From 31825ccc2dde034a218d9ad466dd721c40b5651d Mon Sep 17 00:00:00 2001 From: shennetsind Date: Sun, 8 Jul 2012 19:30:07 +0000 Subject: Okie ladies and gentleman if this commit breaks anything it's jman's and maki's fault, yes, blame them. Fixing pre-re / re npc support, moving /config/ folder to src root so other servers may also make use of the #define renewal dir and other stuff. git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@16382 54d463be-8e91-2dee-dedb-b68131a5f0ec --- npc/re/guild2/schg_cas02.txt | 2869 ++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 2869 insertions(+) create mode 100644 npc/re/guild2/schg_cas02.txt (limited to 'npc/re/guild2/schg_cas02.txt') diff --git a/npc/re/guild2/schg_cas02.txt b/npc/re/guild2/schg_cas02.txt new file mode 100644 index 000000000..32c52899a --- /dev/null +++ b/npc/re/guild2/schg_cas02.txt @@ -0,0 +1,2869 @@ +//===== rAthena Script ======================================= +//= War of Emperium Second Edition +//===== By: ================================================== +//= L0ne_W0lf +//===== Current Version: ===================================== +//= 2.2 +//===== Compatible With: ===================================== +//= rAthena SVN +//===== Description: ========================================= +//= WoE SE Schwaltzvalt Castle 2 +//===== Additional Comments: ================================= +//= 1.0 First Version [L0ne_W0lf] +//= 1.1 Fixed setcell range of first barricade. [L0ne_W0lf] +//= 1.2 Fixed first Barricade being desotryable. [L0ne_W0lf] +//= 1.3 Swaped an end for a close in eco investing. [L0ne_W0lf] +//= 1.4 Fixed 3rd Control Device wasting supplies. [L0ne_W0lf] +//= 1.5 Fixed double message in defense investing. [L0ne_W0lf] +//= Corrected a minor typo in the guild steward. +//= 1.6 Fixed a guardian spawning NPCs. [L0ne_W0lf] +//= 1.7 Fixed investment period not resetting. [L0ne_W0lf] +//= Made it so treasure won't spawn if castle is empty. +//= Treasure will now be killed before spawning. +//= 1.8 Fixed error with control devices. [L0ne_W0lf] +//= 1.9 Replaced effect numerics with constants. [L0ne_W0lf] +//= 2.0 Applied updated eco/def systems. [L0ne_W0lf] +//= 2.0a Corrected investment data being reset before applied. +//= 2.1 Fixed eco/def not actually incrementing. [L0ne_W0lf] +//= Can no longer gain eco/def higher than 100. +//= 2.2 Fixed a possible exploit in guild castle investment. [Brian] +//============================================================ + +schg_cas02,1,1,0 script Manager#sch02_02 111,{ + end; + +OnAgitInit2: +OnRecvCastlesc02: + if (GetCastleData("schg_cas02",1) == 0) { + donpcevent "Manager#sch02_02::Onstart"; + } + end; + +OnAgitStart2: + if (agitcheck2()) { + MapRespawnGuildID "schg_cas02",GetCastleData("schg_cas02",1),2; + GvgOn "schg_cas02"; + donpcevent "Manager#sch02_02::Onstart"; + } + else { + donpcevent "#sch02_RL00::OnDisable"; + donpcevent "#sch02_RL01::OnDisable"; + donpcevent "#sch02_RL02::OnDisable"; + donpcevent "#sch02_RL03::OnDisable"; + } + end; + +OnAgitEnd2: + GvgOff "schg_cas02"; + if (GetCastleData("schg_cas02",1)) { + KillMonster "schg_cas02","Steward#sch02::OnStartArena"; + donpcevent "Manager#sch02_02::Onreset"; + donpcevent "Steward#sch02::Onstop"; + } + end; + +Onstart: + // 1st Guardian stone, 2nd Guardian stone, Barrier 1, Barrier 2, Barrier 3, Summon Guardians + // Settings for all but Summon Guardians + // 0 = Okay; 1 = Destroyed; 2 = Repairing + // Summon Guardians + // 0 = Do not Summon; 1 = Summon + if (GetCastleData("schg_cas02",1)) { + setarray $agit_sc02[0],0,0,0,0,0,0; + donpcevent "#sch02_df01::OnEnable"; + donpcevent "#sch02_df02::OnEnable"; + donpcevent "#sch02_RL00::OnEnable"; + donpcevent "#sch02_RL01::OnEnable"; + donpcevent "#sch02_RL02::OnEnable"; + donpcevent "#sch02_RL03::OnEnable"; + } + monster "schg_cas02",162,193,"Emperium",1288,1,"Steward#sch02::OnStartArena"; + end; + +Onreset: + donpcevent "#sch02_df01::OnDisable"; + donpcevent "#sch02_df02::OnDisable"; + donpcevent "#sch02_gard01::Onreset"; + donpcevent "#sch02_gard02::Onreset"; + donpcevent "#sch02_RL00::OnDisable"; + donpcevent "#sch02_RL01::OnDisable"; + donpcevent "#sch02_RL02::OnDisable"; + donpcevent "#sch02_RL03::OnDisable"; + donpcevent "1st Guardian Stone#sch02::OnDisable"; + donpcevent "2nd Guardian Stone#sch02::OnDisable"; + donpcevent "Control Device01#sch02::OnDisable"; + donpcevent "Control Device02#sch02::OnDisable"; + donpcevent "Control Device03#sch02::OnDisable"; + if (agitcheck2()) { + setarray $agit_sc02[0],0,0,1,1,1,0; + } + end; + +Onchange: + setarray $agit_sc02[0],2,2,1,1,2,0; + monster "schg_cas02",162,193,"Emperium",1288,1,"Steward#sch02::OnStartArena"; + donpcevent "Control Device03#sch02::OnEnable"; + donpcevent "1st Guardian Stone#sch02::OnEnable"; + donpcevent "2nd Guardian Stone#sch02::OnEnable"; + end; + +OnClock0001: + if (!GetCastleData("schg_cas02",1)) end; + killmonster "schg_cas02","Manager#sch02_02::OnTreasureDied"; + + if (GetCastleData("schg_cas02",4)) { + set .@Economy,GetCastleData("schg_cas02",2); + SetCastleData "schg_cas02",2,.@Economy + GetCastleData("schg_cas02",4) + (rand(2) && getgdskilllv(.@GID,10014)); + if (GetCastleData("schg_cas02",2) > 100) SetCastleData "schg_cas02",2,100; + setcastledata "schg_cas02",4,0; + } + if (GetCastleData("schg_cas02",5)) { + set .@Defence,GetCastleData("schg_cas02",3); + SetCastleData "schg_cas02",3,.@Defence + GetCastleData("schg_cas02",5); + if (GetCastleData("schg_cas02",3) > 100) SetCastleData "schg_cas02",3,100; + setcastledata "schg_cas02",5,0; + } + + set .@Treasure,GetCastleData("schg_cas02",2)/5+4; + if (.@Treasure) { + monster "schg_cas02",249,378,"Treasure Chest",1939,1,"Manager#sch02_02::OnTreasureDied"; + monster "schg_cas02",250,378,"Treasure Chest",1324,1,"Manager#sch02_02::OnTreasureDied"; + monster "schg_cas02",251,378,"Treasure Chest",1939,1,"Manager#sch02_02::OnTreasureDied"; + monster "schg_cas02",252,378,"Treasure Chest",1324,1,"Manager#sch02_02::OnTreasureDied"; + if (.@Treasure < 5) end; + monster "schg_cas02",253,378,"Treasure Chest",1939,1,"Manager#sch02_02::OnTreasureDied"; + if (.@Treasure < 6) end; + monster "schg_cas02",246,376,"Treasure Chest",1324,1,"Manager#sch02_02::OnTreasureDied"; + if (.@Treasure < 7) end; + monster "schg_cas02",247,376,"Treasure Chest",1939,1,"Manager#sch02_02::OnTreasureDied"; + if (.@Treasure < 8) end; + monster "schg_cas02",248,376,"Treasure Chest",1324,1,"Manager#sch02_02::OnTreasureDied"; + if (.@Treasure < 9) end; + monster "schg_cas02",249,376,"Treasure Chest",1939,1,"Manager#sch02_02::OnTreasureDied"; + if (.@Treasure < 10) end; + monster "schg_cas02",250,376,"Treasure Chest",1324,1,"Manager#sch02_02::OnTreasureDied"; + if (.@Treasure < 11) end; + monster "schg_cas02",250,374,"Treasure Chest",1939,1,"Manager#sch02_02::OnTreasureDied"; + if (.@Treasure < 12) end; + monster "schg_cas02",251,374,"Treasure Chest",1324,1,"Manager#sch02_02::OnTreasureDied"; + if (.@Treasure < 13) end; + monster "schg_cas02",252,374,"Treasure Chest",1939,1,"Manager#sch02_02::OnTreasureDied"; + if (.@Treasure < 14) end; + monster "schg_cas02",253,374,"Treasure Chest",1324,1,"Manager#sch02_02::OnTreasureDied"; + if (.@Treasure < 15) end; + monster "schg_cas02",246,372,"Treasure Chest",1939,1,"Manager#sch02_02::OnTreasureDied"; + if (.@Treasure < 16) end; + monster "schg_cas02",247,372,"Treasure Chest",1324,1,"Manager#sch02_02::OnTreasureDied"; + if (.@Treasure < 17) end; + monster "schg_cas02",248,372,"Treasure Chest",1939,1,"Manager#sch02_02::OnTreasureDied"; + if (.@Treasure < 18) end; + monster "schg_cas02",249,372,"Treasure Chest",1324,1,"Manager#sch02_02::OnTreasureDied"; + if (.@Treasure < 19) end; + monster "schg_cas02",250,372,"Treasure Chest",1939,1,"Manager#sch02_02::OnTreasureDied"; + if (.@Treasure < 20) end; + monster "schg_cas02",249,370,"Treasure Chest",1324,1,"Manager#sch02_02::OnTreasureDied"; + if (.@Treasure < 21) end; + monster "schg_cas02",250,370,"Treasure Chest",1939,1,"Manager#sch02_02::OnTreasureDied"; + if (.@Treasure < 22) end; + monster "schg_cas02",251,370,"Treasure Chest",1324,1,"Manager#sch02_02::OnTreasureDied"; + if (.@Treasure < 23) end; + monster "schg_cas02",252,270,"Treasure Chest",1939,1,"Manager#sch02_02::OnTreasureDied"; + if (.@Treasure < 24) end; + monster "schg_cas02",253,370,"Treasure Chest",1324,1,"Manager#sch02_02::OnTreasureDied"; + } + end; + +OnTreasureDied: + end; +} + +schg_cas02,140,184,3 script Endeef#sch02_01 868,{ + set .@GID, GetCastleData("schg_cas02",1); + if (.@GID == 0) { + mes "[Endeef]"; + mes "Great job. Now, all you"; + mes "need to do is destroy this"; + mes "Emperium to gain ownership"; + mes "over this stronghold."; + close; + } + if (getcharid(2) == .@GID) { + if (strcharinfo(0) != getguildmaster(.@GID)) { + mes "[Endeef]"; + mes "As guardian of this"; + mes "stronghold, I answer only"; + mes "to the master of the guild"; + mes "that controls this place."; + close; + } + else { + if (agitcheck2() == 0) { + mes "[Endeef]"; + mes "I am Endeef, guardian of"; + mes "this stronghold. For now,"; + mes "all is quiet in this place."; + next; + switch(select("Converse:Cancel")) { + case 1: + mes "[Endeef]"; + mes "Do you have any questions"; + mes "about this stronghold?"; + next; + switch(select("Guardian Stones:Fortress Gates:Link Flags:Battle Strategy:Cancel")) { + case 1: + mes "[Endeef]"; + mes "There is one Emperium"; + mes "and two Guardian Stones in"; + mes "each fortress. These stones"; + mes "are the first line of defense,"; + mes "and must be destroyed before"; + mes "enemies can even enter."; + next; + mes "[Endeef]"; + mes "The stones are located in"; + mes "^4D4DFFGate Houses^000000 which must be"; + mes "protected to prevent enemies"; + mes "from reaching the Emperium."; + mes "Guardian Stones can ^4D4DFFrecall"; + mes "your Guardians^000000 for protection."; + next; + mes "[Endeef]"; + mes "Fortresses with higher levels"; + mes "of defense can summon more"; + mes "Guardians: this is why it is"; + mes "so important for guilds to"; + mes "invest in Defense Growth."; + next; + mes "[Endeef]"; + mes "Guardian Stones that have"; + mes "been destroyed can be revived"; + mes "after a certain time, but one of^FFFFFF ^000000 the guild members must give"; + mes "me the order. I can also report^FFFFFF ^000000 the status of the Guardian Stones."; + close; + case 2: + mes "[Endeef]"; + mes "^4D4DFFFortress Gates^000000 are the second ^FFFFFF ^000000 line of guild stronghold defense,"; + mes "and are protected by extra barricades activated by the Guardian Stones."; + mes "These gates are located in three different parts of the fortress."; + next; + mes "[Endeef]"; + mes "Barricades are protected by"; + mes "Guardian Stones, and are"; + mes "restored when the Guardian"; + mes "Stones are retrieved. However,"; + mes "it is not as easy to restore"; + mes "destroyed Fortress Gates."; + next; + mes "[Endeef]"; + mes "Fortress Gates can only be"; + mes "restored when the ^4D4DFFguild"; + mes "master of a stronghold"; + mes "changes^000000, or if ^4D4DFFrestoration"; + mes "is requested by the guild"; + mes "master of the stronghold^000000."; + close; + case 3: + mes "[Endeef]"; + mes "Strongholds have many"; + mes "Link Flags that allow you"; + mes "to access vital areas within"; + mes "restrictions placed by the"; + mes "Barricades. Usually, ^4D4DFFFlag 1"; + mes "links to the Gate House^000000."; + next; + mes "[Endeef]"; + mes "Many flags link directly to"; + mes "the flag near the Emperium."; + mes "The final numbered flag is"; + mes "linked to the Convenience"; + mes "Facility of the stronghold's"; + mes "owner. Keep this in mind."; + close; + case 4: + mes "[Endeef]"; + mes "Strategy? It would be better"; + mes "to develop your battle plan to"; + mes "exploit your guild's advantages"; + mes "and your enemies' weaknesses."; + mes "Use the Gate Houses and Barricades, and rebuild as quickly as you can!"; + close; + case 5: + mes "[Endeef]"; + mes "You have no questions"; + mes "to ask of me? Well, I'm"; + mes "here to serve your needs."; + close; + } + case 2: + mes "[Endeef]"; + mes "I'm always here, so"; + mes "feel free to request my"; + mes "assistance whenever"; + mes "the need arises."; + close; + } + } + else { + mes "[Endeef]"; + mes "Greetings, "+strcharinfo(0)+"."; + mes "What are your orders?"; + next; + switch(select("Increase Stronghold Defense:Situational Briefing:Cancel")) { + case 1: + if ($agit_sc02[5] == 0) { + if (getgdskilllv(.@GID,10002) == 0) { + mes "[Endeef]"; + mes "I'm sorry, but the Guardian"; + mes "Stones aren't powerful enough"; + mes "to summon Guardians yet. We"; + mes "need to accumulate more"; + mes "knowledge before they can"; + mes "summon any Guardians."; + close; + } + else { + mes "[Endeef]"; + mes "I shall endeavor to summon"; + mes "a Guardian through a Guardian"; + mes "Stone. However, keep in mind"; + mes "that this will not work if the"; + mes "Guardian Stone is destroyed."; + setarray $agit_sc02[5],1; + if ($agit_sc02[0] == 0) { + donpcevent "#sch02_gard01::OnEnable"; + } + if ($agit_sc02[1] == 0) { + donpcevent "#sch02_gard02::OnEnable"; + } + close; + } + } + else { + mes "[Endeef]"; + mes "You've already commanded"; + mes "me to summon a Guardian"; + mes "to defend the stronghold."; + close; + } + case 2: + mes "[Endeef]"; + mes "Our defense status is..."; + if ($agit_sc02[0] == 1) { + mes "1st Guardian Stone: ^FF0000Destroyed^000000"; + } + else if ($agit_sc02[0] == 2) { + mes "1st Guardian Stone: ^008000Repairing^000000"; + } + else { + mes "1st Guardian Stone: ^4D4DFFOperational^000000"; + } + if ($agit_sc02[1] == 1) { + mes "2nd Guardian Stone: ^FF0000Destroyed^000000"; + } + else if ($agit_sc02[1] == 2) { + mes "2nd Guardian Stone: ^008000Repairing^000000"; + } + else { + mes "2nd Guardian Stone: ^4D4DFFOperational^000000"; + } + if ($agit_sc02[2] == 1) { + mes "1st Fortress Gate: ^FF0000Destroyed^000000"; + } + else if ($agit_sc02[2] == 2) { + mes "1st Fortress Gate: ^008000Repairing^000000"; + } + else { + mes "1st Fortress Gate: ^4D4DFFOperational^000000"; + } + if ($agit_sc02[3] == 1) { + mes "2nd Fortress Gate: ^FF0000Destroyed^000000"; + } + else if ($agit_sc02[3] == 2) { + mes "2nd Fortress Gate: ^008000Repairing^000000"; + } + else { + mes "2nd Fortress Gate: ^4D4DFFOperational^000000"; + } + if ($agit_sc02[4] == 1) { + mes "3rd Fortress Gate: ^FF0000Destroyed^000000"; + } + else if ($agit_sc02[4] == 2) { + mes "3rd Fortress Gate: ^008000Repairing^000000"; + } + else { + mes "3rd Fortress Gate: ^4D4DFFOperational^000000"; + } + close; + case 3: + mes "[Endeef]"; + mes "I'll be standing by,"; + mes "awaiting your orders."; + close; + } + } + } + } + else { + mes "[Endeef]"; + mes "Who are you? Scoundrel!"; + mes "Leave this stronghold now!"; + close; + } + +OnInit: + setarray $agit_sc02[0],0,0,0,0,0,0; + end; +} + +schg_cas02,1,1,0 script #sch02_gard01 -1,{ +OnEnable: + set .@defence,GetCastleData("schg_cas02",3); + guardian "schg_cas02",326,83,"Guardian Soldier",1899,"#sch02_gard01::OnGuardianDied"; //0; + if ((.@defence > 10) && (.@defence < 31)) { + set .MyMobCount,2; + guardian "schg_cas02",337,95,"Guardian Soldier",1899,"#sch02_gard01::OnGuardianDied"; //1; + } + else if ((.@defence > 30) && (.@defence < 51)) { + set .MyMobCount,3; + guardian "schg_cas02",337,95,"Guardian Soldier",1899,"#sch02_gard01::OnGuardianDied"; //1; + guardian "schg_cas02",334,119,"Guardian Soldier",1899,"#sch02_gard01::OnGuardianDied"; //2; + } + else if ((.@defence > 50) && (.@defence < 71)) { + set .MyMobCount,4; + guardian "schg_cas02",337,95,"Guardian Soldier",1899,"#sch02_gard01::OnGuardianDied"; //1; + guardian "schg_cas02",334,119,"Guardian Soldier",1899,"#sch02_gard01::OnGuardianDied"; //2; + guardian "schg_cas02",296,82,"Guardian Soldier",1899,"#sch02_gard01::OnGuardianDied"; //3; + } + else if (.@defence > 70) { + set .MyMobCount,5; + guardian "schg_cas02",337,95,"Guardian Soldier",1899,"#sch02_gard01::OnGuardianDied"; //1; + guardian "schg_cas02",334,119,"Guardian Soldier",1899,"#sch02_gard01::OnGuardianDied"; //2; + guardian "schg_cas02",296,82,"Guardian Soldier",1899,"#sch02_gard01::OnGuardianDied"; //3; + guardian "schg_cas02",285,40,"Guardian Soldier",1899,"#sch02_gard01::OnGuardianDied"; //4; + } + else { + set .MyMobCount,2; + guardian "schg_cas02",337,95,"Guardian Soldier",1899,"#sch02_gard01::OnGuardianDied"; //1; + } + initnpctimer; + end; + +OnTimer300000: + set .MyMobCount,.MyMobCount+1; + guardian "schg_cas02",236,41,"Guardian Soldier",1899,"#sch02_gard01::OnGuardianDied"; //5; + mapannounce "schg_cas02","The 1st Guardian has been summoned from the Gate House.",bc_map,"0xff4500"; + end; + +OnTimer900000: + set .MyMobCount,.MyMobCount+1; + guardian "schg_cas02",285,40,"Guardian Soldier",1899,"#sch02_gard01::OnGuardianDied"; //6; + mapannounce "schg_cas02","The 2nd Guardian has been summoned from the Gate House.",bc_map,"0xff4500"; + end; + +OnTimer1800000: + set .MyMobCount,.MyMobCount+1; + guardian "schg_cas02",296,82,"Guardian Soldier",1899,"#sch02_gard01::OnGuardianDied"; //7; + mapannounce "schg_cas02","The 3rd Guardian has been summoned from the Gate House.",bc_map,"0xff4500"; + end; + +OnTimer2700000: + set .MyMobCount,.MyMobCount+1; + guardian "schg_cas02",334,119,"Guardian Soldier",1899,"#sch02_gard01::OnGuardianDied"; //8; + mapannounce "schg_cas02","The 4th Guardian has been summoned from the Gate House.",bc_map,"0xff4500"; + end; + +OnTimer3600000: + set .MyMobCount,.MyMobCount+1; + guardian "schg_cas02",337,95,"Guardian Soldier",1899,"#sch02_gard01::OnGuardianDied"; //9; + mapannounce "schg_cas02","The 5th Guardian has been summoned from the Gate House.",bc_map,"0xff4500"; + stopnpctimer; + end; + +OnGuardianDied: + set .MyMobCount,.MyMobCount-1; + if (.MyMobCount < 2) { + set .MyMobCount,.MyMobCount+1; + guardian "schg_cas02",334,119,"Guardian Soldier",1899,"#sch02_gard01::OnGuardianDied"; //10; + } + end; + +Onreset: + stopnpctimer; + killmonster "schg_cas02","#sch02_gard01::OnGuardianDied"; + end; +} + +schg_cas02,1,2,0 script #sch02_gard02 -1,{ +OnEnable: + set .@defence,GetCastleData("schg_cas02",3); + guardian "schg_cas02",359,85,"Guardian Soldier",1899,"#sch02_gard02::OnGuardianDied"; //11; + if ((.@defence > 10) && (.@defence < 31)) { + set .MyMobCount,2; + guardian "schg_cas02",300,119,"Guardian Soldier",1899,"#sch02_gard02::OnGuardianDied"; //12; + } + else if ((.@defence > 30) && (.@defence < 51)) { + set .MyMobCount,3; + guardian "schg_cas02",300,119,"Guardian Soldier",1899,"#sch02_gard02::OnGuardianDied"; //12; + guardian "schg_cas02",337,154,"Guardian Soldier",1899,"#sch02_gard02::OnGuardianDied"; //13; + } + else if ((.@defence > 50) && (.@defence < 71)) { + set .MyMobCount,4; + guardian "schg_cas02",300,119,"Guardian Soldier",1899,"#sch02_gard02::OnGuardianDied"; //12; + guardian "schg_cas02",337,154,"Guardian Soldier",1899,"#sch02_gard02::OnGuardianDied"; //13; + guardian "schg_cas02",317,183,"Guardian Soldier",1899,"#sch02_gard02::OnGuardianDied"; //14; + } + else if (.@defence > 70) { + set .MyMobCount,5; + guardian "schg_cas02",300,119,"Guardian Soldier",1899,"#sch02_gard02::OnGuardianDied"; //12; + guardian "schg_cas02",337,154,"Guardian Soldier",1899,"#sch02_gard02::OnGuardianDied"; //13; + guardian "schg_cas02",317,183,"Guardian Soldier",1899,"#sch02_gard02::OnGuardianDied"; //14; + guardian "schg_cas02",307,222,"Guardian Soldier",1899,"#sch02_gard02::OnGuardianDied"; //15; + } + else { + set .MyMobCount,2; + guardian "schg_cas02",307,222,"Guardian Soldier",1899,"#sch02_gard02::OnGuardianDied"; //12; + } + initnpctimer; + end; + +OnTimer600000: + set .MyMobCount,.MyMobCount+1; + guardian "schg_cas02",300,119,"Guardian Soldier",1899,"#sch02_gard02::OnGuardianDied"; //16; + end; + +OnTimer1200000: + set .MyMobCount,.MyMobCount+1; + guardian "schg_cas02",337,154,"Guardian Soldier",1899,"#sch02_gard02::OnGuardianDied"; //17; + end; + +OnTimer2100000: + set .MyMobCount,.MyMobCount+1; + guardian "schg_cas02",317,183,"Guardian Soldier",1899,"#sch02_gard02::OnGuardianDied"; //18; + end; + +OnTimer3000000: + set .MyMobCount,.MyMobCount+1; + guardian "schg_cas02",307,222,"Guardian Soldier",1899,"#sch02_gard02::OnGuardianDied"; //19; + end; + +OnTimer3900000: + set .MyMobCount,.MyMobCount+1; + guardian "schg_cas02",359,85,"Guardian Soldier",1899,"#sch02_gard02::OnGuardianDied"; //20; + stopnpctimer; + end; + +OnGuardianDied: + set .MyMobCount,.MyMobCount-1; + if (.MyMobCount < 2) { + set .MyMobCount,.MyMobCount+1; + guardian "schg_cas02",236,41,"Guardian Soldier",1899,"#sch02_gard02::OnGuardianDied"; //21; + } + end; + +Onreset: + stopnpctimer; + killmonster "schg_cas02","#sch02_gard02::OnGuardianDied"; + end; +} + +schg_cas02,1,3,0 script #sch02_df01 -1,{ +OnEnable: + guardian "schg_cas02",231,58,"1st Guardian Stone",1907,"#sch02_df01::OnGuardianStoneDied"; //22; + end; + +OnDisable: + killmonster "schg_cas02","#sch02_df01::OnGuardianStoneDied"; + setarray $agit_sc02[0],1; //Global Variable + stopnpctimer; + end; + +OnGuardianStoneDied: + // 1st Guardian Stone is Destroyed + setarray $agit_sc02[0],1; + if (($agit_sc02[0] == 1) || ($agit_sc02[0] == 2)) { + set .