From 3cbe0452f8c33b5ee106e1bf6975c6e761fb0771 Mon Sep 17 00:00:00 2001 From: L0ne_W0lf Date: Tue, 8 Apr 2008 01:16:10 +0000 Subject: Added the Arunafeltz Guild Castles 1-5. (update 2/3) git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@12531 54d463be-8e91-2dee-dedb-b68131a5f0ec --- npc/guild2/arug_cas02.txt | 2855 +++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 2855 insertions(+) create mode 100644 npc/guild2/arug_cas02.txt (limited to 'npc/guild2/arug_cas02.txt') diff --git a/npc/guild2/arug_cas02.txt b/npc/guild2/arug_cas02.txt new file mode 100644 index 000000000..27ba393b9 --- /dev/null +++ b/npc/guild2/arug_cas02.txt @@ -0,0 +1,2855 @@ +//===== eAthena Script ======================================= +//= War of Emperium Second Edition +//===== By: ================================================== +//= L0ne_W0lf +//===== Current Version: ===================================== +//= 1.0 +//===== Compatible With: ===================================== +//= eAthena SVN +//===== Description: ========================================= +//= WoE SE Arunafeltz Castle 2 +//===== Additional Comments: ================================= +//= 1.0 First Version [L0ne_W0lf] +//============================================================ + +arug_cas02,1,1,0 script Manager#aru02_02 111,{ + end; + +OnInterIfInitOnce: + GetCastleData "arug_cas02",0,"::OnRecvCastleAr02"; + end; + +OnRecvCastleAr02: + RequestGuildInfo GetCastleData("arug_cas02",1); + if (GetCastleData("arug_cas02",1) == 0) { + donpcevent "Manager#aru02_02::Onstart"; + } + end; + +OnAgitStart: + if (agitcheck()) { + 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; + +OnAgitEnd: + GvgOff "arug_cas02"; + if (GetCastleData("arug_cas02",1)) { + KillMonster "arug_cas02","Steward#aru02::OnStartArena"; + donpcevent "Manager#aru02_02::Onreset"; + } + 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 (agitcheck()) { + 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: + set .@Treasure,GetCastleData("arug_cas02",2)/5+4; + if (.@Treasure) { + monster "arug_cas02",382,231,"Treasure Chest",1944,1,"Manager#aru02_02::OnTreasureDied"; + if (.@Treasure < 2) end; + monster "arug_cas02",383,231,"Treasure Chest",1324,1,"Manager#aru02_02::OnTreasureDied"; + if (.@Treasure < 3) end; + monster "arug_cas02",384,231,"Treasure Chest",1944,1,"Manager#aru02_02::OnTreasureDied"; + if (.@Treasure < 4) end; + 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 "[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 (agitcheck() == 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 ((.@Defense > 10) && (.@Defense < 31)) { + set .MyMobCount,2; + guardian "arug_cas02",67,36,"Guardian",1899,"#aru02_gard01::OnGuardianDied"; //1; + } + else if ((.@Defense > 30) && (.@Defense < 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 ((.@Defense > 50) && (.@Defense < 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 (.@Defense > 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 ((.@Defense > 10) && (.@Defense < 31)) { + set .MyMobCount,2; + guardian "arug_cas02",204,32,"Guardian",1899,"#aru02_gard02::OnGuardianDied"; //12; + } + else if ((.@Defense > 30) && (.@Defense < 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 ((.@Defense > 50) && (.@Defense < 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 (.@Defense > 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::OnGuardian"; + 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 54; //"1st Guardian Stone#aru02" 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 18; //"1st Guardian Stone#aru02" EF_STEAL + next; + break; + } + break; + case 2: + specialeffect 225; //"1st Guardian Stone#aru02" 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 18; //"1st Guardian Stone#aru02" 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 56; //"1st Guardian Stone#aru02" 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 18; //"1st Guardian Stone#aru02" 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 (agitcheck() == 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 135; //"1st Guardian Stone#aru02" 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 247; //"1st Guardian Stone#aru02" 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::OnGuardian"; + 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 54; //"2nd Guardian Stone#aru02" 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 18; //"2nd Guardian Stone#aru02" EF_STEAL + next; + break; + } + break; + case 2: + specialeffect 225; //"2nd Guardian Stone#aru02" 