "schg_cas04",116,241,126,241,cell_walkable,1;
- killmonster "schg_cas04","#sch04_RL03::OnBarrierDestroyed";
- end;
-}
-
-schg_cas04,124,52,0 script Control Device01#sch04 111,{
- set .@GID, GetCastleData("schg_cas04",1);
- if (getcharid(2) == .@GID) {
- if (strcharinfo(0) == getguildmaster(.@GID)) {
- if ($agit_sc04[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 "#sch04_RL01::OnEnable";
- disablenpc "Control Device01#sch04";
- mapannounce "schg_cas04","The 1st Fortress Gate has been reconstructed!",bc_map,"0x00ff00";
- setarray $agit_sc04[2],0;
- end;
- }
- else {
- mes "^3355FFThe wall has been breached,";
- mes "and the attempt to repair the";
- mes "Fortress Gate has failed.";
- mes "You lost some of your";
- mes "repair resources...^000000";
- delitem 984,2; //Oridecon
- delitem 999,4; //Steel
- delitem 1019,14; //Wooden_Block
- delitem 1011,3; //Emveretarcon
- close;
- }
- }
- }
- else {
- mes "^3355FFYou can't attempt to repair";
- mes "the Fortress Gate if you don't";
- mes "have all the needed materials.^000000";
- close;
- }
- }
- }
- }
- end;
-
-OnInit:
- disablenpc "Control Device01#sch04";
- end;
-
-OnEnable:
- enablenpc "Control Device01#sch04";
- end;
-
-OnDisable:
- disablenpc "Control Device01#sch04";
- end;
-}
-
-schg_cas04,128,157,0 script Control Device02#sch04 111,{
- set .@GID, GetCastleData("schg_cas04",1);
- if (getcharid(2) == .@GID) {
- if (strcharinfo(0) == getguildmaster(.@GID)) {
- if ($agit_sc04[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 "#sch04_RL02::OnEnable";
- disablenpc "Control Device02#sch04";
- mapannounce "schg_cas04","The 2nd Fortress Gate has been reconstructed!",bc_map,"0x00ff00";
- setarray $agit_sc04[3],0; //Global Variable
- setarray $agit_sc04[2],2; //Global Variable
- donpcevent "Control Device01#sch04::OnEnable";
- end;
- }
- else {
- mes "^3355FFThe wall has been breached,";
- mes "and the attempt to repair the";
- mes "Fortress Gate has failed.";
- mes "You lost some of your";
- mes "repair resources...^000000";
- delitem 984,2; //Oridecon
- delitem 999,4; //Steel
- delitem 1019,14; //Wooden_Block
- delitem 1011,3; //Emveretarcon
- close;
- }
- }
- }
- else {
- mes "^3355FFYou can't attempt to repair";
- mes "the Fortress Gate if you don't";
- mes "have all the needed materials.^000000";
- close;
- }
- }
- }
- }
- end;
-
-OnInit:
- disablenpc "Control Device02#sch04";
- end;
-
-OnEnable:
- enablenpc "Control Device02#sch04";
- end;
-
-OnDisable:
- disablenpc "Control Device02#sch04";
- end;
-}
-
-schg_cas04,109,247,0 script Control Device03#sch04 111,{
- set .@GID, GetCastleData("schg_cas04",1);
- if (getcharid(2) == .@GID) {
- if (strcharinfo(0) == getguildmaster(.@GID)) {
- if ($agit_sc04[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 "#sch04_RL03::OnEnable";
- disablenpc "Control Device03#sch04";
- mapannounce "schg_cas04","The 3rd Fortress Gate has been reconstructed!",bc_map,"0x00ff00";
- setarray $agit_sc04[4],0;
- setarray $agit_sc04[3],2;
- donpcevent "Control Device02#sch04::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#sch04";
- end;
-
-OnEnable:
- enablenpc "Control Device03#sch04";
- end;
-
-OnDisable:
- disablenpc "Control Device03#sch04";
- end;
-}
-
-// Link Flags
-schg_cas04,106,302,0 script LF-01#schg_cas04 111,{
- set .@GID, GetCastleData("schg_cas04",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_cas04",19,26;
- end;
- case 2:
- warp "schg_cas04",219,90;
- end;
- case 3:
- close;
- }
- }
- end;
-}
-
-schg_cas04,109,302,0 script LF-02#schg_cas04 111,{
- set .@GID, GetCastleData("schg_cas04",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_cas04",89,43;
- end;
- case 2:
- warp "schg_cas04",141,45;
- end;
- case 3:
- close;
- }
- }
- end;
-}
-
-schg_cas04,112,302,0 script LF-03#schg_cas04 111,{
- set .@GID, GetCastleData("schg_cas04",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_cas04",137,54;
- end;
- case 2:
- warp "schg_cas04",102,54;
- end;
- case 3:
- close;
- }
- }
- end;
-}
-
-schg_cas04,115,302,0 script LF-04#schg_cas04 111,{
- set .@GID, GetCastleData("schg_cas04",1);
- if (getcharid(2) == .@GID) {
- mes "^3355FFThis is the Stronghold";
- mes "Teleport Service. Please";
- mes "choose a destination";
- mes "within the stronghold.^000000";
- switch(select("Defense Area 2-3:Defense Area 2-4:Cancel")) {
- case 1:
- warp "schg_cas04",94,147;
- end;
- case 2:
- warp "schg_cas04",163,140;
- end;
- case 3:
- close;
- }
- }
- end;
-}
-
-schg_cas04,118,302,0 script LF-05#schg_cas04 111,{
- set .@GID, GetCastleData("schg_cas04",1);
- if (getcharid(2) == .@GID) {
- mes "^3355FFThis is the Stronghold";
- mes "Teleport Service. Please";
- mes "choose a destination";
- mes "within the stronghold.^000000";
- switch(select("Defense Area 2-3:Defense Area 2-4:Cancel")) {
- case 1:
- warp "schg_cas04",87,220;
- break;
- case 2:
- warp "schg_cas04",151,220;
- break;
- case 3:
- close;
- }
- }
- end;
-}
-
-schg_cas04,121,302,0 script LF-06#schg_cas04 111,{
- set .@GID, GetCastleData("schg_cas04",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_cas04",100,242;
- end;
- case 2:
- warp "schg_cas04",136,242;
- end;
- case 3:
- close;
- }
- }
- end;
-}
-
-schg_cas04,124,302,0 script LF-07#schg_cas04 111,{
- set .@GID, GetCastleData("schg_cas04",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_cas04",120,168;
- end;
- case 2:
- warp "schg_cas04",119,211;
- end;
- case 3:
- close;
- }
- }
- end;
-}
-
-schg_cas04,127,302,0 script LF-08#schg_cas04 111,{
- set .@GID, GetCastleData("schg_cas04",1);
- if (getcharid(2) == .@GID) {
- mes "^3355FFThis is the Stronghold";
- mes "Teleport Service. Please";
- mes "choose a destination";
- mes "within the stronghold.^000000";
- switch(select("Area 1-1:Area 2-1:Area 3-1:Cancel")) {
- case 1:
- warp "schg_cas04",89,43;
- end;
- case 2:
- warp "schg_cas04",94,147;
- end;
- case 3:
- warp "schg_cas04",100,242;
- end;
- case 4:
- close;
- }
- }
- end;
-}
-
-schg_cas04,130,302,0 script LF-09#schg_cas04 111,{
- set .@GID, GetCastleData("schg_cas04",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 2-3:Area 3-2:Cancel")) {
- case 1:
- warp "schg_cas04",141,45;
- end;
- case 2:
- warp "schg_cas04",163,140;
- end;
- case 3:
- warp "schg_cas04",136,243;
- end;
- case 4:
- close;
- }
- }
- end;
-}
-
-schg_cas04,133,302,0 script LF-10#schg_cas04 111,{
- set .@GID, GetCastleData("schg_cas04",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_cas04",275,244;
- end;
- case 2:
- close;
- }
- }
- end;
-}
-
-schg_cas04,17,45,0 script Hljod#LF_sc04_1::LF_sc04_1 111,{
- set .@GID, GetCastleData("schg_cas04",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_cas04",120,290;
- end;
- case 2:
- close;
- }
- }
- end;
-}
-
+- duplicate(Manager#template) Manager#schg_cas04 -1
+- duplicate(gard#template) gard1#schg_cas04 -1
+- duplicate(gard#template) gard2#schg_cas04 -1
+- duplicate(df#template) df1#schg_cas04 -1
+- duplicate(df#template) df2#schg_cas04 -1
+- duplicate(RL#template) RL0#schg_cas04 -1
+- duplicate(RL#template) RL1#schg_cas04 -1
+- duplicate(RL#template) RL2#schg_cas04 -1
+- duplicate(RL#template) RL3#schg_cas04 -1
+
+schg_cas04,247,305,3 duplicate(Steward#template) Steward#sc04 55
+schg_cas04,123,306,3 duplicate(Guardian#template) Ef#sc04 868
+schg_cas04,300,287,5 duplicate(Kafra#template) Kafra Employee#sc04 117
+schg_cas04,27,36,0 duplicate(Guardian Stone#template) 1st Guardian Stone#sc04 844
+schg_cas04,208,75,0 duplicate(Guardian Stone#template) 2nd Guardian Stone#sc04 844
+schg_cas04,124,52,0 duplicate(Control#template) Control Device01#sc04 111
+schg_cas04,128,157,0 duplicate(Control#template) Control Device02#sc04 111
+schg_cas04,109,247,0 duplicate(Control#template) Control Device03#sc04 111
+schg_cas04,391,391,0 duplicate(Switch#template) #sch04_switch 111
+schg_cas04,280,391,3 duplicate(Sunflower#template) Mysterious Sunflower#04 976
+
+schg_cas04,106,302,0 script LF-01#schg_cas04 111,{ callfunc "LinkFlag","First Gate House",19,26,"Second Gate House",219,90; }
+schg_cas04,109,302,0 script LF-02#schg_cas04 111,{ callfunc "LinkFlag","Defense Area 1-1",89,43,"Defense Area 1-2",141,45; }