@destroyed,.@destroyed + 1; + } + if (($agit_sc02[1] == 1) || ($agit_sc02[1] == 2)) { + set .@destroyed,.@destroyed + 1; + } + if (.@destroyed == 2) { + mapannounce "schg_cas02","All of the Guardian Stones have been destroyed!",bc_map,"0x00ff00"; + donpcevent "#sch02_RL00::OnDisable"; + donpcevent "#sch02_gard01::Onreset"; + } + else { + mapannounce "schg_cas02","The 1st Guardian Stone has been destroyed!",bc_map,"0x00ff00"; + donpcevent "#sch02_gard01::Onreset"; + } + initnpctimer; + end; + +OnTimer300000: + donpcevent "1st Guardian Stone#sch02::OnEnable"; + setarray $agit_sc02[0],2; //Global Variable + stopnpctimer; + end; +} + +schg_cas02,231,57,0 script 1st Guardian Stone#sch02 844,{ + set .@GID, GetCastleData("schg_cas02",1); + if (getcharid(2) == .@GID) { + mes "^3355FFYou will need the"; + mes "following materials to"; + mes "rebuild a destroyed"; + mes "Guardian Stone.^000000"; + next; + mes "1 Oridecon"; + mes "1 Elunium"; + mes "30 Stones"; + mes "5 Blue Gemstones"; + mes "5 Yellow Gemstones"; + mes "5 Red Gemstones"; + next; + mes "^3355FFDo you want to continue?^000000"; + switch(select("No:Continue")) { + case 1: + mes "^3355FFWork canceled.^000000"; + close; + case 2: + if ((countitem(984) > 0) && (countitem(985) > 0) && (countitem(7049) > 29) && (countitem(717) > 4) && (countitem(715) > 4) && (countitem(716) > 4)) { + mes "^3355FFArrange Stones, Elunium, and"; + mes "Oridecon, in that order, in the"; + mes "center. Then you must arrange"; + mes "the enchanted Gemstones to"; + mes "rebuild the Guardian Stone.^000000"; + next; + switch(select("Elunium:Oridecon:Stone")) { + case 1: + mes "^3355FFElunium has been"; + mes "placed in the center.^000000"; + next; + break; + case 2: + mes "^3355FFOridecon has been"; + mes "placed in the center.^000000"; + next; + break; + case 3: + mes "^3355FFStones have been"; + mes "placed in the center.^000000"; + set .@nice,.@nice+10; + next; + break; + } + switch(select("Elunium:Oridecon:Stone")) { + case 1: + mes "^3355FFYou have lined the"; + mes "outside of the center"; + mes "with some Elunium.^000000"; + set .@nice,.@nice+10; + next; + break; + case 2: + mes "^3355FFYou have lined the"; + mes "outside of the center"; + mes "with some Oridecon.^000000"; + next; + break; + case 3: + mes "^3355FFYou have lined the"; + mes "outside of the center"; + mes "with some Stones.^000000"; + next; + break; + } + switch(select("Elunium:Oridecon:Stone")) { + case 1: + mes "^3355FFYou covered the"; + mes "rest of the materials"; + mes "with some Elunium.^000000"; + next; + break; + case 2: + mes "^3355FFYou covered the"; + mes "rest of the materials"; + mes "with some Oridecon.^000000"; + set .@nice,.@nice+10; + next; + break; + case 3: + mes "^3355FFYou covered the"; + mes "rest of the materials"; + mes "with some Stones.^000000"; + next; + break; + } + mes "^3355FFNow you need to arrange"; + mes "the enchanted Gemstones"; + mes "accordingly. You can identify"; + mes "their Magic properties by"; + mes "their casting effect.^000000"; + next; + while(1) { + if (.@roof0 > 7) { + break; + } + else { + switch(rand(1,3)) { + case 1: + specialeffect EF_BEGINSPELL2; + mes "^3355FFThe Gemstones must"; + mes "be arranged in the correct"; + mes "order according to their"; + mes "magic properties and power.^000000"; + next; + switch(select("Red Gemstone:Yellow Gemstone:Blue Gemstone")) { + case 1: + mes "^3355FFYou placed the Red Gemstone."; + mes "However, the Guardian Stone"; + mes "Repair System failed because"; + mes "of a magic power conflict.^000000"; + close; + case 2: + mes "^3355FFYou placed the Yellow Gemstone."; + mes "However, the Guardian Stone"; + mes "Repair System failed because"; + mes "of a magic power conflict.^000000"; + close; + case 3: + mes "^3355FFYou placed the Blue Gemstone.^000000"; + set .@nice,.@nice+10; + set .@roof0,.@roof0 + 1; + specialeffect EF_STEAL; + next; + break; + } + break; + case 2: + specialeffect EF_VOLCANO; + mes "^3355FFThe Gemstones must"; + mes "be arranged in the correct"; + mes "order according to their"; + mes "magic properties and power.^000000"; + next; + switch(select("Red Gemstone:Yellow Gemstone:Blue Gemstone")) { + case 1: + mes "^3355FFYou placed the Red Gemstone.^000000"; + set .@nice,.@nice+10; + set .@roof0,.@roof0 + 1; + specialeffect EF_STEAL; + next; + break; + case 2: + mes "^3355FFYou placed the Yellow Gemstone."; + mes "However, the Guardian Stone"; + mes "Repair System failed because"; + mes "of a magic power conflict.^000000"; + close; + case 3: + mes "^3355FFYou placed the Blue Gemstone."; + mes "However, the Guardian Stone"; + mes "Repair System failed because"; + mes "of a magic power conflict.^000000"; + close; + } + break; + case 3: + specialeffect EF_BEGINSPELL4; + mes "^3355FFThe Gemstones must"; + mes "be arranged in the correct"; + mes "order according to their"; + mes "magic properties and power.^000000"; + next; + switch(select("Red Gemstone:Yellow Gemstone:Blue Gemstone")) { + case 1: + mes "^3355FFYou placed the Red Gemstone."; + mes "However, the Guardian Stone"; + mes "Repair System failed because"; + mes "of a magic power conflict.^000000"; + close; + case 2: + mes "^3355FFYou placed the Yellow Gemstone.^000000"; + set .@nice,.@nice+10; + set .@roof0,.@roof0 + 1; + specialeffect EF_STEAL; + next; + break; + case 3: + mes "^3355FFYou placed the Blue Gemstone."; + mes "However, the Guardian Stone"; + mes "Repair System failed because"; + mes "of a magic power conflict.^000000"; + close; + } + } + } + } + if (.@nice > 90) { + if ($agit_sc02[0] == 0) { + mes "^3355FFThe Guardian Stone"; + mes "Repair System has"; + mes "already completed.^000000"; + close; + } + else { + if (agitcheck2() == 0) { + mes "^3355FFIt is impossible to"; + mes "rebuild the Guardian"; + mes "Stone because the"; + mes "Emperium is not present.^000000"; + close; + } + else { + mes "^3355FFThe Gemstones have been"; + mes "arranged, and the Guardian"; + mes "Stone is successfully repaired.^000000"; + delitem 984,1; //Oridecon + delitem 985,1; //Elunium + delitem 7049,30; //Stone + delitem 717,5; //Blue_Gemstone + delitem 715,5; //Yellow_Gemstone + delitem 716,5; //Red_Gemstone + close2; + donpcevent "#sch02_df01::OnEnable"; + specialeffect EF_ICECRASH; + disablenpc "1st Guardian Stone#sch02"; + setarray $agit_sc02[0],0; + set .@df_all,$agit_sc02[0]+$agit_sc02[1]; + if (.@df_all == 0) { + mapannounce "schg_cas02","The Guardian Stones have been erected, bolstering this stronghold's defenses!",bc_map,"0x00ff00"; + donpcevent "#sch02_RL00::OnEnable"; + } + else { + mapannounce "schg_cas02","The 1st Guardian Stone has been repaired successfully.",bc_map,"0x00ff00"; + } + if ($agit_sc02[5] == 1) { + donpcevent "#sch02_gard01::OnEnable"; + } + end; + } + } + } + else { + mes "^3355FFAfter all of that work..."; + mes "It looks like you failed"; + mes "to fix the Guardian Stone,"; + mes "and lost some materials.^000000"; + delitem 7049,10; //Stone + delitem 717,2; //Blue_Gemstone + delitem 715,2; //Yellow_Gemstone + delitem 716,2; //Red_Gemstone + close; + } + } + else { + mes "^3355FFYou don't have enough"; + mes "materials to repair"; + mes "the Guardian Stone.^000000"; + close; + } + } + } + end; + +OnInit: + disablenpc "1st Guardian Stone#sch02"; + end; + +OnEnable: + enablenpc "1st Guardian Stone#sch02"; + specialeffect EF_MAPPILLAR2; + end; + +OnDisable: + disablenpc "1st Guardian Stone#sch02"; + end; +} + +schg_cas02,1,4,0 script #sch02_df02 -1,{ +OnEnable: + guardian "schg_cas02",335,230,"2nd Guardian Stone",1908,"#sch02_df02::OnGuardianStoneDied"; //23; + end; + +OnDisable: + killmonster "schg_cas02","#sch02_df02::OnGuardianStoneDied"; + setarray $agit_sc02[1],1; //Global Variable + stopnpctimer; + end; + +OnGuardianStoneDied: + // 2nd Guardian Stone is Destroyed + setarray $agit_sc02[1],1; + if (($agit_sc02[0] == 1) || ($agit_sc02[0] == 2)) { + set .@destroyed,.@destroyed + 1; + } + if (($agit_sc02[1] == 1) || ($agit_sc02[1] == 2)) { + set .@destroyed,.@destroyed + 1; + } + if (.@destroyed == 2) { + mapannounce "schg_cas02","All of the Guardian Stones have been destroyed!",bc_map,"0x00ff00"; + donpcevent "#sch02_RL00::OnDisable"; + donpcevent "#sch02_gard02::Onreset"; + } + else { + mapannounce "schg_cas02","The 2nd Guardian Stone has been destroyed!",bc_map,"0x00ff00"; + donpcevent "#sch02_gard02::Onreset"; + } + initnpctimer; + end; + +OnTimer300000: + donpcevent "2nd Guardian Stone#sch02::OnEnable"; + setarray $agit_sc02[1],2; //Global Variable + stopnpctimer; + end; +} + +schg_cas02,335,231,0 script 2nd Guardian Stone#sch02 844,{ + set .@GID, GetCastleData("schg_cas02",1); + if (getcharid(2) == .@GID) { + mes "^3355FFYou will need the"; + mes "following materials to"; + mes "rebuild a destroyed"; + mes "Guardian Stone.^000000"; + next; + mes "1 Oridecon"; + mes "1 Elunium"; + mes "30 Stones"; + mes "5 Blue Gemstones"; + mes "5 Yellow Gemstones"; + mes "5 Red Gemstones"; + next; + mes "^3355FFDo you want to continue?^000000"; + switch(select("No:Continue")) { + case 1: + mes "^3355FFWork canceled.^000000"; + close; + case 2: + if ((countitem(984) > 0) && (countitem(985) > 0) && (countitem(7049) > 29) && (countitem(717) > 4) && (countitem(715) > 4) && (countitem(716) > 4)) { + mes "^3355FFArrange Stones, Elunium, and"; + mes "Oridecon, in that order, in the"; + mes "center. Then you must arrange"; + mes "the enchanted Gemstones to"; + mes "rebuild the Guardian Stone.^000000"; + next; + switch(select("Elunium:Oridecon:Stone")) { + case 1: + mes "^3355FFElunium has been"; + mes "placed in the center.^000000"; + next; + break; + case 2: + mes "^3355FFOridecon has been"; + mes "placed in the center.^000000"; + next; + break; + case 3: + mes "^3355FFStones have been"; + mes "placed in the center.^000000"; + set .@nice,.@nice+10; + next; + break; + } + switch(select("Elunium:Oridecon:Stone")) { + case 1: + mes "^3355FFYou have lined the"; + mes "outside of the center"; + mes "with some Elunium.