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 18; //"2nd Guardian Stone#aru02" 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 56; //"2nd Guardian Stone#aru02" 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 18; //"2nd Guardian Stone#aru02" 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 (agitcheck() == 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 135; //"2nd Guardian Stone#aru02" 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 247; //"2nd Guardian Stone#aru02" EF_MAPPILLAR2 + end; + +OnDisable: + disablenpc "2nd Guardian Stone#aru02"; + end; +} + +// Barrier Summoners +arug_cas02,2,1,0 script #aru02_RL00 -1,{ +OnEnable: + setcell "arug_cas02",136,136,143,136,cell_walkable,0; + setcell "arug_cas02",136,136,143,136,cell_shootable,0; + 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: + setcell "arug_cas02",136,136,143,136,cell_walkable,1; + setcell "arug_cas02",136,136,143,136,cell_shootable,1; + killmonster "arug_cas02","#aru02_RL00::OnBarrierDestroyed"; + end; + +OnBarrierDestroyed: + end; +} + +arug_cas02,2,2,0 script #aru02_RL01 -1,{ +OnEnable: + set .MyMobCount,6; + setcell "arug_cas02",150,223,161,223,cell_walkable,0; + 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"; + setcell "arug_cas02",150,223,161,223,cell_walkable,1; + } + end; + +OnDisable: + setcell "arug_cas02",150,223,161,223,cell_walkable,1; + killmonster "arug_cas02","#aru02_RL01::OnBarrierDestroyed"; + end; +} + +arug_cas02,2,3,0 script #aru02_RL02 -1,{ +OnEnable: + set .MyMobCount,6; + setcell "arug_cas02",125,342,125,349,cell_walkable,0; + 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"; + setcell "arug_cas02",125,342,125,349,cell_walkable,1; + } + end; + +OnDisable: + setcell "arug_cas02",125,342,125,349,cell_walkable,1; + killmonster "arug_cas02","#aru02_RL02::OnBarrierDestroyed"; + end; +} + +arug_cas02,2,4,0 script #aru02_RL03 -1,{ +OnEnable: + set .MyMobCount,4; + setcell "arug_cas02",38,314,49,314,cell_walkable,0; + 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 $agit_ar02[4],1; + mapannounce "arug_cas02","The 3rd Fortress Gate is destroyed!",bc_map,"0x00ff00"; + setcell "arug_cas02",38,314,49,314,cell_walkable,1; + } + end; + +OnDisable: + setcell "arug_cas02",38,314,49,314,cell_walkable,1; + killmonster "arug_cas02","#aru02_RL03::OnBarrierDestroyed"; + end; +} + +arug_cas02,143,228,0 script Control Device01#aru02 111,{ + set .@GID, GetCastleData("arug_cas02",1); + if (getcharid(2) == .@GID) { + if (strcharinfo(0) == getguildmaster(.@GID)) { + if ($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 101; // 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 101; // 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 101; // 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 101; // 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 (agitcheck() == 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 $agit_ar01[2],0; + end; + } + else { + mes "^3355FFThe wall has been breached,"; + mes "and the attempt to repair the"; + mes "Fortress Gate has failed."; + mes "You lost some of your"; + mes "repair resources...^000000"; + delitem 984,2; //Oridecon + delitem 999,4; //Steel + delitem 1019,14; //Wooden_Block + delitem 1011,3; //Emveretarcon + close; + } + } + } + else { + mes "^3355FFYou can't attempt to repair"; + mes "the Fortress Gate if you don't"; + mes "have all the needed materials.^000000"; + close; + } + } + } + } + end; + +OnInit: + disablenpc "Control Device01#aru02"; + end; + +OnEnable: + enablenpc "Control Device01#aru02"; + end; + +OnDisable: + disablenpc "Control Device01#aru02"; + end; +} + +arug_cas02,118,356,0 script Control Device02#aru02 111,{ + set .@GID, GetCastleData("arug_cas02",1); + if (getcharid(2) == .@GID) { + if (strcharinfo(0) == getguildmaster(.@GID)) { + if ($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 101; // 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 101; // 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 101; // 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 101; // 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 (agitcheck() == 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 $agit_ar02[2],2; //Global Variable + donpcevent "Control Device01#aru02::OnDevice01#aru02_dlrp01"; + end; + } + else { + mes "^3355FFThe wall has been breached,"; + mes "and the attempt to repair the"; + mes "Fortress Gate has failed."; + mes "You lost some of your"; + mes "repair resources...