+schg_cas04,112,302,0 script LF-03#schg_cas04 111,{ callfunc "LinkFlag","Defense Area 2-1",137,54,"Defense Area 2-2",102,54; }
+schg_cas04,115,302,0 script LF-04#schg_cas04 111,{ callfunc "LinkFlag","Defense Area 2-3",94,147,"Defense Area 2-4",163,140; }
+schg_cas04,118,302,0 script LF-05#schg_cas04 111,{ callfunc "LinkFlag","Defense Area 2-3",87,220,"Defense Area 2-4",151,220; }
+schg_cas04,121,302,0 script LF-06#schg_cas04 111,{ callfunc "LinkFlag","Defense Area 3-1",100,242,"Defense Area 3-2",136,242; }
+schg_cas04,124,302,0 script LF-07#schg_cas04 111,{ callfunc "LinkFlag","Center 1 Area",120,168,"Center 2 Area",119,211; }
+schg_cas04,127,302,0 script LF-08#schg_cas04 111,{ callfunc "LinkFlag","Area 1-1",89,43,"Area 2-1",94,147,"Area 3-1",100,242; }
+schg_cas04,130,302,0 script LF-09#schg_cas04 111,{ callfunc "LinkFlag","Area 1-2",141,45,"Area 2-3",163,140,"Area 3-2",136,243; }
+schg_cas04,133,302,0 script LF-10#schg_cas04 111,{ callfunc "LinkFlag","Convenience Facility",275,244; }
+schg_cas04,17,45,0 script Hljod#LF_sc04_1::LF_sc04_1 111,{ callfunc "LinkFlag","Emperium Center",120,290; }
schg_cas04,207,95,0 duplicate(LF_sc04_1) Hljod#LF_sc04_2 111
-
schg_cas04,111,46,4 script Hljod#LF_sc04_3::LF_sc04_2 722,{
- set .@GID, GetCastleData("schg_cas04",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_cas04",120,290;
- end;
- case 2:
- close;
- }
- }
+ callfunc "LinkFlag","Emperium Center",120,290;
end;
-
OnInterIfInitOnce:
OnRecvCastlesc04:
FlagEmblem GetCastleData("schg_cas04",1);
end;
}
-
schg_cas04,129,46,4 duplicate(LF_sc04_2) Hljod#LF_sc04_4 722
schg_cas04,99,77,0 duplicate(LF_sc04_1) Hljod#LF_sc04_5 111
schg_cas04,140,77,0 duplicate(LF_sc04_1) Hljod#LF_sc04_6 111
@@ -2264,670 +63,12 @@ schg_cas04,126,238,0 duplicate(LF_sc04_1) Hljod#LF_sc04_12 111
schg_cas04,95,247,0 duplicate(LF_sc04_1) Hljod#LF_sc04_13 111
schg_cas04,144,247,0 duplicate(LF_sc04_1) Hljod#LF_sc04_14 111
-// Guild Manager
-schg_cas04,247,305,3 script Steward#sch04 55,{
- set .@GID, GetCastleData("schg_cas04",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_cas04",2) + ".";
- if (GetCastleData("schg_cas04",4) > 0) {
- mes "Last time, you invested in";
- mes "Commercial Growth " + GetCastleData("schg_cas04",4) + ".";
- }
- next;
- mes "[ Steward ]";
- mes "Our stronghold's";
- mes "safeguard level is " + GetCastleData("schg_cas04",3) + ".";
- if (GetCastleData("schg_cas04",5) > 0) {
- mes "Last time, you invested";
- mes "in defense " + GetCastleData("schg_cas04",5) + " times.";
- }
- mes " ";
- mes "That is all, master.";
- close;
- case 2:
- set .@Economy,GetCastleData("schg_cas04",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_cas04",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_cas04",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_cas04",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_cas04",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_cas04",4,GetCastleData("schg_cas04",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_cas04",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_cas04",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_cas04",3) == 100) {
- mes "The Defense Level of this";
- mes "stronghold is 100%, and";
- mes "cannot be increased further.";
- close;
- }
- if (GetCastleData("schg_cas04",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_cas04",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_cas04",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_cas04",5,GetCastleData("schg_cas04",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_cas04",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#sch04";
- SetCastleData "schg_cas04",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#sch04";
- SetCastleData "schg_cas04",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_cas04",381,381;
- 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_cas04",2) - 5;
- if (.@Economy < 0) set .@Economy, 0;
- SetCastleData "schg_cas04", 2, .@Economy;
- // Lower Castle Defence
- set .@Defence,GetCastleData("schg_cas04",3) - 5;
- if (.@Defence < 0) set .@Defence, 0;
- SetCastleData "schg_cas04", 3, .@Defence;
- // Set new owner
- SetCastleData "schg_cas04",1, .@GID;
- // Clear castle's data.
- for( set .@i, 4; .@i <= 9; set .@i, .@i+1 )
- SetCastleData "schg_cas04", .@i, 0;
- // Disable Kafra
- disablenpc "Kafra Employee#sch04";
-
- set .msg,2;
- if (.msg == 1) {
- announce "Fortress [" + GetCastleName("schg_cas04") + "]'s 'Nithafjoll' was captured by [" + getguildname(.@gid) + "] Guild.",bc_all|bc_woe;
- donpcevent "Manager#sch04_02::Onstart";
- }
- else if (.msg == 2) {
- announce "The [" + getguildname(.@gid) + "] conquered the [Nithafjoll 4] stronghold of "+GetCastleName("schg_cas04"),bc_all|bc_woe;
- mapannounce "schg_cas04","The emperium has been shattered!",bc_map,"0x00FF00",FW_NORMAL,20,0,40;
- if (agitcheck2()) {
- donpcevent "Manager#sch04_02::Onreset";
- initnpctimer;
- }
- else {
- donpcevent "Manager#sch04_02::Onreset";
- stopnpctimer;
- }
- }
- else if (.msg == 0) {
- announce "Fortress [" + GetCastleName("schg_cas04") + "]'s 'Nithafjoll' was captured by [" + getguildname(.@gid) + "] Guild.",bc_all|bc_woe;
- donpcevent "Manager#sch04_02::Onreset";
- stopnpctimer;
- end;
- }
- MapRespawnGuildID "schg_cas04",GetCastleData("schg_cas04",1),2;
- donpcevent "::OnRecvCastlesc04";
- end;
-
-OnTimer10000:
- donpcevent "Manager#sch04_02::Onchange";
- mapannounce "schg_cas04","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_cas04,300,287,5 script Kafra Employee#sch04 117,{
- cutin "kafra_01",2;
- set .@GID, GetCastleData("schg_cas04",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;
- }
-
-OnRecvCastlesc04:
- if (GetCastleData("schg_cas04",1) == 0) {
- monster "schg_cas04",0,0,"Evil Druid",1117,10;
- monster "schg_cas04",0,0,"Khalitzburg",1132,4;
- monster "schg_cas04",0,0,"Abysmal Knight",1219,3;
- monster "schg_cas04",0,0,"Executioner",1205,1;
- monster "schg_cas04",0,0,"Penomena",1216,10;
- monster "schg_cas04",0,0,"Alarm",1193,18;
- monster "schg_cas04",0,0,"Clock",1269,9;
- monster "schg_cas04",0,0,"Raydric Archer",1276,12;
- monster "schg_cas04",0,0,"Wanderer",1208,3;
- monster "schg_cas04",0,0,"Alice",1275,1;
- monster "schg_cas04",0,0,"Bloody Knight",1268,2;
- monster "schg_cas04",0,0,"Dark Lord",1272,2;
- monster "schg_cas04",0,0,"Tower Keeper",1270,4;
- }
- if (GetCastleData("schg_cas04",9) < 1) {
- disablenpc "Kafra Employee#sch04";
- }
- end;
-}
-
-schg_cas04,391,391,0 script #sch04_switch 111,{
- mes " ";
- mes "^3355FFWill you pull";
- mes "this small lever?^000000";
- next;
- switch(select("Pull Lever:Cancel")) {
- case 1:
- warp "schg_cas04",275,244;
- end;
- case 2:
- close;
- }
-}
-
sch_gld,134,97,4 script Hljod#flag_sc04_1::sc04_Flag 722,{
- set .@GID, GetCastleData("schg_cas04",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_cas04",1);
- if (getcharid(2) == .@GID) {
- warp "schg_cas04",120,290;
- 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;
- }
-
+ callfunc "ReturnFlag","schg_cas04",1;
+ end;
OnInterIfInitOnce:
OnRecvCastlesc04:
FlagEmblem GetCastleData("schg_cas04",1);
end;
}
-
-sch_gld,141,97,4 duplicate(sc04_Flag) Hljod#flag_sc04_2 722
+sch_gld,141,97,4 duplicate(sc04_Flag) Hljod#flag_sc04_2 722 \ No newline at end of file
diff --git a/npc/guild2/schg_cas05.txt b/npc/guild2/schg_cas05.txt
index 5d5dc1231..e565ee691 100644
--- a/npc/guild2/schg_cas05.txt
+++ b/npc/guild2/schg_cas05.txt
@@ -1,2257 +1,56 @@
//===== rAthena Script =======================================
-//= War of Emperium Second Edition
+//= War of Emperium SE - Skidbladnir
//===== By: ==================================================
-//= L0ne_W0lf
+//= Euphy
//===== Current Version: =====================================
-//= 1.8
+//= 1.0
//===== Compatible With: =====================================
//= rAthena SVN
-//===== Description: =========================================
-//= WoE SE Schwaltzvalt Castle 5
//===== Additional Comments: =================================
-//= 1.0 First Version [L0ne_W0lf]
-//= 1.1 Swaped an end for a close in eco investing. [L0ne_W0lf]
-//= 1.2 Fixed double message in defense investing. [L0ne_W0lf]
-//= Corrected a minor typo in the guild steward.