^000000"; + set .@nice,.@nice+10; + next; + break; + case 2: + mes "^3355FFYou have lined the"; + mes "outside of the center"; + mes "with some Oridecon.^000000"; + next; + break; + case 3: + mes "^3355FFYou have lined the"; + mes "outside of the center"; + mes "with some Stones.^000000"; + next; + break; + } + switch(select("Elunium:Oridecon:Stone")) { + case 1: + mes "^3355FFYou covered the"; + mes "rest of the materials"; + mes "with some Elunium.^000000"; + next; + break; + case 2: + mes "^3355FFYou covered the"; + mes "rest of the materials"; + mes "with some Oridecon.^000000"; + set .@nice,.@nice+10; + next; + break; + case 3: + mes "^3355FFYou covered the"; + mes "rest of the materials"; + mes "with some Stones.^000000"; + next; + break; + } + mes "^3355FFNow you need to arrange"; + mes "the enchanted Gemstones"; + mes "accordingly. You can identify"; + mes "their Magic properties by"; + mes "their casting effect.^000000"; + next; + while(1) { + if (.@roof0 > 7) { + break; + } + else { + switch(rand(1,3)) { + case 1: + specialeffect EF_BEGINSPELL2; + mes "^3355FFThe Gemstones must"; + mes "be arranged in the correct"; + mes "order according to their"; + mes "magic properties and power.^000000"; + next; + switch(select("Red Gemstone:Yellow Gemstone:Blue Gemstone")) { + case 1: + mes "^3355FFYou placed the Red Gemstone."; + mes "However, the Guardian Stone"; + mes "Repair System failed because"; + mes "of a magic power conflict.^000000"; + close; + case 2: + mes "^3355FFYou placed the Yellow Gemstone."; + mes "However, the Guardian Stone"; + mes "Repair System failed because"; + mes "of a magic power conflict.^000000"; + close; + case 3: + mes "^3355FFYou placed the Blue Gemstone.^000000"; + set .@nice,.@nice+10; + set .@roof0,.@roof0 + 1; + specialeffect EF_STEAL; + next; + break; + } + break; + case 2: + specialeffect EF_VOLCANO; + mes "^3355FFThe Gemstones must"; + mes "be arranged in the correct"; + mes "order according to their"; + mes "magic properties and power.^000000"; + next; + switch(select("Red Gemstone:Yellow Gemstone:Blue Gemstone")) { + case 1: + mes "^3355FFYou placed the Red Gemstone.^000000"; + set .@nice,.@nice+10; + set .@roof0,.@roof0 + 1; + specialeffect EF_STEAL; + next; + break; + case 2: + mes "^3355FFYou placed the Yellow Gemstone."; + mes "However, the Guardian Stone"; + mes "Repair System failed because"; + mes "of a magic power conflict.^000000"; + close; + case 3: + mes "^3355FFYou placed the Blue Gemstone."; + mes "However, the Guardian Stone"; + mes "Repair System failed because"; + mes "of a magic power conflict.^000000"; + close; + } + break; + case 3: + specialeffect EF_BEGINSPELL4; + mes "^3355FFThe Gemstones must"; + mes "be arranged in the correct"; + mes "order according to their"; + mes "magic properties and power.^000000"; + next; + switch(select("Red Gemstone:Yellow Gemstone:Blue Gemstone")) { + case 1: + mes "^3355FFYou placed the Red Gemstone."; + mes "However, the Guardian Stone"; + mes "Repair System failed because"; + mes "of a magic power conflict.^000000"; + close; + case 2: + mes "^3355FFYou placed the Yellow Gemstone.^000000"; + set .@nice,.@nice+10; + set .@roof0,.@roof0 + 1; + specialeffect EF_STEAL; + next; + break; + case 3: + mes "^3355FFYou placed the Blue Gemstone."; + mes "However, the Guardian Stone"; + mes "Repair System failed because"; + mes "of a magic power conflict.^000000"; + close; + } + } + } + } + if (.@nice > 90) { + if ($agit_sc02[1] == 0) { + mes "^3355FFThe Guardian Stone"; + mes "Repair System has"; + mes "successfully completed.^000000"; + close; + } + else { + if (agitcheck2() == 0) { + mes "^3355FFIt is impossible to"; + mes "rebuild the Guardian"; + mes "Stone because the"; + mes "Emperium is not present.^000000"; + close; + } + else { + mes "^3355FFThe Gemstones have been"; + mes "arranged, and the Guardian"; + mes "Stone is successfully repaired.^000000"; + delitem 984,1; //Oridecon + delitem 985,1; //Elunium + delitem 7049,30; //Stone + delitem 717,5; //Blue_Gemstone + delitem 715,5; //Yellow_Gemstone + delitem 716,5; //Red_Gemstone + close2; + donpcevent "#sch02_df02::OnEnable"; + specialeffect EF_ICECRASH; + disablenpc "2nd Guardian Stone#sch02"; + setarray $agit_sc02[1],0; + set .@df_all,$agit_sc02[0]+$agit_sc02[1]; + if (.@df_all == 0) { + mapannounce "schg_cas02","Both Guardian Stones have been erected, bolstering this stronghold's defenses!",bc_map,"0x00ff00"; + donpcevent "#sch02_RL00::OnEnable"; + } + else { + mapannounce "schg_cas02","The 2nd Guardian Stone has been repaired successfully.",bc_map,"0x00ff00"; + } + if ($agit_sc02[5] == 1) { + donpcevent "#sch02_gard02::OnEnable"; + } + end; + } + } + } + else { + mes "^3355FFAfter all of that work..."; + mes "It looks like you failed"; + mes "to fix the Guardian Stone,"; + mes "and lost some materials.^000000"; + delitem 7049,10; //Stone + delitem 717,2; //Blue_Gemstone + delitem 715,2; //Yellow_Gemstone + delitem 716,2; //Red_Gemstone + close; + } + } + else { + mes "^3355FFYou don't have enough"; + mes "materials to repair"; + mes "the Guardian Stone.^000000"; + close; + } + } + } + end; + +OnInit: + disablenpc "2nd Guardian Stone#sch02"; + end; + +OnEnable: + enablenpc "2nd Guardian Stone#sch02"; + specialeffect EF_MAPPILLAR2; + end; + +OnDisable: + disablenpc "2nd Guardian Stone#sch02"; + end; +} + +schg_cas02,2,1,0 script #sch02_RL00 -1,{ +OnEnable: + setwall "schg_cas02",290,98,8,0,0,"sch02_RL00"; + guardian "schg_cas02",289,98," ",1905,"#sch02_RL00::OnBarrierDestroyed"; //24; + guardian "schg_cas02",289,100," ",1905,"#sch02_RL00::OnBarrierDestroyed"; //25; + guardian "schg_cas02",289,102," ",1905,"#sch02_RL00::OnBarrierDestroyed"; //26; + guardian "schg_cas02",289,104," ",1905,"#sch02_RL00::OnBarrierDestroyed"; //27; + end; + +OnDisable: + delwall "sch02_RL00"; + killmonster "schg_cas02","#sch02_RL00::OnBarrierDestroyed"; + end; + +OnBarrierDestroyed: + end; +} + +schg_cas02,2,2,0 script #sch02_RL01 -1,{ +OnEnable: + set .MyMobCount,6; + setwall "schg_cas02",279,98,8,0,1,"sch02_RL01"; + guardian "schg_cas02",280,98," ",1905,"#sch02_RL01::OnBarrierDestroyed"; //28; + guardian "schg_cas02",280,100," ",1905,"#sch02_RL01::OnBarrierDestroyed"; //29; + guardian "schg_cas02",280,102," ",1905,"#sch02_RL01::OnBarrierDestroyed"; //30; + guardian "schg_cas02",281,99," ",1905,"#sch02_RL01::OnBarrierDestroyed"; //31; + guardian "schg_cas02",281,101," ",1905,"#sch02_RL01::OnBarrierDestroyed"; //32; + guardian "schg_cas02",281,103," ",1905,"#sch02_RL01::OnBarrierDestroyed"; //33; + end; + +OnBarrierDestroyed: + set .MyMobCount,.MyMobCount-1; + if (.MyMobCount == 0) { + setarray $agit_sc02[2],1; + mapannounce "schg_cas02","The 1st Fortress Gate is destroyed.",bc_map,"0x00ff00"; + delwall "sch02_RL01"; + } + end; + +OnDisable: + delwall "sch02_RL01"; + killmonster "schg_cas02","#sch02_RL01::OnBarrierDestroyed"; + end; +} + +schg_cas02,2,3,0 script #sch02_RL02 -1,{ +OnEnable: + set .MyMobCount,6; + setwall "schg_cas02",230,213,6,0,1,"sch02_RL02"; + guardian "schg_cas02",231,214," ",1905,"#sch02_RL02::OnBarrierDestroyed"; //34; + guardian "schg_cas02",231,216," ",1905,"#sch02_RL02::OnBarrierDestroyed"; //35; + guardian "schg_cas02",231,218," ",1905,"#sch02_RL02::OnBarrierDestroyed"; //36; + guardian "schg_cas02",232,213," ",1905,"#sch02_RL02::OnBarrierDestroyed"; //37; + guardian "schg_cas02",232,215," ",1905,"#sch02_RL02::OnBarrierDestroyed"; //38; + guardian "schg_cas02",232,217," ",1905,"#sch02_RL02::OnBarrierDestroyed"; //39; + end; + +OnBarrierDestroyed: + set .MyMobCount,.MyMobCount-1; + if (.MyMobCount == 0) { + setarray $agit_sc02[3],1; + mapannounce "schg_cas02","The 2nd Fortress Gate is destroyed.",bc_map,"0x00ff00"; + delwall "sch02_RL02"; + } + end; + +OnDisable: + delwall "sch02_RL02"; + killmonster "schg_cas02","#sch02_RL02::OnBarrierDestroyed"; + end; +} + +schg_cas02,2,4,0 script #sch02_RL03 -1,{ +OnEnable: + set .MyMobCount,4; + setwall "schg_cas02",160,141,6,6,1,"sch02_RL03"; + guardian "schg_cas02",160,140," ",1905,"#sch02_RL03::OnBarrierDestroyed"; //40; + guardian "schg_cas02",162,140," ",1905,"#sch02_RL03::OnBarrierDestroyed"; //41; + guardian "schg_cas02",164,140," ",1905,"#sch02_RL03::OnBarrierDestroyed"; //42; + guardian "schg_cas02",166,140," ",1905,"#sch02_RL03::OnBarrierDestroyed"; //43; + end; + +OnBarrierDestroyed: + set .MyMobCount,.MyMobCount-1; + if (.MyMobCount == 0) { + setarray $agit_sc02[4],1; + mapannounce "schg_cas02","The 3rd Fortress Gate is destroyed!",bc_map,"0x00ff00"; + delwall "sch02_RL03"; + } + end; + +OnDisable: + delwall "sch02_RL03"; + killmonster "schg_cas02","#sch02_RL03::OnBarrierDestroyed"; + end; +} + +schg_cas02,288,97,0 script Control Device01#sch02 111,{ + set .@GID, GetCastleData("schg_cas02",1); + if (getcharid(2) == .@GID) { + if (strcharinfo(0) == getguildmaster(.@GID)) { + if ($agit_sc02[2] == 2) { + mes "^3355FFDemolished Fortress"; + mes "Gates can be repaired,"; + mes "but you will need to gather"; + mes "the following materials.^000000"; + next; + mes "^4D4DFF10 Steel^000000,"; + mes "^4D4DFF30 Trunks^000000,"; + mes "^4D4DFF5 Oridecon^000000, and"; + mes "^4D4DFF10 Emveretarcon^000000."; + next; + select("Continue"); + if ((countitem(1019) > 29) && (countitem(999) > 9) && (countitem(1011) > 9) && (countitem(984) > 4)) { + mes "^3355FFYou will need Trunks to"; + mes "repair the support frame,"; + mes "Oridecon to enhance the"; + mes "gate's endurance, and"; + mes "Emveretarcon to basically"; + mes "hold everything together.^000000"; + next; + set .@ro_of01,rand(10,15); + while(1) { + if (.@ro_of02 == .@ro_of01) { + break; + } + else { + switch(rand(1,4)) { + case 1: + mes "^3355FFThe support frame"; + mes "is badly damaged:"; + mes "fixing this part"; + mes "is a top priority.^000000"; + next; + switch(select("Trunk:Steel:Emveretarcon:Oridecon")) { + case 1: + mes "^3355FFThe frame has been"; + mes "reinforced with wood.^000000"; + set .@rp_temp,.@rp_temp + 1; + set .@ro_of02,.@ro_of02 + 1; + specialeffect2 EF_REPAIRWEAPON; + next; + break; + case 2: + mes "^3355FFYou tried using steel,"; + mes "but it's not working very"; + mes "well. You'll have to try"; + mes "something else.^000000"; + close; + case 3: + mes "^3355FFYou tried using emveretarcon,"; + mes "but it's not working very well.