^000000"; + delitem 984,2; //Oridecon + delitem 999,4; //Steel + delitem 1019,14; //Wooden_Block + delitem 1011,3; //Emveretarcon + close; + } + } + } + else { + mes "^3355FFYou can't attempt to repair"; + mes "the Fortress Gate if you don't"; + mes "have all the needed materials.^000000"; + close; + } + } + } + } + end; + +OnInit: + disablenpc "Control Device02#aru02"; + end; + +OnEnable: + enablenpc "Control Device02#aru02"; + end; + +OnDisable: + disablenpc "Control Device02#aru02"; + end; +} + +arug_cas02,56,308,0 script Control Device03#aru02 111,{ + set .@GID, GetCastleData("arug_cas02",1); + if (getcharid(2) == .@GID) { + if (strcharinfo(0) == getguildmaster(.@GID)) { + if ($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 101; // 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 101; // 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 101; // 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 101; // 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 (agitcheck() == 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::OnDevice02#aru02_dlrp02"; + 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; +} + +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 +arug_cas02,149,218,0 duplicate(LF_ar02_1) Cyr#LF_ar02_5 111 +arug_cas02,162,218,0 duplicate(LF_ar02_1) Cyr#LF_ar02_6 111 +arug_cas02,128,350,0 duplicate(LF_ar02_1) Cyr#LF_ar02_7 111 +arug_cas02,128,341,0 duplicate(LF_ar02_1) Cyr#LF_ar02_8 111 +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; + } + } + end; + +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 < 8) set .@eco_invest,10000; + if(.@Economy >= 8) set .@eco_invest,20000; + if(.@Economy >= 16) set .@eco_invest,40000; + if(.@Economy >= 25) set .@eco_invest,80000; + if(.@Economy >= 34) set .@eco_invest,160000; + if(.@Economy >= 44) set .@eco_invest,320000; + if(.@Economy >= 54) set .@eco_invest,640000; + if(.@Economy >= 65) set .@eco_invest,1280000; + if(.@Economy >= 76) set .@eco_invest,2560000; + if(.@Economy >= 88) set .@eco_invest,5120000; + 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 (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."; + end; + } + set zeny,zeny-.@eco_invest; + SetCastleData "arug_cas02",4,GetCastleData("arug_cas02",4)+1; + SetCastleData "arug_cas02",2,.@Economy + 1 + (.@Economy<99 && rand(2) && getgdskilllv(.@GID,10014)); + 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 < 8) set .@def_invest,20000; + if(.@Defence >= 8) set .@def_invest,40000; + if(.@Defence >= 16) set .@def_invest,80000; + if(.@Defence >= 25) set .@def_invest,160000; + if(.@Defence >= 34) set .@def_invest,320000; + if(.@Defence >= 44) set .@def_invest,640000; + if(.@Defence >= 54) set .@def_invest,1280000; + if(.@Defence >= 65) set .@def_invest,2560000; + if(.@Defence >= 76) set .@def_invest,5120000; + if(.@Defence >= 88) set .@def_invest,10240000; + 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; + } + next; + mes "[ Steward ]"; + 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 (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; + SetCastleData "arug_cas02",3,.@Defence+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#arug_cas02"; + 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; + donpcevent "Manager#aru02_02::Onstart"; + } + else if (.msg == 2) { + announce "The [" + getguildname(.@gid) + "] conquered the [Valfreyja 2] stronghold of "+GetCastleName("arug_cas02"),bc_all; + mapannounce "arug_cas02","The emperium has been shattered!",bc_map,"0x00FF00"; + if (agitcheck()) { + 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; + donpcevent "Manager#aru02_02::Onreset"; + stopnpctimer; + end; + } + MapRespawnGuildID "arug_cas02",GetCastleData("arug_cas02",1),2; + GetCastleData "arug_cas02",0,"::OnRecvCastleAr02"; + end; + +OnTimer10000: + donpcevent "Manager#aru02_02::Onchange"; + mapannounce "arug_cas02","Rebuild this stonghold's Guardian Stones and Fortress Gates to secure your guild's new aquisition!",bc_map,"0x00FF00"; + end; +} + +// Guild Kafra +arug_cas02,354,326,3 script Kafra Employee#aru02 117,{ + 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(1) < 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; + } + +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" + guildName + "^000000 Guild."; + next; + mes "[ Arunafeltz Royal Edict ]"; + mes "^FF0000" + guildMaster + "^000000 is"; + mes "Guild Master of ^FF0000" + guildName + "^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; + } +OnRecvCastleAr02: + FlagEmblem GetCastleData("arug_cas02",1); + end; +} + -- cgit v1.2.3-60-g2f50