-//= 1.3 Fixed a guardian spawning NPCs. [L0ne_W0lf]
-//= 1.4 Fixed investment period not resetting. [L0ne_W0lf]
-//= Made it so treasure won't spawn if castle is empty.
-//= Treasure will now be killed before spawning.
-//= 1.5 Replaced effect numerics with constants. [L0ne_W0lf]
-//= 1.6 Applied updated eco/def systems. [L0ne_W0lf]
-//= 1.7 Fixed eco/def not actually incrementing. [L0ne_W0lf]
-//= Can no longer gain eco/def higher than 100.
-//= 1.8 Fixed a possible exploit in guild castle investment. [Brian]
+//= 1.0 Merged to template file.
//============================================================
-schg_cas05,1,1,0 script Manager#sch05_02 111,{
- end;
-
-OnAgitInit2:
-OnRecvCastlesc05:
- if (GetCastleData("schg_cas05",1) == 0) {
- donpcevent "Manager#sch05_02::Onstart";
- }
- end;
-
-OnAgitStart2:
- if (agitcheck2()) {
- MapRespawnGuildID "schg_cas05",GetCastleData("schg_cas05",1),2;
- GvgOn "schg_cas05";
- donpcevent "Manager#sch05_02::Onstart";
- }
- else {
- donpcevent "#sch05_RL00::OnDisable";
- donpcevent "#sch05_RL01::OnDisable";
- donpcevent "#sch05_RL02::OnDisable";
- donpcevent "#sch05_RL03::OnDisable";
- }
- end;
-
-OnAgitEnd2:
- GvgOff "schg_cas05";
- if (GetCastleData("schg_cas05",1)) {
- KillMonster "schg_cas05","Steward#sch05::OnStartArena";
- donpcevent "Manager#sch05_02::Onreset";
- donpcevent "Steward#sch05::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_cas05",1)) {
- setarray $agit_sc05[0],0,0,0,0,0,0;
- donpcevent "#sch05_df01::OnEnable";
- donpcevent "#sch05_df02::OnEnable";
- donpcevent "#sch05_RL00::OnEnable";
- donpcevent "#sch05_RL01::OnEnable";
- donpcevent "#sch05_RL02::OnEnable";
- donpcevent "#sch05_RL03::OnEnable";
- }
- monster "schg_cas05",120,272,"Emperium",1288,1,"Steward#sch05::OnStartArena";
- end;
-
-Onreset:
- donpcevent "#sch05_df01::OnDisable";
- donpcevent "#sch05_df02::OnDisable";
- donpcevent "#sch05_gard01::Onreset";
- donpcevent "#sch05_gard02::Onreset";
- donpcevent "#sch05_RL00::OnDisable";
- donpcevent "#sch05_RL01::OnDisable";
- donpcevent "#sch05_RL02::OnDisable";
- donpcevent "#sch05_RL03::OnDisable";
- donpcevent "1st Guardian Stone#sch05::OnDisable";
- donpcevent "2nd Guardian Stone#sch05::OnDisable";
- donpcevent "Control Device01#sch05::OnDisable";
- donpcevent "Control Device02#sch05::OnDisable";
- donpcevent "Control Device03#sch05::OnDisable";
- if (agitcheck2()) {
- setarray $agit_sc05[0],0,0,1,1,1,0;
- }
- end;
-
-Onchange:
- setarray $agit_sc05[0],2,2,1,1,2,0;
- monster "schg_cas05",120,272,"Emperium",1288,1,"Steward#sch05::OnStartArena";
- donpcevent "Control Device03#sch05::OnEnable";
- donpcevent "1st Guardian Stone#sch05::OnEnable";
- donpcevent "2nd Guardian Stone#sch05::OnEnable";
- end;
-
-OnClock0001:
- if (!GetCastleData("schg_cas05",1)) end;
- killmonster "schg_cas05","Manager#sch05_02::OnTreasureDied";
-
- if (GetCastleData("schg_cas05",4)) {
- set .@Economy,GetCastleData("schg_cas05",2);
- SetCastleData "schg_cas05",2,.@Economy + GetCastleData("schg_cas05",4) + (rand(2) && getgdskilllv(.@GID,10014));
- if (GetCastleData("schg_cas05",2) > 100) SetCastleData "schg_cas05",2,100;
- setcastledata "schg_cas05",4,0;
- }
- if (GetCastleData("schg_cas05",5)) {
- set .@Defence,GetCastleData("schg_cas05",3);
- SetCastleData "schg_cas05",3,.@Defence + GetCastleData("schg_cas05",5);
- if (GetCastleData("schg_cas05",3) > 100) SetCastleData "schg_cas05",3,100;
- setcastledata "schg_cas05",5,0;
- }
-
- set .@Treasure,GetCastleData("schg_cas05",2)/5+4;
- if (.@Treasure) {
- monster "schg_cas05",388,388,"Treasure Chest",1942,1,"Manager#sch05_02::OnTreasureDied";
- monster "schg_cas05",388,389,"Treasure Chest",1324,1,"Manager#sch05_02::OnTreasureDied";
- monster "schg_cas05",388,390,"Treasure Chest",1942,1,"Manager#sch05_02::OnTreasureDied";
- monster "schg_cas05",387,390,"Treasure Chest",1324,1,"Manager#sch05_02::OnTreasureDied";
- if (.@Treasure < 5) end;
- monster "schg_cas05",386,390,"Treasure Chest",1942,1,"Manager#sch05_02::OnTreasureDied";
- if (.@Treasure < 6) end;
- monster "schg_cas05",385,390,"Treasure Chest",1324,1,"Manager#sch05_02::OnTreasureDied";
- if (.@Treasure < 7) end;
- monster "schg_cas05",384,389,"Treasure Chest",1942,1,"Manager#sch05_02::OnTreasureDied";
- if (.@Treasure < 8) end;
- monster "schg_cas05",384,388,"Treasure Chest",1324,1,"Manager#sch05_02::OnTreasureDied";
- if (.@Treasure < 9) end;
- monster "schg_cas05",384,387,"Treasure Chest",1942,1,"Manager#sch05_02::OnTreasureDied";
- if (.@Treasure < 10) end;
- monster "schg_cas05",384,386,"Treasure Chest",1324,1,"Manager#sch05_02::OnTreasureDied";
- if (.@Treasure < 11) end;
- monster "schg_cas05",384,385,"Treasure Chest",1942,1,"Manager#sch05_02::OnTreasureDied";
- if (.@Treasure < 12) end;
- monster "schg_cas05",384,384,"Treasure Chest",1324,1,"Manager#sch05_02::OnTreasureDied";
- if (.@Treasure < 13) end;
- monster "schg_cas05",385,384,"Treasure Chest",1942,1,"Manager#sch05_02::OnTreasureDied";
- if (.@Treasure < 14) end;
- monster "schg_cas05",386,384,"Treasure Chest",1324,1,"Manager#sch05_02::OnTreasureDied";
- if (.@Treasure < 15) end;
- monster "schg_cas05",387,384,"Treasure Chest",1942,1,"Manager#sch05_02::OnTreasureDied";
- if (.@Treasure < 16) end;
- monster "schg_cas05",388,384,"Treasure Chest",1324,1,"Manager#sch05_02::OnTreasureDied";
- if (.@Treasure < 17) end;
- monster "schg_cas05",389,384,"Treasure Chest",1942,1,"Manager#sch05_02::OnTreasureDied";
- if (.@Treasure < 18) end;
- monster "schg_cas05",390,384,"Treasure Chest",1324,1,"Manager#sch05_02::OnTreasureDied";
- if (.@Treasure < 19) end;
- monster "schg_cas05",390,385,"Treasure Chest",1942,1,"Manager#sch05_02::OnTreasureDied";
- if (.@Treasure < 20) end;
- monster "schg_cas05",390,386,"Treasure Chest",1324,1,"Manager#sch05_02::OnTreasureDied";
- if (.@Treasure < 21) end;
- monster "schg_cas05",389,386,"Treasure Chest",1942,1,"Manager#sch05_02::OnTreasureDied";
- if (.@Treasure < 22) end;
- monster "schg_cas05",388,386,"Treasure Chest",1324,1,"Manager#sch05_02::OnTreasureDied";
- if (.@Treasure < 23) end;
- monster "schg_cas05",387,286,"Treasure Chest",1942,1,"Manager#sch05_02::OnTreasureDied";
- if (.@Treasure < 24) end;
- monster "schg_cas05",386,386,"Treasure Chest",1324,1,"Manager#sch05_02::OnTreasureDied";
- }
- end;
-
-OnTreasureDied:
- end;
-}
-
-schg_cas05,123,306,3 script Ef#sch05_01 868,{
- set .@GID, GetCastleData("schg_cas05",1);
- if (.@GID == 0) {
- mes "[Ef]";
- 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 "[Ef]";