^FFFFFF ^3355FF You'll have to try something else."; + close; + case 4: + mes "^3355FFYou tried using oridecon,"; + mes "but it's not working very"; + mes "well. You'll have to try"; + mes "something else.^000000"; + close; + } + break; + case 2: + mes "^3355FFIt looks like the gate's"; + mes "overall endurance needs to"; + mes "be reinforced with something.^000000"; + next; + switch(select("Trunk:Steel:Emveretarcon:Oridecon")) { + case 1: + mes "^3355FFYou tried using wood"; + mes "to reinforce the gate.^000000"; + set .@ro_of02,.@ro_of02 + 1; + next; + break; + case 2: + mes "^3355FFYou tried using steel"; + mes "to reinforce the gate, but"; + mes "it's not working well at all."; + mes "You'll have to start over.^000000"; + close; + case 3: + mes "^3355FFYou tried using emveretarcon"; + mes "to reinforce the gate, but it's"; + mes "not working well at all."; + mes "You'll have to start over.^000000"; + close; + case 4: + mes "^3355FFYou hammered the"; + mes "oridecon: it looks"; + mes "like this will work.^000000"; + set .@rp_temp,.@rp_temp + 1; + set .@ro_of02,.@ro_of02 + 1; + specialeffect2 EF_REPAIRWEAPON; + next; + break; + } + break; + case 3: + mes "^3355FFThe damage to the gate"; + mes "has caused all these"; + mes "cracks. You'll have to"; + mes "weld them solid somehow.^000000"; + next; + switch(select("Trunk:Steel:Emveretarcon:Oridecon")) { + case 1: + mes "^3355FFYou tried using wood to fix"; + mes "this problem, but it seems"; + mes "to have made it worse."; + mes "You'll have to start all over.^000000"; + close; + case 2: + mes "^3355FFYou used steel to weld"; + mes "all the cracks: the gate is"; + mes "is starting to look more solid.^000000"; + set .@rp_temp,.@rp_temp + 1; + set .@ro_of02,.@ro_of02 + 1; + specialeffect2 EF_REPAIRWEAPON; + next; + break; + case 3: + mes "^3355FFYou tried using emveretarcon"; + mes "to reinforce the gate, but it's"; + mes "not working well at all."; + mes "You'll have to start over.^000000"; + close; + case 4: + mes "^3355FFYou tried using oridecon,"; + mes "but it's not working very"; + mes "well. You'll have to try"; + mes "something else.^000000"; + close; + } + break; + case 4: + mes "^3355FFNow you need to make"; + mes "sure that the gate is held"; + mes "together pretty solidly.^000000"; + next; + switch(select("Trunk:Steel:Emveretarcon:Oridecon")) { + case 1: + mes "^3355FFYou tried using wood to fix"; + mes "this problem, but it seems"; + mes "to have made it worse."; + mes "You'll have to start all over.^000000"; + close; + case 2: + mes "^3355FFYou tried using steel,"; + mes "but it's not working very"; + mes "well. You'll have to try"; + mes "something else.^000000"; + close; + case 3: + mes "^3355FFYou successfully used"; + mes "the emveretarcon to repair"; + mes "much of the gate's damage.^000000"; + set .@rp_temp,.@rp_temp + 1; + set .@ro_of02,.@ro_of02 + 1; + specialeffect2 EF_REPAIRWEAPON; + next; + break; + case 4: + mes "^3355FFYou tried using oridecon,"; + mes "but it's not working very"; + mes "well. You'll have to try"; + mes "something else.^000000"; + close; + } + } + } + } + mes "^3355FFWell, it looks like"; + mes "you're just about done"; + mes "with repairing the gate.^000000"; + next; + if (agitcheck2() == 0) { + mes "^3355FFUnfortunately, the Fortress"; + mes "Gate can't be reconstructed:"; + mes "the Emperium is no longer here.^000000"; + close; + } + else { + if (.@rp_temp == .@ro_of01) { + mes "^3355FFThe Fortress Gate has"; + mes "been successfully repaired!^000000"; + delitem 1019,30; //Wooden_Block + delitem 999,10; //Steel + delitem 1011,10; //Emveretarcon + delitem 984,5; //Oridecon + close2; + donpcevent "#sch02_RL01::OnEnable"; + disablenpc "Control Device01#sch02"; + mapannounce "schg_cas02","The 1st Fortress Gate has been reconstructed!",bc_map,"0x00ff00"; + setarray $agit_sc02[2],0; + end; + } + else { + mes "^3355FFThe wall has been breached,"; + mes "and the attempt to repair the"; + mes "Fortress Gate has failed."; + mes "You lost some of your"; + mes "repair resources...^000000"; + delitem 984,2; //Oridecon + delitem 999,4; //Steel + delitem 1019,14; //Wooden_Block + delitem 1011,3; //Emveretarcon + close; + } + } + } + else { + mes "^3355FFYou can't attempt to repair"; + mes "the Fortress Gate if you don't"; + mes "have all the needed materials.^000000"; + close; + } + } + } + } + end; + +OnInit: + disablenpc "Control Device01#sch02"; + end; + +OnEnable: + enablenpc "Control Device01#sch02"; + end; + +OnDisable: + disablenpc "Control Device01#sch02"; + end; +} + +schg_cas02,230,209,0 script Control Device02#sch02 111,{ + set .@GID, GetCastleData("schg_cas02",1); + if (getcharid(2) == .@GID) { + if (strcharinfo(0) == getguildmaster(.@GID)) { + if ($agit_sc02[3] == 2) { + mes "^3355FFDemolished Fortress"; + mes "Gates can be repaired,"; + mes "but you will need to gather"; + mes "the following materials.^000000"; + next; + mes "^4D4DFF10 Steel^000000,"; + mes "^4D4DFF30 Trunks^000000,"; + mes "^4D4DFF5 Oridecon^000000, and"; + mes "^4D4DFF10 Emveretarcon^000000."; + next; + select("Continue"); + if ((countitem(1019) > 29) && (countitem(999) > 9) && (countitem(1011) > 9) && (countitem(984) > 4)) { + mes "^3355FFYou will need Trunks to"; + mes "repair the support frame,"; + mes "Oridecon to enhance the"; + mes "gate's endurance, and"; + mes "Emveretarcon to basically"; + mes "hold everything together.^000000"; + next; + set .@ro_of01,rand(10,15); + while(1) { + if (.@ro_of02 == .@ro_of01) { + break; + } + else { + switch(rand(1,4)) { + case 1: + mes "^3355FFThe support frame"; + mes "is badly damaged:"; + mes "fixing this part"; + mes "is a top priority.^000000"; + next; + switch(select("Trunk:Steel:Emveretarcon:Oridecon")) { + case 1: + mes "^3355FFThe frame has been"; + mes "reinforced with wood.^000000"; + set .@rp_temp,.@rp_temp + 1; + set .@ro_of02,.@ro_of02 + 1; + specialeffect2 EF_REPAIRWEAPON; + next; + break; + case 2: + mes "^3355FFYou tried using steel,"; + mes "but it's not working very"; + mes "well. You'll have to try"; + mes "something else.^000000"; + close; + case 3: + mes "^3355FFYou tried using emveretarcon"; + mes "to reinforce the gate, but it's"; + mes "not working well at all."; + mes "You'll have to start over.^000000"; + close; + case 4: + mes "^3355FFYou tried using oridecon,"; + mes "but it's not working very"; + mes "well. You'll have to try"; + mes "something else.^000000"; + close; + } + break; + case 2: + mes "^3355FFIt looks like the gate's"; + mes "overall endurance needs to"; + mes "be reinforced with something.^000000"; + next; + switch(select("Trunk:Steel:Emveretarcon:Oridecon")) { + case 1: + mes "^3355FFYou tried using wood"; + mes "to reinforce the gate.^000000"; + set .@ro_of02,.@ro_of02 + 1; + next; + break; + case 2: + mes "^3355FFYou tried using steel"; + mes "to reinforce the gate, but"; + mes "it's not working well at all."; + mes "You'll have to start over.^000000"; + close; + case 3: + mes "^3355FFYou tried using emveretarcon"; + mes "to reinforce the gate, but it's"; + mes "not working well at all."; + mes "You'll have to start over.^000000"; + close; + case 4: + mes "^3355FFYou hammered the"; + mes "oridecon: it looks"; + mes "like this will work.^000000"; + set .@rp_temp,.@rp_temp + 1; + set .@ro_of02,.@ro_of02 + 1; + specialeffect2 EF_REPAIRWEAPON; + next; + break; + } + break; + case 3: + mes "^3355FFThe damage to the gate"; + mes "has caused all these"; + mes "cracks. You'll have to"; + mes "weld them solid somehow.^000000"; + next; + switch(select("Trunk:Steel:Emveretarcon:Oridecon")) { + case 1: + mes "^3355FFYou tried using wood to fix"; + mes "this problem, but it seems"; + mes "to have made it worse."; + mes "You'll have to start all over.^000000"; + close; + case 2: + mes "^3355FFYou used steel to weld"; + mes "all the cracks: the gate is"; + mes "is starting to look more solid.^000000"; + set .@rp_temp,.@rp_temp + 1; + set .@ro_of02,.@ro_of02 + 1; + specialeffect2 EF_REPAIRWEAPON; + next; + break; + case 3: + mes "^3355FFYou tried using emveretarcon"; + mes "to reinforce the gate, but it's"; + mes "not working well at all."; + mes "You'll have to start over.^000000"; + close; + case 4: + mes "^3355FFYou tried using oridecon,"; + mes "but it's not working very"; + mes "well. You'll have to try"; + mes "something else.^000000"; + close; + } + break; + case 4: + mes "^3355FFNow you need to make"; + mes "sure that the gate is held"; + mes "together pretty solidly.^000000"; + next; + switch(select("Trunk:Steel:Emveretarcon:Oridecon")) { + case 1: + mes "^3355FFYou tried using wood to fix"; + mes "this problem, but it seems"; + mes "to have made it worse."; + mes "You'll have to start all over.^000000"; + close; + case 2: + mes "^3355FFYou tried using steel,"; + mes "but it's not working very"; + mes "well. You'll have to try"; + mes "something else.^000000"; + close; + case 3: + mes "^3355FFYou successfully used"; + mes "the emveretarcon to repair"; + mes "much of the gate's damage.^000000"; + set .@rp_temp,.@rp_temp + 1; + set .@ro_of02,.@ro_of02 + 1; + specialeffect2 EF_REPAIRWEAPON; + next; + break; + case 4: + mes "^3355FFYou tried using oridecon,"; + mes "but it's not working very"; + mes "well. You'll have to try"; + mes "something else.^000000"; + close; + } + } + } + } + mes "^3355FFWell, it looks like"; + mes "you're just about done"; + mes "with repairing the gate.^000000"; + next; + if (agitcheck2() == 0) { + mes "^3355FFUnfortunately, the Fortress"; + mes "Gate can't be reconstructed:"; + mes "the Emperium is no longer here.^000000"; + close; + } + else { + if (.@rp_temp == .@ro_of01) { + mes "^3355FFThe Fortress Gate has"; + mes "been successfully repaired!^000000"; + delitem 1019,30; //Wooden_Block + delitem 999,10; //Steel + delitem 1011,10; //Emveretarcon + delitem 984,5; //Oridecon + close2; + donpcevent "#sch02_RL02::OnEnable"; + disablenpc "Control Device02#sch02"; + mapannounce "schg_cas02","The 2nd Fortress Gate has been reconstructed!",bc_map,"0x00ff00"; + setarray $agit_sc02[3],0; //Global Variable + setarray $agit_sc02[2],2; //Global Variable + donpcevent "Control Device01#sch02::OnEnable"; + end; + } + else { + mes "^3355FFThe wall has been breached,"; + mes "and the attempt to repair the"; + mes "Fortress Gate has failed."; + mes "You lost some of your"; + mes "repair resources...