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