- 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 "[Ef]";
- mes "I am Ef, guardian of";
- mes "this stronghold. For now,";
- mes "all is quiet in this place.";
- next;
- switch(select("Converse:Cancel")) {
- case 1:
- mes "[Ef]";
- 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 "[Ef]";
- 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 "[Ef]";
- 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 "[Ef]";
- 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 "[Ef]";
- 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 "[Ef]";
- 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 "[Ef]";
- 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 "[Ef]";
- 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 "[Ef]";
- 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 "[Ef]";
- 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 "[Ef]";
- 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 "[Ef]";
- mes "You have no questions";
- mes "to ask of me? Well, I'm";
- mes "here to serve your needs.";
- close;
- }
- case 2:
- mes "[Ef]";
- mes "I'm always here, so";
- mes "feel free to request my";
- mes "assistance whenever";
- mes "the need arises.";
- close;
- }
- }
- else {
- mes "[Ef]";
- mes "Greetings, "+strcharinfo(0)+".";
- mes "What are your orders?";
- next;
- switch(select("Increase Stronghold Defense:Situational Briefing:Cancel")) {
- case 1:
- if ($agit_sc05[5] == 0) {
- if (getgdskilllv(.@GID,10002) == 0) {
- mes "[Ef]";
- 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 "[Ef]";
- 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 $agit_sc05[5],1;
- if ($agit_sc05[0] == 0) {
- donpcevent "#sch05_gard01::OnEnable";
- }
- if ($agit_sc05[1] == 0) {
- donpcevent "#sch05_gard02::OnEnable";
- }
- close;
- }
- }
- else {
- mes "[Ef]";
- mes "You've already commanded";
- mes "me to summon a Guardian";
- mes "to defend the stronghold.";
- close;
- }
- case 2:
- mes "[Ef]";
- mes "Our defense status is...";
- if ($agit_sc05[0] == 1) {
- mes "1st Guardian Stone: ^FF0000Destroyed^000000";
- }
- else if ($agit_sc05[0] == 2) {
- mes "1st Guardian Stone: ^008000Repairing^000000";
- }
- else {
- mes "1st Guardian Stone: ^4D4DFFOperational^000000";
- }
- if ($agit_sc05[1] == 1) {
- mes "2nd Guardian Stone: ^FF0000Destroyed^000000";
- }
- else if ($agit_sc05[1] == 2) {
- mes "2nd Guardian Stone: ^008000Repairing^000000";
- }
- else {
- mes "2nd Guardian Stone: ^4D4DFFOperational^000000";
- }
- if ($agit_sc05[2] == 1) {
- mes "1st Fortress Gate: ^FF0000Destroyed^000000";
- }
- else if ($agit_sc05[2] == 2) {
- mes "1st Fortress Gate: ^008000Repairing^000000";
- }
- else {
- mes "1st Fortress Gate: ^4D4DFFOperational^000000";
- }
- if ($agit_sc05[3] == 1) {
- mes "2nd Fortress Gate: ^FF0000Destroyed^000000";
- }
- else if ($agit_sc05[3] == 2) {
- mes "2nd Fortress Gate: ^008000Repairing^000000";
- }
- else {
- mes "2nd Fortress Gate: ^4D4DFFOperational^000000";
- }
- if ($agit_sc05[4] == 1) {
- mes "3rd Fortress Gate: ^FF0000Destroyed^000000";
- }
- else if ($agit_sc05[4] == 2) {
- mes "3rd Fortress Gate: ^008000Repairing^000000";
- }
- else {
- mes "3rd Fortress Gate: ^4D4DFFOperational^000000";
- }
- close;
- case 3:
- mes "[Ef]";
- mes "I'll be standing by,";
- mes "awaiting your orders.";
- close;
- }
- }
- }
- }
- else {
- mes "[Ef]";
- mes "Who are you? Scoundrel!";
- mes "Leave this stronghold now!";
- close;
- }
-
-OnInit:
- setarray $agit_sc05[0],0,0,0,0,0,0;
- end;
-}
-
-schg_cas05,1,1,0 script #sch05_gard01 -1,{
-OnEnable:
- set .@defence,GetCastleData("schg_cas05",3);
- guardian "schg_cas05",111,18,"Guardian Soldier",1899,"#sch05_gard01::OnGuardianDied"; //0;
- if ((.@defence > 10) && (.@defence < 31)) {
- set .MyMobCount,2;
- guardian "schg_cas05",109,44,"Guardian Soldier",1899,"#sch05_gard01::OnGuardianDied"; //1;
- }
- else if ((.@defence > 30) && (.@defence < 51)) {
- set .MyMobCount,3;
- guardian "schg_cas05",109,44,"Guardian Soldier",1899,"#sch05_gard01::OnGuardianDied"; //1;
- guardian "schg_cas05",65,22,"Guardian Soldier",1899,"#sch05_gard01::OnGuardianDied"; //2;
- }
- else if ((.@defence > 50) && (.@defence < 71)) {
- set .MyMobCount,4;
- guardian "schg_cas05",109,44,"Guardian Soldier",1899,"#sch05_gard01::OnGuardianDied"; //1;
- guardian "schg_cas05",65,22,"Guardian Soldier",1899,"#sch05_gard01::OnGuardianDied"; //2;
- guardian "schg_cas05",110,40,"Guardian Soldier",1899,"#sch05_gard01::OnGuardianDied"; //3;
- }
- else if (.@defence > 70) {
- set .MyMobCount,5;
- guardian "schg_cas05",109,44,"Guardian Soldier",1899,"#sch05_gard01::OnGuardianDied"; //1;
- guardian "schg_cas05",65,22,"Guardian Soldier",1899,"#sch05_gard01::OnGuardianDied"; //2;
- guardian "schg_cas05",110,40,"Guardian Soldier",1899,"#sch05_gard01::OnGuardianDied"; //3;
- guardian "schg_cas05",88,20,"Guardian Soldier",1899,"#sch05_gard01::OnGuardianDied"; //4;
- }
- else {
- set .MyMobCount,2;
- guardian "schg_cas05",108,32,"Guardian Soldier",1899,"#sch05_gard01::OnGuardianDied"; //1;
- }
- initnpctimer;
- end;
-
-OnTimer300000:
- set .MyMobCount,.MyMobCount+1;
- guardian "schg_cas05",64,40,"Guardian Soldier",1899,"#sch05_gard01::OnGuardianDied"; //5;
- mapannounce "schg_cas05","The 1st Guardian has been summoned from the Gate House.",bc_map,"0xff4500";
- end;
-
-OnTimer900000:
- set .MyMobCount,.MyMobCount+1;
- guardian "schg_cas05",47,43,"Guardian Soldier",1899,"#sch05_gard01::OnGuardianDied"; //6;
- mapannounce "schg_cas05","The 2nd Guardian has been summoned from the Gate House.",bc_map,"0xff4500";
- end;
-
-OnTimer1800000:
- set .MyMobCount,.MyMobCount+1;
- guardian "schg_cas05",109,48,"Guardian Soldier",1899,"#sch05_gard01::OnGuardianDied"; //7;
- mapannounce "schg_cas05","The 3rd Guardian has been summoned from the Gate House.",bc_map,"0xff4500";
- end;
-
-OnTimer2700000:
- set .MyMobCount,.MyMobCount+1;
- guardian "schg_cas05",111,18,"Guardian Soldier",1899,"#sch05_gard01::OnGuardianDied"; //8;
- mapannounce "schg_cas05","The 4th Guardian has been summoned from the Gate House.",bc_map,"0xff4500";
- end;
-
-OnTimer3600000:
- set .MyMobCount,.MyMobCount+1;
- guardian "schg_cas05",112,32,"Guardian Soldier",1899,"#sch05_gard01::OnGuardianDied"; //9;
- mapannounce "schg_cas05","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_cas05",120,37,"Guardian Soldier",1899,"#sch05_gard01::OnGuardianDied"; //10;
- }
- end;
-
-Onreset:
- stopnpctimer;
- killmonster "schg_cas05","#sch05_gard01::OnGuardianDied";
- end;
-}
-
-schg_cas05,1,2,0 script #sch05_gard02 -1,{