^000000"; + delitem 984,2; //Oridecon + delitem 999,4; //Steel + delitem 1019,14; //Wooden_Block + delitem 1011,3; //Emveretarcon + close; + } + } + } + else { + mes "^3355FFYou can't attempt to repair"; + mes "the Fortress Gate if you don't"; + mes "have all the needed materials.^000000"; + close; + } + } + } + } + end; + +OnInit: + disablenpc "Control Device02#sch02"; + end; + +OnEnable: + enablenpc "Control Device02#sch02"; + end; + +OnDisable: + disablenpc "Control Device02#sch02"; + end; +} + +schg_cas02,159,143,0 script Control Device03#sch02 111,{ + set .@GID, GetCastleData("schg_cas02",1); + if (getcharid(2) == .@GID) { + if (strcharinfo(0) == getguildmaster(.@GID)) { + if ($agit_sc02[4] == 2) { + mes "^3355FFDemolished Fortress"; + mes "Gates can be repaired,"; + mes "but you will need to gather"; + mes "the following materials.^000000"; + next; + mes "^4D4DFF10 Steel^000000,"; + mes "^4D4DFF30 Trunks^000000,"; + mes "^4D4DFF5 Oridecon^000000, and"; + mes "^4D4DFF10 Emveretarcon^000000."; + next; + select("Continue"); + if ((countitem(1019) > 29) && (countitem(999) > 9) && (countitem(1011) > 9) && (countitem(984) > 4)) { + mes "^3355FFYou will need Trunks to"; + mes "repair the support frame,"; + mes "Oridecon to enhance the"; + mes "gate's endurance, and"; + mes "Emveretarcon to basically"; + mes "hold everything together.^000000"; + next; + set .@ro_of01,rand(10,15); + while(1) { + if (.@ro_of02 == .@ro_of01) { + break; + } + else { + switch(rand(1,4)) { + case 1: + mes "^3355FFThe support frame"; + mes "is badly damaged:"; + mes "fixing this part"; + mes "is a top priority.^000000"; + next; + switch(select("Trunk:Steel:Emveretarcon:Oridecon")) { + case 1: + mes "^3355FFThe frame has been"; + mes "reinforced with wood.^000000"; + set .@rp_temp,.@rp_temp + 1; + set .@ro_of02,.@ro_of02 + 1; + specialeffect2 EF_REPAIRWEAPON; + next; + break; + case 2: + mes "^3355FFYou tried using steel,"; + mes "but it's not working very"; + mes "well. You'll have to try"; + mes "something else.^000000"; + close; + case 3: + mes "^3355FFYou tried using emveretarcon"; + mes "to reinforce the gate, but it's"; + mes "not working well at all."; + mes "You'll have to start over.^000000"; + close; + case 4: + mes "^3355FFYou tried using oridecon,"; + mes "but it's not working very"; + mes "well. You'll have to try"; + mes "something else.^000000"; + close; + } + break; + case 2: + mes "^3355FFIt looks like the gate's"; + mes "overall endurance needs to"; + mes "be reinforced with something.^000000"; + next; + switch(select("Trunk:Steel:Emveretarcon:Oridecon")) { + case 1: + mes "^3355FFYou tried using wood"; + mes "to reinforce the gate.^000000"; + set .@ro_of02,.@ro_of02 + 1; + next; + break; + case 2: + mes "^3355FFYou tried using steel"; + mes "to reinforce the gate, but"; + mes "it's not working well at all."; + mes "You'll have to start over.^000000"; + close; + case 3: + mes "^3355FFYou tried using emveretarcon"; + mes "to reinforce the gate, but it's"; + mes "not working well at all."; + mes "You'll have to start over.^000000"; + close; + case 4: + mes "^3355FFYou hammered the"; + mes "oridecon: it looks"; + mes "like this will work.^000000"; + set .@rp_temp,.@rp_temp + 1; + set .@ro_of02,.@ro_of02 + 1; + specialeffect2 EF_REPAIRWEAPON; + next; + break; + } + break; + case 3: + mes "^3355FFThe damage to the gate"; + mes "has caused all these"; + mes "cracks. You'll have to"; + mes "weld them solid somehow.^000000"; + next; + switch(select("Trunk:Steel:Emveretarcon:Oridecon")) { + case 1: + mes "^3355FFYou tried using wood to fix"; + mes "this problem, but it seems"; + mes "to have made it worse."; + mes "You'll have to start all over.^000000"; + close; + case 2: + mes "^3355FFYou used steel to weld"; + mes "all the cracks: the gate is"; + mes "is starting to look more solid.^000000"; + set .@rp_temp,.@rp_temp + 1; + set .@ro_of02,.@ro_of02 + 1; + specialeffect2 EF_REPAIRWEAPON; + next; + break; + case 3: + mes "^3355FFYou tried using emveretarcon"; + mes "to reinforce the gate, but it's"; + mes "not working well at all."; + mes "You'll have to start over.^000000"; + close; + case 4: + mes "^3355FFYou tried using oridecon,"; + mes "but it's not working very"; + mes "well. You'll have to try"; + mes "something else.^000000"; + close; + } + break; + case 4: + mes "^3355FFNow you need to make"; + mes "sure that the gate is held"; + mes "together pretty solidly.^000000"; + next; + switch(select("Trunk:Steel:Emveretarcon:Oridecon")) { + case 1: + mes "^3355FFYou tried using wood to fix"; + mes "this problem, but it seems"; + mes "to have made it worse."; + mes "You'll have to start all over.^000000"; + close; + case 2: + mes "^3355FFYou tried using steel,"; + mes "but it's not working very"; + mes "well. You'll have to try"; + mes "something else.^000000"; + close; + case 3: + mes "^3355FFYou successfully used"; + mes "the emveretarcon to repair"; + mes "much of the gate's damage.^000000"; + set .@rp_temp,.@rp_temp + 1; + set .@ro_of02,.@ro_of02 + 1; + specialeffect2 EF_REPAIRWEAPON; + next; + break; + case 4: + mes "^3355FFYou tried using oridecon,"; + mes "but it's not working very"; + mes "well. You'll have to try"; + mes "something else.^000000"; + close; + } + } + } + } + mes "^3355FFWell, it looks like"; + mes "you're just about done"; + mes "with repairing the gate.^000000"; + next; + if (agitcheck2() == 0) { + mes "^3355FFUnfortunately, the Fortress"; + mes "Gate can't be reconstructed:"; + mes "the Emperium is no longer here.^000000"; + close; + } + else { + if (.@rp_temp == .@ro_of01) { + mes "^3355FFThe Fortress Gate has"; + mes "been successfully repaired!^000000"; + delitem 1019,30; //Wooden_Block + delitem 999,10; //Steel + delitem 1011,10; //Emveretarcon + delitem 984,5; //Oridecon + close2; + donpcevent "#sch02_RL03::OnEnable"; + disablenpc "Control Device03#sch02"; + mapannounce "schg_cas02","The 3rd Fortress Gate has been reconstructed!!",bc_map,"0x00ff00"; + setarray $agit_sc02[4],0; + setarray $agit_sc02[3],2; + donpcevent "Control Device02#sch02::OnEnable"; + end; + } + else { + mes "^3355FFThe wall has been breached,"; + mes "and the attempt to repair the"; + mes "Fortress Gate has failed."; + mes "You lost some of your"; + mes "repair resources...^000000"; + delitem 984,2; //Oridecon + delitem 999,4; //Steel + delitem 1019,14; //Wooden_Block + delitem 1011,3; //Emveretarcon + close; + } + } + } + else { + mes "^3355FFYou can't attempt to repair"; + mes "the Fortress Gate if you don't"; + mes "have all the needed materials.^000000"; + close; + } + } + } + } + end; + +OnInit: + disablenpc "Control Device03#sch02"; + end; + +OnEnable: + enablenpc "Control Device03#sch02"; + end; + +OnDisable: + disablenpc "Control Device03#sch02"; + end; +} + +// Link Flags +schg_cas02,143,198,0 script LF-01#schg_cas02 111,{ + set .@GID, GetCastleData("schg_cas02",1); + if (getcharid(2) == .@GID) { + mes "^3355FFThis is the Stronghold"; + mes "Teleport Service. Please"; + mes "choose a destination"; + mes "within the stronghold.^000000"; + switch(select("First Gate House:Second Gate House:Cancel")) { + case 1: + warp "schg_cas02",235,44; + end; + case 2: + warp "schg_cas02",302,233; + end; + case 3: + close; + } + } + end; +} + +schg_cas02,143,202,0 script LF-02#schg_cas02 111,{ + set .@GID, GetCastleData("schg_cas02",1); + if (getcharid(2) == .@GID) { + mes "^3355FFThis is the Stronghold"; + mes "Teleport Service. Please"; + mes "choose a destination"; + mes "within the stronghold.^000000"; + switch(select("Defense area 1-1:Defense area 1-2:Cancel")) { + case 1: + warp "schg_cas02",317,83; + end; + case 2: + warp "schg_cas02",359,83; + end; + case 3: + close; + } + } + end; +} + +schg_cas02,143,206,0 script LF-03#schg_cas02 111,{ + set .@GID, GetCastleData("schg_cas02",1); + if (getcharid(2) == .@GID) { + mes "^3355FFThis is the Stronghold"; + mes "Teleport Service. Please"; + mes "choose a destination"; + mes "within the stronghold.^000000"; + switch(select("Defense area 2-1:Defense area 2-2:Cancel")) { + case 1: + warp "schg_cas02",283,79; + end; + case 2: + warp "schg_cas02",280,122; + end; + case 3: + close; + } + } + end; +} + +schg_cas02,145,208,0 script LF-04#schg_cas02 111,{ + set .@GID, GetCastleData("schg_cas02",1); + if (getcharid(2) == .@GID) { + mes "^3355FFThis is the Stronghold"; + mes "Teleport Service. Please"; + mes "choose a destination"; + mes "within the stronghold.^000000"; + switch(select("Defense area 3-1:Defense area 3-2:Cancel")) { + case 1: + warp "schg_cas02",215,110; + end; + case 2: + warp "schg_cas02",255,215; + end; + case 3: + close; + } + } + end; +} + +schg_cas02,180,208,0 script LF-05#schg_cas02 111,{ + set .@GID, GetCastleData("schg_cas02",1); + if (getcharid(2) == .@GID) { + mes "^3355FFThis is the Stronghold"; + mes "Teleport Service. Please"; + mes "choose a destination"; + mes "within the stronghold.^000000"; + switch(select("Center 1 Area:Center 2 Area:Cancel")) { + case 1: + warp "schg_cas02",338,153; + end; + case 2: + warp "schg_cas02",213,226; + end; + case 3: + close; + } + } + end; +} + +schg_cas02,182,206,0 script LF-06#schg_cas02 111,{ + set .@GID, GetCastleData("schg_cas02",1); + if (getcharid(2) == .@GID) { + mes "^3355FFThis is the Stronghold"; + mes "Teleport Service. Please"; + mes "choose a destination"; + mes "within the stronghold.^000000"; + switch(select("Defense area 1-1:Defense area 2-1:Defense area 3-1:Cancel")) { + case 1: + warp "schg_cas02",317,83; + end; + case 2: + warp "schg_cas02",283,79; + end; + case 3: + warp "schg_cas02",215,110; + end; + case 4: + close; + } + } + end; +} + +schg_cas02,182,202,0 script LF-07#schg_cas02 111,{ + set .@GID, GetCastleData("schg_cas02",1); + if (getcharid(2) == .@GID) { + mes "^3355FFThis is the Stronghold"; + mes "Teleport Service. Please"; + mes "choose a destination"; + mes "within the stronghold.^000000"; + switch(select("Area 1-2:Area 2-2:Area 3-2:Cancel")) { + case 1: + warp "schg_cas02",359,83; + end; + case 2: + warp "schg_cas02",280,122; + end; + case 3: + warp "schg_cas02",255,215; + end; + case 4: + close; + } + } + end; +} + +schg_cas02,182,198,0 script LF-08#schg_cas02 111,{ + set .@GID, GetCastleData("schg_cas02",1); + if (getcharid(2) == .@GID) { + mes "^3355FFThis is the Stronghold"; + mes "Teleport Service. Would"; + mes "you like to teleport to the"; + mes "Convenience Facility for"; + mes "guild members?