-OnEnable:
- set .@defence,GetCastleData("schg_cas05",3);
- guardian "schg_cas05",130,22,"Guardian Soldier",1899,"#sch05_gard02::OnGuardianDied"; //11;
- if ((.@defence > 10) && (.@defence < 31)) {
- set .MyMobCount,2;
- guardian "schg_cas05",187,15,"Guardian Soldier",1899,"#sch05_gard02::OnGuardianDied"; //12;
- }
- else if ((.@defence > 30) && (.@defence < 51)) {
- set .MyMobCount,3;
- guardian "schg_cas05",129,47,"Guardian Soldier",1899,"#sch05_gard02::OnGuardianDied"; //12;
- guardian "schg_cas05",151,18,"Guardian Soldier",1899,"#sch05_gard02::OnGuardianDied"; //13;
- }
- else if ((.@defence > 50) && (.@defence < 71)) {
- set .MyMobCount,4;
- guardian "schg_cas05",129,47,"Guardian Soldier",1899,"#sch05_gard02::OnGuardianDied"; //12;
- guardian "schg_cas05",151,18,"Guardian Soldier",1899,"#sch05_gard02::OnGuardianDied"; //13;
- guardian "schg_cas05",187,15,"Guardian Soldier",1899,"#sch05_gard02::OnGuardianDied"; //14;
- }
- else if (.@defence > 70) {
- set .MyMobCount,5;
- guardian "schg_cas05",129,47,"Guardian Soldier",1899,"#sch05_gard02::OnGuardianDied"; //12;
- guardian "schg_cas05",151,18,"Guardian Soldier",1899,"#sch05_gard02::OnGuardianDied"; //13;
- guardian "schg_cas05",187,15,"Guardian Soldier",1899,"#sch05_gard02::OnGuardianDied"; //14;
- guardian "schg_cas05",128,42,"Guardian Soldier",1899,"#sch05_gard02::OnGuardianDied"; //15;
- }
- else {
- set .MyMobCount,2;
- guardian "schg_cas05",128,42,"Guardian Soldier",1899,"#sch05_gard02::OnGuardianDied"; //12;
- }
- initnpctimer;
- end;
-
-OnTimer600000:
- set .MyMobCount,.MyMobCount+1;
- guardian "schg_cas05",152,43,"Guardian Soldier",1899,"#sch05_gard02::OnGuardianDied"; //16;
- end;
-
-OnTimer1200000:
- set .MyMobCount,.MyMobCount+1;
- guardian "schg_cas05",187,15,"Guardian Soldier",1899,"#sch05_gard02::OnGuardianDied"; //17;
- end;
-
-OnTimer2100000:
- set .MyMobCount,.MyMobCount+1;
- guardian "schg_cas05",128,42,"Guardian Soldier",1899,"#sch05_gard02::OnGuardianDied"; //18;
- end;
-
-OnTimer3000000:
- set .MyMobCount,.MyMobCount+1;
- guardian "schg_cas05",130,22,"Guardian Soldier",1899,"#sch05_gard02::OnGuardianDied"; //19;
- end;
-
-OnTimer3900000:
- set .MyMobCount,.MyMobCount+1;
- guardian "schg_cas05",130,28,"Guardian Soldier",1899,"#sch05_gard02::OnGuardianDied"; //20;
- stopnpctimer;
- end;
-
-OnGuardianDied:
- set .MyMobCount,.MyMobCount-1;
- if (.MyMobCount < 2) {
- set .MyMobCount,.MyMobCount+1;
- guardian "schg_cas05",151,18,"Guardian Soldier",1899,"#sch05_gard02::OnGuardianDied"; //21;
- }
- end;
-
-Onreset:
- stopnpctimer;
- killmonster "schg_cas05","#sch05_gard02::OnGuardianDied";
- end;
-}
-
-schg_cas05,1,3,0 script #sch05_df01 -1,{
-OnEnable:
- guardian "schg_cas05",27,35,"1st Guardian Stone",1907,"#sch05_df01::OnGuardianStoneDied"; //22;
- end;
-
-OnDisable:
- killmonster "schg_cas05","#sch05_df01::OnGuardianStoneDied";
- setarray $agit_sc05[0],1; //Global Variable
- stopnpctimer;
- end;
-
-OnGuardianStoneDied:
- // 1st Guardian Stone is Destroyed
- setarray $agit_sc05[0],1;
- if (($agit_sc05[0] == 1) || ($agit_sc05[0] == 2)) {
- set .@destroyed,.@destroyed + 1;
- }
- if (($agit_sc05[1] == 1) || ($agit_sc05[1] == 2)) {
- set .@destroyed,.@destroyed + 1;
- }
- if (.@destroyed == 2) {
- mapannounce "schg_cas05","All of the Guardian Stones have been destroyed!",bc_map,"0x00ff00";
- donpcevent "#sch05_RL00::OnDisable";
- donpcevent "#sch05_gard01::Onreset";
- }
- else {
- mapannounce "schg_cas05","The 1st Guardian Stone has been destroyed!",bc_map,"0x00ff00";
- donpcevent "#sch05_gard01::Onreset";
- }
- initnpctimer;
- end;
-
-OnTimer300000:
- donpcevent "1st Guardian Stone#sch05::OnEnable";
- setarray $agit_sc05[0],2; //Global Variable
- stopnpctimer;
- end;
-}
-
-schg_cas05,27,36,0 script 1st Guardian Stone#sch05 844,{
- set .@GID, GetCastleData("schg_cas05",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_sc05[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 "#sch05_df01::OnEnable";
- specialeffect EF_ICECRASH;
- disablenpc "1st Guardian Stone#sch05";
- setarray $agit_sc05[0],0;
- set .@df_all,$agit_sc05[0]+$agit_sc05[1];
- if (.@df_all == 0) {
- mapannounce "schg_cas05","Both Guardian Stones have been erected, bolstering this stronghold's defenses!",bc_map,"0x00ff00";
- donpcevent "#sch05_RL00::OnEnable";
- }
- else {
- mapannounce "schg_cas05","The 1st Guardian Stone has been repaired successfully.",bc_map,"0x00ff00";
- }
- if ($agit_sc05[5] == 1) {
- donpcevent "#sch05_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#sch05";
- end;
-
-OnEnable:
- enablenpc "1st Guardian Stone#sch05";
- specialeffect EF_MAPPILLAR2;
- end;
-
-OnDisable:
- disablenpc "1st Guardian Stone#sch05";
- end;
-}
-
-schg_cas05,1,4,0 script #sch05_df02 -1,{
-OnEnable:
- guardian "schg_cas05",207,75,"2nd Guardian Stone",1908,"#sch05_df02::OnGuardianStoneDied"; //23;
- end;
-
-OnDisable:
- killmonster "schg_cas05","#sch05_df02::OnGuardianStoneDied";
- setarray $agit_sc05[1],1; //Global Variable
- stopnpctimer;
- end;
-
-OnGuardianStoneDied:
- // 2nd Guardian Stone is Destroyed
- setarray $agit_sc05[1],1;
- if (($agit_sc05[0] == 1) || ($agit_sc05[0] == 2)) {
- set .@destroyed,.@destroyed + 1;
- }
- if (($agit_sc05[1] == 1) || ($agit_sc05[1] == 2)) {
- set .@destroyed,.@destroyed + 1;
- }
- if (.@destroyed == 2) {
- mapannounce "schg_cas05","All of the Guardian Stones have been destroyed!",bc_map,"0x00ff00";
- donpcevent "#sch05_RL00::OnDisable";
- donpcevent "#sch05_gard02::Onreset";
- }
- else {
- mapannounce "schg_cas05","2nd Guardian Stone has been destroyed!",bc_map,"0x00ff00";
- donpcevent "#sch05_gard02::Onreset";
- }
- initnpctimer;
- end;
-
-OnTimer300000:
- donpcevent "2nd Guardian Stone#sch05::OnEnable";
- setarray $agit_sc05[1],2; //Global Variable
- stopnpctimer;
- end;
-}
-
-schg_cas05,208,75,0 script 2nd Guardian Stone#sch05 844,{
- set .@GID, GetCastleData("schg_cas05",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_sc05[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 "#sch05_df02::OnEnable";
- specialeffect EF_ICECRASH;
- disablenpc "2nd Guardian Stone#sch05";
- setarray $agit_sc05[1],0;
- set .@df_all,$agit_sc05[0]+$agit_sc05[1];
- if (.@df_all == 0) {
- mapannounce "schg_cas05","Both Guardian Stones have been erected, bolstering this stronghold's defenses!",bc_map,"0x00ff00";
- donpcevent "#sch05_RL00::OnEnable";
- }
- else {
- mapannounce "schg_cas05","The 2nd Guardian Stone has been repaired successfully.",bc_map,"0x00ff00";
- }
- if ($agit_sc05[5] == 1) {