^000000"; + switch(select("Go to Convenience Facility:Cancel")) { + case 1: + warp "schg_cas02",101,306; + end; + case 2: + close; + } + } + end; +} + +schg_cas02,235,222,0 script Andlangr#LF_sc02_1::LF_sc02_1 111,{ + set .@GID, GetCastleData("schg_cas02",1); + if (getcharid(2) == .@GID) { + mes "^3355FFThis is the Stronghold"; + mes "Teleport Service. Would"; + mes "you like to teleport to"; + mes "the Emperium Center?^000000"; + switch(select("Teleport:Cancel")) { + case 1: + warp "schg_cas02",136,188; + end; + case 2: + close; + } + } + end; +} + +schg_cas02,157,136,0 duplicate(LF_sc02_1) Andlangr#LF_sc02_2 111 +schg_cas02,168,136,4 duplicate(LF_sc02_1) Andlangr#LF_sc02_3 111 +schg_cas02,320,232,4 duplicate(LF_sc02_1) Andlangr#LF_sc02_4 111 +schg_cas02,295,109,0 duplicate(LF_sc02_1) Andlangr#LF_sc02_5 111 +schg_cas02,295,92,0 duplicate(LF_sc02_1) Andlangr#LF_sc02_6 111 +schg_cas02,285,90,4 duplicate(LF_sc02_1) Andlangr#LF_sc02_7 111 +schg_cas02,285,190,4 duplicate(LF_sc02_1) Andlangr#LF_sc02_8 111 +schg_cas02,238,66,0 duplicate(LF_sc02_1) Andlangr#LF_sc02_9 111 +schg_cas02,230,45,0 duplicate(LF_sc02_1) Andlangr#LF_sc02_10 111 +schg_cas02,233,120,0 duplicate(LF_sc02_1) Andlangr#LF_sc02_11 111 +schg_cas02,247,120,0 duplicate(LF_sc02_1) Andlangr#LF_sc02_12 111 +schg_cas02,261,162,0 duplicate(LF_sc02_1) Andlangr#LF_sc02_13 111 +schg_cas02,244,162,0 duplicate(LF_sc02_1) Andlangr#LF_sc02_14 111 +schg_cas02,235,207,0 duplicate(LF_sc02_1) Andlangr#LF_sc02_15 111 + +// Guild Manager +schg_cas02,105,378,3 script Steward#sch02 55,{ + set .@GID, GetCastleData("schg_cas02",1); + if (.@GID == 0) { + mes "[ Steward ]"; + mes "I await for the master"; + mes "whom destiny will choose"; + mes "for me. Do you think you"; + mes "have to courage and strength"; + mes "to conquer this stronghold?"; + close; + } + if (getcharid(2) != .@GID || strcharinfo(0) != getguildmaster(.@GID)) { + mes "[ Steward ]"; + mes "Hmpf. Your threats don't"; + mes "scare me! Guardians, drive"; + mes "this infidel away from here!"; + mes "I will always be loyal to the"; + mes "master of this stronghold,"; + mes "the one and only ^FF0000" + getguildmaster(.@GID) + "^000000."; + close; + } + mes "[ Steward ]"; + mes "Ah, Master ^FF0000" + getguildmaster(.@GID) + "^000000..."; + mes "How shall I serve you today?"; + mes "Was there an aspect of this"; + mes "stronghold's maintenance"; + mes "you wanted to discuss?"; + next; + switch(select("Stronghold Briefing:Invest in Commercial Growth:Invest in Defense growth:Hire/Fire Storage Staff:Go to Master's room")) { + case 1: + mes "[ Steward ]"; + mes "The Commercial Growth"; + mes "Level of the stronghold is ^0000ff" + GetCastleData("schg_cas02",2) + "."; + if (GetCastleData("schg_cas02",4) > 0) { + mes "Last time, you invested in"; + mes "Commercial Growth " + GetCastleData("schg_cas02",4) + "."; + } + next; + mes "[ Steward ]"; + mes "Our stronghold's"; + mes "safeguard level is " + GetCastleData("schg_cas02",3) + "."; + if (GetCastleData("schg_cas02",5) > 0) { + mes "Last time, you invested"; + mes "in defense " + GetCastleData("schg_cas02",5) + " times."; + } + mes " "; + mes "That is all, master."; + close; + case 2: + set .@Economy,GetCastleData("schg_cas02",2); + if (.@Economy < 6) { set .@eco_invest,5000; } + else if ((.@Economy >= 6) && (.@Economy <= 10)) { set .@eco_invest,10000; } + else if ((.@Economy >= 11) && (.@Economy <= 15)) { set .@eco_invest,20000; } + else if ((.@Economy >= 16) && (.@Economy <= 20)) { set .@eco_invest,35000; } + else if ((.@Economy >= 21) && (.@Economy <= 25)) { set .@eco_invest,55000; } + else if ((.@Economy >= 26) && (.@Economy <= 30)) { set .@eco_invest,80000; } + else if ((.@Economy >= 31) && (.@Economy <= 35)) { set .@eco_invest,110000; } + else if ((.@Economy >= 36) && (.@Economy <= 40)) { set .@eco_invest,145000; } + else if ((.@Economy >= 41) && (.@Economy <= 45)) { set .@eco_invest,185000; } + else if ((.@Economy >= 46) && (.@Economy <= 50)) { set .@eco_invest,230000; } + else if ((.@Economy >= 51) && (.@Economy <= 55)) { set .@eco_invest,280000; } + else if ((.@Economy >= 56) && (.@Economy <= 60)) { set .@eco_invest,335000; } + else if ((.@Economy >= 61) && (.@Economy <= 65)) { set .@eco_invest,395000; } + else if ((.@Economy >= 66) && (.@Economy <= 70)) { set .@eco_invest,460000; } + else if ((.@Economy >= 71) && (.@Economy <= 75)) { set .@eco_invest,530000; } + else if ((.@Economy >= 76) && (.@Economy <= 80)) { set .@eco_invest,605000; } + else if ((.@Economy >= 81) && (.@Economy <= 85)) { set .@eco_invest,685000; } + else if ((.@Economy >= 86) && (.@Economy <= 90)) { set .@eco_invest,770000; } + else if ((.@Economy >= 91) && (.@Economy <= 95)) { set .@eco_invest,860000; } + else if ((.@Economy >= 96) && (.@Economy <= 100)) { set .@eco_invest,955000; } + //Quadruple the cost of investing if you've already invested once. + if (GetCastleData("schg_cas02",4)) { + set .@eco_invest,.@eco_invest*4; + } + mes "[ Steward ]"; + mes "Raising the stronghold's"; + mes "commercial growth will"; + mes "increase the quantity of"; + mes "goods produced for the guild."; + mes "Investing in commercial growth"; + mes "will help the guild's future."; + next; + mes "[ Steward ]"; + mes "You can make one investment"; + mes "each day, but if you can make"; + mes "two investments if you pay"; + mes "more zeny: this will speed"; + mes "up commercial development,"; + mes "but can be quite expensive."; + next; + if (.@Economy == 100) { + mes "[ Steward ]"; + mes "However, our stronghold's"; + mes "commerical growth level is"; + mes "at 100%. It's not possible to"; + mes "develop commercial growth"; + mes "any further than that."; + close; + } + if (GetCastleData("schg_cas02",4) >= 2) { + mes "[ Steward ]"; + mes "You've already made two"; + mes "investments today, so you'll"; + mes "have to wait until tomorrow"; + mes "to make another investment."; + close; + } + if (GetCastleData("schg_cas02",4) == 0) { + mes "[ Steward ]"; + mes "You must pay ^FF0000" + .@eco_invest + "^000000 zeny"; + mes "to make an investment"; + mes "Will you invest in this"; + mes "stronghold's commerical"; + mes "development now?"; + } + else { + mes "[ Steward ]"; + mes "You must pay ^FF0000" + .@eco_invest + "^000000"; + mes "more zeny to make a second"; + mes "investment today. Will you"; + mes "invest one more time?"; + } + next; + switch(select("Invest in Commercial Growth:Cancel")) { + case 1: + if (GetCastleData("schg_cas02",4) >= 2) { + mes "[ Steward ]"; + mes "You've already made two"; + mes "investments today, so you'll"; + mes "have to wait until tomorrow"; + mes "to make another investment."; + close; + } + if (Zeny < .@eco_invest) { + mes "[ Steward ]"; + mes "I'm sorry, Master, but"; + mes "you do not have enough"; + mes "zeny to make an investment"; + mes "for the guild today."; + close; + } + set zeny,zeny-.@eco_invest; + SetCastleData "schg_cas02",4,GetCastleData("schg_cas02",4)+1; + mes "[ Steward ]"; + mes "A wise use of the guild's"; + mes "funds, Master. We can expect"; + mes "to see the results of this"; + mes "investment by tomorrow."; + close; + case 2: + mes "[ Steward ]"; + mes "As you command, Master."; + close; + } + case 3: + set .@Defence,GetCastleData("schg_cas02",3); + if (.@Defence < 6) { set .@def_invest,10000; } + else if ((.@Defence >= 6) && (.@Defence <= 10)) { set .@def_invest,20000; } + else if ((.@Defence >= 11) && (.@Defence <= 15)) { set .@def_invest,40000; } + else if ((.@Defence >= 16) && (.@Defence <= 20)) { set .@def_invest,70000; } + else if ((.@Defence >= 21) && (.@Defence <= 25)) { set .@def_invest,110000; } + else if ((.@Defence >= 26) && (.@Defence <= 30)) { set .@def_invest,160000; } + else if ((.@Defence >= 31) && (.@Defence <= 35)) { set .@def_invest,220000; } + else if ((.@Defence >= 36) && (.@Defence <= 40)) { set .@def_invest,290000; } + else if ((.@Defence >= 41) && (.@Defence <= 45)) { set .@def_invest,370000; } + else if ((.@Defence >= 46) && (.@Defence <= 50)) { set .@def_invest,460000; } + else if ((.@Defence >= 51) && (.@Defence <= 55)) { set .@def_invest,560000; } + else if ((.@Defence >= 56) && (.@Defence <= 60)) { set .@def_invest,670000; } + else if ((.@Defence >= 61) && (.@Defence <= 65)) { set .@def_invest,790000; } + else if ((.@Defence >= 66) && (.@Defence <= 70)) { set .@def_invest,920000; } + else if ((.@Defence >= 71) && (.@Defence <= 75)) { set .@def_invest,1060000; } + else if ((.@Defence >= 76) && (.@Defence <= 80)) { set .@def_invest,1210000; } + else if ((.@Defence >= 81) && (.@Defence <= 85)) { set .@def_invest,1370000; } + else if ((.@Defence >= 86) && (.@Defence <= 90)) { set .@def_invest,1540000; } + else if ((.@Defence >= 91) && (.@Defence <= 95)) { set .@def_invest,1720000; } + else if ((.@Defence >= 96) && (.@Defence <= 100)) { set .@def_invest,1910000; } + //Quadruple the cost of investing if you've already invested once. + if (GetCastleData("schg_cas02",5)) { + set .@def_invest,.@def_invest*4; + } + mes "[ Steward ]"; + mes "Investing in our stronghold's"; + mes "defense will enhance the"; + mes "durability of our Guardians"; + mes "and the Emperium. We'll need"; + mes "every advantage to protect"; + mes "ourselves from our enemies."; + next; + mes "[ Steward ]"; + mes "You can invest in defense"; + mes "once per day, but if you pay"; + mes "more zeny, you can invest"; + mes "a maximum of two times daily."; + next; + mes "[ Steward ]"; + if (GetCastleData("schg_cas02",3) == 100) { + mes "The Defense Level of this"; + mes "stronghold is 100%, and"; + mes "cannot be increased further."; + close; + } + if (GetCastleData("schg_cas02",5) >= 2) { + mes "Master, you've already"; + mes "invested in Defense twice"; + mes "today. You'll need to wait"; + mes "until tomorrow if you really"; + mes "want to increase our defenses."; + close; + } + if (GetCastleData("schg_cas02",5) == 0) { + mes "We need ^FF0000" + .@def_invest + "^000000"; + mes "zeny to invest in our"; + mes "stronghold's defenses."; + mes "Will you invest now?"; + } + else { + mes "We need ^FF0000" + .@def_invest + "^000000"; + mes "zeny to invest in our"; + mes "stronghold's defenses"; + mes "a second time today."; + mes "Will you invest now?"; + } + next; + switch(select("Invest in Defense:Cancel")) { + case 1: + if (GetCastleData("schg_cas02",5) >= 2) { + mes "[ Steward ]"; + mes "Master, you've already"; + mes "invested in Defense twice"; + mes "today. You'll need to wait"; + mes "until tomorrow if you really"; + mes "want to increase our defenses."; + close; + } + if (Zeny < .