- donpcevent "#sch05_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#sch05";
- end;
-
-OnEnable:
- enablenpc "2nd Guardian Stone#sch05";
- specialeffect EF_MAPPILLAR2;
- end;
-
-OnDisable:
- disablenpc "2nd Guardian Stone#sch05";
- end;
-}
-
-// Barrier Summoners
-schg_cas05,2,1,0 script #sch05_RL00 -1,{
-OnEnable:
- setcell "schg_cas05",114,48,126,48,cell_walkable,0;
- setcell "schg_cas05",114,48,126,48,cell_shootable,0;
- guardian "schg_cas05",115,49," ",1905,"#sch05_RL00::OnBarrierDestroyed"; //24;
- guardian "schg_cas05",117,49," ",1905,"#sch05_RL00::OnBarrierDestroyed"; //25;
- guardian "schg_cas05",119,49," ",1905,"#sch05_RL00::OnBarrierDestroyed"; //26;
- guardian "schg_cas05",121,49," ",1905,"#sch05_RL00::OnBarrierDestroyed"; //27;
- guardian "schg_cas05",123,49," ",1905,"#sch05_RL00::OnBarrierDestroyed"; //28;
- guardian "schg_cas05",125,49," ",1905,"#sch05_RL00::OnBarrierDestroyed"; //29;
- end;
-
-OnDisable:
- setcell "schg_cas05",114,48,126,48,cell_walkable,1;
- setcell "schg_cas05",114,48,126,48,cell_shootable,1;
- killmonster "schg_cas05","#sch05_RL00::OnBarrierDestroyed";
- end;
-
-OnBarrierDestroyed:
- end;
-}
-
-schg_cas05,2,2,0 script #sch05_RL01 -1,{
-OnEnable:
- set .MyMobCount,6;
- setcell "schg_cas05",114,51,126,51,cell_walkable,0;
- guardian "schg_cas05",115,50," ",1905,"#sch05_RL01::OnBarrierDestroyed"; //30;
- guardian "schg_cas05",117,50," ",1905,"#sch05_RL01::OnBarrierDestroyed"; //31;
- guardian "schg_cas05",119,50," ",1905,"#sch05_RL01::OnBarrierDestroyed"; //32;
- guardian "schg_cas05",121,50," ",1905,"#sch05_RL01::OnBarrierDestroyed"; //33;
- guardian "schg_cas05",123,50," ",1905,"#sch05_RL01::OnBarrierDestroyed"; //34;
- guardian "schg_cas05",125,50," ",1905,"#sch05_RL01::OnBarrierDestroyed"; //35;
- end;
-
-OnBarrierDestroyed:
- set .MyMobCount,.MyMobCount-1;
- if (.MyMobCount == 0) {
- setarray $agit_sc05[2],1;
- mapannounce "schg_cas05","The 1st Fortress Gate is destroyed.",bc_map,"0x00ff00";
- setcell "schg_cas05",114,51,126,51,cell_walkable,1;
- }
- end;
-
-OnDisable:
- setcell "schg_cas05",114,51,126,51,cell_walkable,1;
- killmonster "schg_cas05","#sch05_RL01::OnBarrierDestroyed";
- end;
-}
-
-schg_cas05,2,3,0 script #sch05_RL02 -1,{
-OnEnable:
- set .MyMobCount,6;
- setcell "schg_cas05",114,154,126,154,cell_walkable,0;
- guardian "schg_cas05",115,153," ",1905,"#sch05_RL02::OnBarrierDestroyed"; //36;
- guardian "schg_cas05",117,153," ",1905,"#sch05_RL02::OnBarrierDestroyed"; //37;
- guardian "schg_cas05",119,153," ",1905,"#sch05_RL02::OnBarrierDestroyed"; //38;
- guardian "schg_cas05",121,153," ",1905,"#sch05_RL02::OnBarrierDestroyed"; //39;
- guardian "schg_cas05",123,153," ",1905,"#sch05_RL02::OnBarrierDestroyed"; //40;
- guardian "schg_cas05",125,153," ",1905,"#sch05_RL02::OnBarrierDestroyed"; //41;
- end;
-
-OnBarrierDestroyed:
- set .MyMobCount,.MyMobCount-1;
- if (.MyMobCount == 0) {
- setarray $agit_sc05[3],1;
- mapannounce "schg_cas05","The 2nd Fortress Gate is destroyed.",bc_map,"0x00ff00";
- setcell "schg_cas05",114,154,126,154,cell_walkable,1;
- }
- end;
-
-OnDisable:
- setcell "schg_cas05",114,154,126,154,cell_walkable,1;
- killmonster "schg_cas05","#sch05_RL02::OnBarrierDestroyed";
- end;
-}
-
-schg_cas05,2,4,0 script #sch05_RL03 -1,{
-OnEnable:
- set .MyMobCount,4;
- setcell "schg_cas05",116,241,126,241,cell_walkable,0;
- guardian "schg_cas05",116,240," ",1905,"#sch05_RL03::OnBarrierDestroyed"; //42;
- guardian "schg_cas05",118,240," ",1905,"#sch05_RL03::OnBarrierDestroyed"; //43;
- guardian "schg_cas05",120,240," ",1905,"#sch05_RL03::OnBarrierDestroyed"; //44;
- guardian "schg_cas05",122,240," ",1905,"#sch05_RL03::OnBarrierDestroyed"; //45;
- end;
-
-OnBarrierDestroyed:
- set .MyMobCount,.MyMobCount-1;
- if (.MyMobCount == 0) {
- setarray $agit_sc05[4],1;
- mapannounce "schg_cas05","The 3rd Fortress Gate is destroyed!",bc_map,"0x00ff00";
- setcell "schg_cas05",116,241,126,241,cell_walkable,1;
- }
- end;
-
-OnDisable:
- setcell "schg_cas05",116,241,126,241,cell_walkable,1;
- killmonster "schg_cas05","#sch05_RL03::OnBarrierDestroyed";
- end;
-}
-
-schg_cas05,124,52,0 script Control Device01#sch05 111,{
- set .@GID, GetCastleData("schg_cas05",1);
- if (getcharid(2) == .@GID) {
- if (strcharinfo(0) == getguildmaster(.@GID)) {
- if ($agit_sc05[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 "#sch05_RL01::OnEnable";
- disablenpc "Control Device01#sch05";
- mapannounce "schg_cas05","The 1st Fortress Gate has been reconstructed!",bc_map,"0x00ff00";
- setarray $agit_sc05[2],0;
- end;
- }
- else {
- mes "^3355FFThe wall has been breached,";
- mes "and the attempt to repair the";
- mes "Fortress Gate has failed.";
- mes "You lost some of your";
- mes "repair resources...^000000";
- delitem 984,2; //Oridecon
- delitem 999,4; //Steel
- delitem 1019,14; //Wooden_Block
- delitem 1011,3; //Emveretarcon
- close;
- }
- }
- }
- else {
- mes "^3355FFYou can't attempt to repair";
- mes "the Fortress Gate if you don't";
- mes "have all the needed materials.^000000";
- close;
- }
- }
- }
- }
- end;
-
-OnInit:
- disablenpc "Control Device01#sch05";
- end;
-
-OnEnable:
- enablenpc "Control Device01#sch05";
- end;
-
-OnDisable:
- disablenpc "Control Device01#sch05";
- end;
-}
-
-schg_cas05,128,157,0 script Control Device02#sch05 111,{
- set .@GID, GetCastleData("schg_cas05",1);
- if (getcharid(2) == .@GID) {
- if (strcharinfo(0) == getguildmaster(.@GID)) {
- if ($agit_sc05[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 "#sch05_RL02::OnEnable";
- disablenpc "Control Device02#sch05";
- mapannounce "schg_cas05","The 2nd Fortress Gate has been reconstructed!",bc_map,"0x00ff00";
- setarray $agit_sc05[3],0; //Global Variable
- setarray $agit_sc05[2],2; //Global Variable
- donpcevent "Control Device01#sch05::OnEnable";
- end;
- }
- else {
- mes "^3355FFThe wall has been breached,";
- mes "and the attempt to repair the";
- mes "Fortress Gate has failed.";
- mes "You lost some of your";
- mes "repair resources...^000000";
- delitem 984,2; //Oridecon
- delitem 999,4; //Steel
- delitem 1019,14; //Wooden_Block
- delitem 1011,3; //Emveretarcon
- close;
- }
- }
- }
- else {
- mes "^3355FFYou can't attempt to repair";
- mes "the Fortress Gate if you don't";
- mes "have all the needed materials.^000000";
- close;
- }
- }
- }
- }
- end;
-
-OnInit:
- disablenpc "Control Device02#sch05";
- end;
-
-OnEnable:
- enablenpc "Control Device02#sch05";
- end;
-
-OnDisable:
- disablenpc "Control Device02#sch05";
- end;
-}
-
-schg_cas05,109,247,0 script Control Device03#sch05 111,{
- set .@GID, GetCastleData("schg_cas05",1);
- if (getcharid(2) == .@GID) {
- if (strcharinfo(0) == getguildmaster(.@GID)) {
- if ($agit_sc05[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 "#sch05_RL03::OnEnable";
- disablenpc "Control Device03#sch05";
- mapannounce "schg_cas05","The 3rd Fortress Gate has been reconstructed!",bc_map,"0x00ff00";
- setarray $agit_sc05[4],0;
- setarray $agit_sc05[3],2;
- donpcevent "Control Device02#sch05::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#sch05";
- end;
-
-OnEnable:
- enablenpc "Control Device03#sch05";
- end;
-
-OnDisable:
- disablenpc "Control Device03#sch05";
- end;
-}
-
-// Link Flags
-schg_cas05,106,302,0 script LF-01#schg_cas05 111,{
- set .@GID, GetCastleData("schg_cas05",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_cas05",19,26;
- end;
- case 2:
- warp "schg_cas05",219,90;
- end;
- case 3:
- close;
- }
- }
- end;
-}
-
-schg_cas05,109,302,0 script LF-02#schg_cas05 111,{
- set .@GID, GetCastleData("schg_cas05",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_cas05",89,43;
- end;
- case 2:
- warp "schg_cas05",141,45;
- end;
- case 3:
- close;
- }
- }
- end;
-}
-
-schg_cas05,112,302,0 script LF-03#schg_cas05 111,{
- set .@GID, GetCastleData("schg_cas05",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_cas05",137,54;
- end;
- case 2:
- warp "schg_cas05",102,54;
- end;
- case 3:
- close;
- }
- }
- end;
-}
-
-schg_cas05,115,302,0 script LF-04#schg_cas05 111,{
- set .@GID, GetCastleData("schg_cas05",1);
- if (getcharid(2) == .@GID) {
- mes "^3355FFThis is the Stronghold";
- mes "Teleport Service. Please";
- mes "choose a destination";
- mes "within the stronghold.^000000";
- switch(select("Defense Area 2-3:Defense Area 2-4:Cancel")) {
- case 1:
- warp "schg_cas05",94,147;
- end;
- case 2:
- warp "schg_cas05",163,140;
- end;
- case 3:
- close;
- }
- }
- end;
-}
-
-schg_cas05,118,302,0 script LF-05#schg_cas05 111,{
- set .@GID, GetCastleData("schg_cas05",1);
- if (getcharid(2) == .@GID) {
- mes "^3355FFThis is the Stronghold";
- mes "Teleport Service. Please";
- mes "choose a destination";
- mes "within the stronghold.^000000";
- switch(select("Defense Area 2-3:Defense Area 2-4:Cancel")) {
- case 1:
- warp "schg_cas05",87,220;
- end;
- case 2:
- warp "schg_cas05",151,220;
- end;
- case 3:
- close;
- }
- }
- end;
-}
-
-schg_cas05,121,302,0 script LF-06#schg_cas05 111,{
- set .@GID, GetCastleData("schg_cas05",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_cas05",100,242;
- end;
- case 2:
- warp "schg_cas05",136,242;
- end;
- case 3:
- close;
- }
- }
- end;
-}
-
-schg_cas05,124,302,0 script LF-07#schg_cas05 111,{
- set .@GID, GetCastleData("schg_cas05",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_cas05",120,168;
- end;
- case 2:
- warp "schg_cas05",119,211;
- end;
- case 3:
- close;
- }
- }
- end;
-}
-
-schg_cas05,127,302,0 script LF-08#schg_cas05 111,{
- set .@GID, GetCastleData("schg_cas05",1);
- if (getcharid(2) == .@GID) {
- mes "^3355FFThis is the Stronghold";
- mes "Teleport Service. Please";
- mes "choose a destination";
- mes "within the stronghold.^000000";
- switch(select("Area 1-1:Area 2-1:Area 3-1:Cancel")) {
- case 1:
- warp "schg_cas05",89,43;
- end;
- case 2:
- warp "schg_cas05",94,147;
- end;
- case 3:
- warp "schg_cas05",100,242;
- end;
- case 4:
- close;
- }
- }
- end;
-}
-
-schg_cas05,130,302,0 script LF-09#schg_cas05 111,{
- set .@GID, GetCastleData("schg_cas05",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 2-3:Area 3-2:Cancel")) {
- case 1:
- warp "schg_cas05",141,45;
- end;
- case 2:
- warp "schg_cas05",163,140;
- end;
- case 3:
- warp "schg_cas05",136,243;
- end;
- case 4:
- close;
- }
- }
- end;
-}
-
-schg_cas05,133,302,0 script LF-10#schg_cas05 111,{
- set .@GID, GetCastleData("schg_cas05",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_cas05",275,244;
- end;
- case 2:
- close;
- }
- }
- end;
-}
-
-schg_cas05,17,45,0 script Skidbladnir#LF_sc05_1::LF_sc05_1 111,{
- set .@GID, GetCastleData("schg_cas05",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_cas05",120,290;
- end;
- case 2:
- close;
- }
- }
- end;
-}
-
+- duplicate(Manager#template) Manager#schg_cas05 -1
+- duplicate(gard#template) gard1#schg_cas05 -1
+- duplicate(gard#template) gard2#schg_cas05 -1
+- duplicate(df#template) df1#schg_cas05 -1
+- duplicate(df#template) df2#schg_cas05 -1
+- duplicate(RL#template) RL0#schg_cas05 -1
+- duplicate(RL#template) RL1#schg_cas05 -1
+- duplicate(RL#template) RL2#schg_cas05 -1
+- duplicate(RL#template) RL3#schg_cas05 -1
+
+schg_cas05,247,305,3 duplicate(Steward#template) Steward#sc05 55
+schg_cas05,123,306,3 duplicate(Guardian#template) Ef#sc05 868
+schg_cas05,300,287,5 duplicate(Kafra#template) Kafra Employee#sc05 117
+schg_cas05,27,36,0 duplicate(Guardian Stone#template) 1st Guardian Stone#sc05 844
+schg_cas05,208,75,0 duplicate(Guardian Stone#template) 2nd Guardian Stone#sc05 844
+schg_cas05,124,52,0 duplicate(Control#template) Control Device01#sc05 111
+schg_cas05,128,157,0 duplicate(Control#template) Control Device02#sc05 111
+schg_cas05,109,247,0 duplicate(Control#template) Control Device03#sc05 111
+schg_cas05,391,391,0 duplicate(Switch#template) #sch05_switch 111
+schg_cas05,280,391,3 duplicate(Sunflower#template) Mysterious Sunflower#05 976
+
+schg_cas05,106,302,0 script LF-01#schg_cas05 111,{ callfunc "LinkFlag","First Gate House",19,26,"Second Gate House",219,90; }
+schg_cas05,109,302,0 script LF-02#schg_cas05 111,{ callfunc "LinkFlag","Defense Area 1-1",89,43,"Defense Area 1-2",141,45; }
+schg_cas05,112,302,0 script LF-03#schg_cas05 111,{ callfunc "LinkFlag","Defense Area 2-1",137,54,"Defense Area 2-2",102,54; }
+schg_cas05,115,302,0 script LF-04#schg_cas05 111,{ callfunc "LinkFlag","Defense Area 2-3",94,147,"Defense Area 2-4",163,140; }
+schg_cas05,118,302,0 script LF-05#schg_cas05 111,{ callfunc "LinkFlag","Defense Area 2-3",87,220,"Defense Area 2-4",151,220; }
+schg_cas05,121,302,0 script LF-06#schg_cas05 111,{ callfunc "LinkFlag","Defense Area 3-1",100,242,"Defense Area 3-2",136,242; }
+schg_cas05,124,302,0 script LF-07#schg_cas05 111,{ callfunc "LinkFlag","Center 1 Area",120,168,"Center 2 Area",119,211; }
+schg_cas05,127,302,0 script LF-08#schg_cas05 111,{ callfunc "LinkFlag","Area 1-1",89,43,"Area 2-1",94,147,"Area 3-1",100,242; }
+schg_cas05,130,302,0 script LF-09#schg_cas05 111,{ callfunc "LinkFlag","Area 1-2",141,45,"Area 2-3",163,140,"Area 3-2",136,243; }
+schg_cas05,133,302,0 script LF-10#schg_cas05 111,{ callfunc "LinkFlag","Convenience Facility",275,244; }
+schg_cas05,17,45,0 script Skidbladnir#LF_sc05_1::LF_sc05_1 111,{ callfunc "LinkFlag","Emperium Center",120,290; }
schg_cas05,207,95,0 duplicate(LF_sc05_1) Skidbladnir#LF_sc05_2 111
-
schg_cas05,111,46,4 script Skidbladnir#LF_sc05_3::LF_sc05_2 722,{
- set .@GID, GetCastleData("schg_cas05",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_cas05",120,290;
- end;
- case 2:
- close;
- }
- }
+ callfunc "LinkFlag","Emperium Center",120,290;
end;
-
OnInterIfInitOnce:
OnRecvCastlesc05:
FlagEmblem GetCastleData("schg_cas05",1);
end;
}
-
schg_cas05,129,46,4 duplicate(LF_sc05_2) Skidbladnir#LF_sc05_4 722
schg_cas05,99,77,0 duplicate(LF_sc05_1) Skidbladnir#LF_sc05_5 111
schg_cas05,140,77,0 duplicate(LF_sc05_1) Skidbladnir#LF_sc05_6 111
@@ -2264,672 +63,14 @@ schg_cas05,126,238,0 duplicate(LF_sc05_1) Skidbladnir#LF_sc05_12 111
schg_cas05,95,247,0 duplicate(LF_sc05_1) Skidbladnir#LF_sc05_13 111
schg_cas05,144,247,0 duplicate(LF_sc05_1) Skidbladnir#LF_sc05_14 111
-// Guild Manager
-schg_cas05,247,305,3 script Steward#sch05 55,{
- set .@GID, GetCastleData("schg_cas05",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_cas05",2) + ".";
- if (GetCastleData("schg_cas05",4) > 0) {
- mes "Last time, you invested in";
- mes "Commercial Growth " + GetCastleData("schg_cas05",4) + ".";
- }
- next;
- mes "[ Steward ]";
- mes "Our stronghold's";
- mes "safeguard level is " + GetCastleData("schg_cas05",3) + ".";
- if (GetCastleData("schg_cas05",5) > 0) {
- mes "Last time, you invested";
- mes "in defense " + GetCastleData("schg_cas05",5) + " times.";
- }
- mes " ";
- mes "That is all, master.";
- close;
- case 2:
- set .@Economy,GetCastleData("schg_cas05",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_cas05",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_cas05",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_cas05",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_cas05",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_cas05",4,GetCastleData("schg_cas05",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_cas05",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_cas05",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_cas05",3) == 100) {
- mes "The Defense Level of this";
- mes "stronghold is 100%, and";
- mes "cannot be increased further.";
- close;
- }
- if (GetCastleData("schg_cas05",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_cas05",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_cas05",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_cas05",5,GetCastleData("schg_cas05",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_cas05",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#sch05";
- SetCastleData "schg_cas05",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#sch05";
- SetCastleData "schg_cas05",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_cas05",381,381;
- 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_cas05",2) - 5;
- if (.@Economy < 0) set .@Economy, 0;
- SetCastleData "schg_cas05", 2, .@Economy;
- // Lower Castle Defence
- set .@Defence,GetCastleData("schg_cas05",3) - 5;
- if (.@Defence < 0) set .@Defence, 0;
- SetCastleData "schg_cas05", 3, .@Defence;
- // Set new owner
- SetCastleData "schg_cas05",1, .@GID;
- // Clear castle's data.
- for( set .@i, 4; .@i <= 9; set .@i, .@i+1 )
- SetCastleData "schg_cas05", .@i, 0;
- // Disable Kafra
- disablenpc "Kafra Employee#sch05";
-
- set .msg,2;
- if (.msg == 1) {
- announce "Fortress [" + GetCastleName("schg_cas05") + "]'s 'Nithafjoll' was captured by [" + getguildname(.@gid) + "] Guild.",bc_all|bc_woe;
- donpcevent "Manager#sch05_02::Onstart";
- }
- else if (.msg == 2) {
- announce "The [" + getguildname(.@gid) + "] conquered the [Nithafjoll 5] stronghold of "+GetCastleName("schg_cas05"),bc_all|bc_woe;
- mapannounce "schg_cas05","The emperium has been shattered!",bc_map,"0x00FF00",FW_NORMAL,20,0,40;
- if (agitcheck2()) {
- donpcevent "Manager#sch05_02::Onreset";
- initnpctimer;
- }
- else {
- donpcevent "Manager#sch05_02::Onreset";
- stopnpctimer;
- }
- }
- else if (.msg == 0) {
- announce "Fortress [" + GetCastleName("schg_cas05") + "]'s 'Nithafjoll' was captured by [" + getguildname(.@gid) + "] Guild.",bc_all|bc_woe;
- donpcevent "Manager#sch05_02::Onreset";
- stopnpctimer;
- end;
- }
- MapRespawnGuildID "schg_cas05",GetCastleData("schg_cas05",1),2;
- donpcevent "::OnRecvCastlesc05";
- end;
-
-OnTimer10000:
- donpcevent "Manager#sch05_02::Onchange";
- mapannounce "schg_cas05","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_cas05,300,287,5 script Kafra Employee#sch05 117,{
- cutin "kafra_01",2;
- set .@GID, GetCastleData("schg_cas05",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;
- }
-
-OnRecvCastlesc05:
- if (GetCastleData("schg_cas05",1) == 0) {
- monster "schg_cas05",0,0,"Evil Druid",1117,10;
- monster "schg_cas05",0,0,"Khalitzburg",1132,4;
- monster "schg_cas05",0,0,"Abysmal Knight",1219,3;
- monster "schg_cas05",0,0,"Executioner",1205,1;
- monster "schg_cas05",0,0,"Penomena",1216,10;
- monster "schg_cas05",0,0,"Alarm",1193,18;
- monster "schg_cas05",0,0,"Clock",1269,9;
- monster "schg_cas05",0,0,"Raydric Archer",1276,12;
- monster "schg_cas05",0,0,"Wanderer",1208,3;
- monster "schg_cas05",0,0,"Alice",1275,1;
- monster "schg_cas05",0,0,"Bloody Knight",1268,2;
- monster "schg_cas05",0,0,"Dark Lord",1272,2;
- monster "schg_cas05",0,0,"Tower Keeper",1270,4;
- disablenpc "Kafra Employee#sch05";
- }
- end;
-}
-
-schg_cas05,391,391,0 script #sch05_switch 111,{
- mes " ";
- mes "^3355FFWill you pull";
- mes "this small lever?^000000";
- next;
- switch(select("Pull Lever:Cancel")) {
- case 1:
- warp "schg_cas05",275,244;
- end;
- case 2:
- close;
- }
-}
-
sch_gld,101,284,4 script Skidbladnir#flag_sc05_1::sc05_Flag 722,{
- set .@GID, GetCastleData("schg_cas05",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_cas05",1);
- if (getcharid(2) == .@GID) {
- warp "schg_cas05",120,290;
- 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;
- }
-
+ callfunc "ReturnFlag","schg_cas05",1;
+ end;
OnInterIfInitOnce:
OnRecvCastlesc05:
FlagEmblem GetCastleData("schg_cas05",1);
end;
}
-
sch_gld,91,284,4 duplicate(sc05_Flag) Skidbladnir#flag_sc05_2 722
-
sch_gld,66,320,6 duplicate(sc05_Flag) Skidbladnir#flag_sc05_3 722
-
-sch_gld,66,310,6 duplicate(sc05_Flag) Skidbladnir#flag_sc05_4 722
+sch_gld,66,310,6 duplicate(sc05_Flag) Skidbladnir#flag_sc05_4 722 \ No newline at end of file