@def_invest) { + mes "[ Steward ]"; + mes "I'm sorry, Master, but"; + mes "you do not have enough"; + mes "zeny to make an investment"; + mes "for the guild today."; + close; + } + set zeny,zeny-.@def_invest; + SetCastleData "schg_cas02",5,GetCastleData("schg_cas02",5)+1; + mes "[ Steward ]"; + mes "A wise use of the guild's"; + mes "funds, Master. Increasing"; + mes "the frequency of treasure"; + mes "procured by the guild will"; + mes "definitely help us all."; + close; + case 2: + mes "[ Steward ]"; + mes "As you command, Master."; + close; + } + case 4: + if (GetCastleData("schg_cas02",9) == 1) { + mes "[ Steward ]"; + mes "Do you wish to dismiss"; + mes "the Kafra Employee that"; + mes "we've hired for the guild?"; + next; + switch(select("Dismiss:Cancel")) { + case 1: + cutin "kafra_01",2; + mes "[ Hired Kafra Employee ]"; + mes "Master, please reconsider!"; + mes "I've been working very hard"; + mes "for the success of the guild!"; + mes "I'll try harder to serve the"; + mes "guild members of this"; + mes "stronghold, I promise!"; + next; + switch(select("Dismiss:Cancel")) { + case 1: + mes "[ Hired Kafra Employee ]"; + mes "Why?! What have I done"; + mes "to deserve this? Waaah~!"; + next; + cutin "kafra_01",255; + break; + case 2: + mes "[ Hired Kafra Employee ]"; + mes "Thank you, Master!"; + mes "I'll obey your every"; + mes "command as best I can!"; + mes "You won't regret this!"; + close; + } + break; + case 2: + mes "[ Steward ]"; + mes "She works very hard,"; + mes "in my opinion. It was in"; + mes "all of our best interests to"; + mes "allow her to stay with us."; + close; + } + disablenpc "Kafra Employee#sch02"; + SetCastleData "schg_cas02",9,0; + mes "[ Steward ]"; + mes "That Kafra Employee"; + mes "has been dismissed."; + mes "Were really dissatisfied"; + mes "by the quality of her service?"; + close; + } + else { + mes "[ Steward ]"; + mes "Will you hire a"; + mes "Kafra Employee to serve"; + mes "our stronghold? You must"; + mes "pay ^FF000010,000 zeny^000000 to hire one."; + next; + switch(select("Hire:Cancel")) { + case 1: + if (getgdskilllv(.@GID,10001) == 0) { + mes "[ Steward ]"; + mes "Master, we cannot hire a"; + mes "Kafra Employee because"; + mes "you have not yet attained"; + mes "the ^FF0000Contract with Kafra^000000"; + mes "guild skill."; + close; + } + if (Zeny < 10000) { + mes "[ Steward ]"; + mes "Master, we cannot hire a"; + mes "Kafra Employee because"; + mes "we do not have enough"; + mes "funds to pay the contract fee."; + close; + } + set zeny,zeny-10000; + enablenpc "Kafra Employee#sch02"; + SetCastleData "schg_cas02",9,1; + mes "[ Steward ]"; + mes "Very well. We have formed"; + mes "a contract with the Kafra"; + mes "Head Office, and hired a"; + mes "Kafra Employee for our"; + mes "stronghold. Here she is~"; + next; + cutin "kafra_01",2; + mes "[ Hired Kafra Employee ]"; + mes "How do you do? I've"; + mes "been dispatched by the"; + mes "Kafra Head Office to"; + mes "serve your guild's needs."; + mes "I'll do my best to follow"; + mes "your every command, Master."; + next; + cutin "kafra_01",255; + mes "[ Steward ]"; + mes "Our contract will expire"; + mes "after one month, so we must"; + mes "pay additional fees to keep"; + mes "this Kafra Employee in"; + mes "the service of our guild."; + close; + case 2: + mes "[ Steward ]"; + mes "As you command, Master."; + mes "However, I suggest hiring"; + mes "a Kafra Employee as soon"; + mes "as possible since our guild"; + mes "would greatly benefit from"; + mes "the convenient Kafra services."; + close; + } + } + case 5: + mes "[ Steward ]"; + mes "Do you wish to enter the"; + mes "Guild Treasure Room?"; + mes "Only you, the Guild Master,"; + mes "are permitted to enter."; + next; + mes "[ Steward ]"; + mes "Please remember to open"; + mes "the Treasure Boxes at the"; + mes "proper time. Otherwise, the"; + mes "treasure may disappear if"; + mes "something unexpected happens."; + next; + switch(select("Go to Treasure Room:Cancel")) { + case 1: + mes "[ Steward ]"; + mes "Allow me to guide you"; + mes "on the secret path to"; + mes "the Treasure Room."; + mes "Press the secret switch"; + mes "when you wish to return here."; + close2; + warp "schg_cas02",249,373; + end; + case 2: + mes "[ Steward ]"; + mes "Items in the Treasure Room"; + mes "are produced once each day."; + mes "Therefore, you must obtain"; + mes "the treasure items everyday."; + mes "For the sake of the guild,"; + mes "prioritize treasure harvesting!"; + close; + } + } + +Onstop: + stopnpctimer; + end; + +OnStartArena: + set .@GID,getcharid(2); + // Lower castle Economy + set .@Economy,GetCastleData("schg_cas02",2) - 5; + if (.@Economy < 0) set .@Economy, 0; + SetCastleData "schg_cas02", 2, .@Economy; + // Lower Castle Defence + set .@Defence,GetCastleData("schg_cas02",3) - 5; + if (.@Defence < 0) set .@Defence, 0; + SetCastleData "schg_cas02", 3, .@Defence; + // Set new owner + SetCastleData "schg_cas02",1, .@GID; + // Clear castle's data. + for( set .@i, 4; .@i <= 9; set .@i, .@i+1 ) + SetCastleData "schg_cas02", .@i, 0; + // Disable Kafra + disablenpc "Kafra Employee#sch02"; + + set .msg,2; + if (.msg == 1) { + announce "Fortress [" + GetCastleName("schg_cas02") + "]'s 'Nithafjoll' was captured by [" + getguildname(.@gid) + "] Guild.",bc_all|bc_woe; + donpcevent "Manager#sch02_02::Onstart"; + } + else if (.msg == 2) { + announce "The [" + getguildname(.@gid) + "] conquered the [Nithafjoll 2] stronghold of "+GetCastleName("schg_cas02"),bc_all|bc_woe; + mapannounce "schg_cas02","The emperium has been shattered!",bc_map,"0x00FF00",FW_NORMAL,20,0,40; + if (agitcheck2()) { + donpcevent "Manager#sch02_02::Onreset"; + initnpctimer; + } + else { + donpcevent "Manager#sch02_02::Onreset"; + stopnpctimer; + } + } + else if (.msg == 0) { + announce "Fortress [" + GetCastleName("schg_cas02") + "]'s 'Nithafjoll' was captured by [" + getguildname(.@gid) + "] Guild.",bc_all|bc_woe; + donpcevent "Manager#sch02_02::Onreset"; + stopnpctimer; + end; + } + MapRespawnGuildID "schg_cas02",GetCastleData("schg_cas02",1),2; + donpcevent "::OnRecvCastlesc02"; + end; + +OnTimer10000: + donpcevent "Manager#sch02_02::Onchange"; + mapannounce "schg_cas02","Rebuild this stronghold's Guardian Stones and Fortress Gates to secure your guild's new aquisition!",bc_map,"0x00FF00",FW_NORMAL,20,0,40; + end; +} + +// Guild Kafra +schg_cas02,131,365,3 script Kafra Employee#sch02 117,{ + cutin "kafra_01",2; + set .@GID, GetCastleData("schg_cas02",1); + if (getcharid(2) == .@GID && getgdskilllv(.@GID,10001)) { + mes "[Kafra Employee]"; + mes "Welcome, proud member"; + mes "of the ^FF0000" + GetGuildName(.@GID) + "^000000 Guild!"; + mes "The Kafra Corporation is ready"; + mes "to assist you wherever you go!"; + next; + switch(select("Use Storage:Use Warp Service:Rent Pushcart:Cancel")) { + case 1: + if (basicskillcheck() && getskilllv("NV_BASIC") < 6) { + mes "[Kafra Employee]"; + mes "I'm so sorry, but you must"; + mes "have at least Novice Skill"; + mes "Lv.6 to use the Storage."; + } + else { + openstorage; + } + break; + case 2: + mes "[Kafra Employee]"; + mes "Please tell me your"; + mes "Warp destination."; + next; + switch(select("Juno -> 200 z:Cancel")) { + case 1: + if (Zeny < 200) { + mes "[Kafra Employee]"; + mes "I'm sorry, but you don't"; + mes "have enough zeny to pay"; + mes "the warp fee. Would you"; + mes "please check your funds again?"; + close2; + cutin "kafra_01",255; + end; + } + set zeny,zeny-200; + warp "yuno",158,125; + end; + case 2: + cutin "kafra_01",255; + } + break; + case 3: + if (BaseClass != Job_Merchant) { + mes "[Kafra Employee]"; + mes "I'm sorry, but the Pushcart"; + mes "rental service can only be"; + mes "used by Merchant, Blacksmith,"; + mes "and Alchemist class characters."; + } + else if (checkcart() == 1) { + mes "[Kafra Employee]"; + mes "Hm? You've already"; + mes "rented a Pushcart."; + } + else { + mes "[Kafra Employee]"; + mes "The Pushcart rental fee"; + mes "is 800 zeny. Would you"; + mes "like to rent a Pushcart?"; + next; + switch(select("Rent Pushcart:Cancel")) { + case 1: + if (Zeny < 800) { + mes "[Kafra Employee]"; + mes "I'm sorry, but you don't"; + mes "have enough zeny to rent"; + mes "one of our Pushcarts."; + close2; + cutin "kafra_01",255; + end; + } + set zeny,zeny-800; + setcart; + break; + case 2: + break; + } + } + break; + case 4: + mes "[Kafra Employee]"; + mes "Thank you for using the"; + mes "Kafra Service. Wherever"; + mes "you go, Kafra will be"; + mes "there to support you!"; + close2; + cutin "kafra_01",255; + end; + } + close2; + cutin "kafra_01",255; + end; + } + else { + mes "[Kafra Employee]"; + mes "I'm sorry, but I've been"; + mes "exclusively contracted"; + mes "to the members of the"; + mes "^FF0000" + GetGuildName(.@GID) + "^000000 Guild."; + mes "You'll have to ask another"; + mes "Kafra Employee to help you..."; + close2; + cutin "kafra_01",255; + end; + } + +OnRecvCastlesc02: + if (GetCastleData("schg_cas02",1) == 0) { + monster "schg_cas02",0,0,"Evil Druid",1117,10; + monster "schg_cas02",0,0,"Khalitzburg",1132,4; + monster "schg_cas02",0,0,"Abysmal Knight",1219,3; + monster "schg_cas02",0,0,"Executioner",1205,1; + monster "schg_cas02",0,0,"Penomena",1216,10; + monster "schg_cas02",0,0,"Alarm",1193,18; + monster "schg_cas02",0,0,"Clock",1269,9; + monster "schg_cas02",0,0,"Raydric Archer",1276,12; + monster "schg_cas02",0,0,"Wanderer",1208,3; + monster "schg_cas02",0,0,"Alice",1275,1; + monster "schg_cas02",0,0,"Bloody Knight",1268,2; + monster "schg_cas02",0,0,"Dark Lord",1272,2; + monster "schg_cas02",0,0,"Tower Keeper",1270,4; + } + if (GetCastleData("schg_cas02",9) < 1) { + disablenpc "Kafra Employee#sch02"; + } + end; +} + +schg_cas02,257,369,0 script #sc02_switch 111,{ + mes " "; + mes "^3355FFWill you pull"; + mes "this small lever?^000000"; + next; + switch(select("Pull Lever:Cancel")) { + case 1: + warp "schg_cas02",339,79; + end; + case 2: + close; + } +} + +sch_gld,296,247,4 script Andlangr#flag_sc02_1::Sc02_Flag 722,{ + set .@GID, GetCastleData("schg_cas02",1); + if (.@GID == 0) { + mes "[ Schwaltzvalt Royal Edict ]"; + mes "The Holy Kingdom of"; + mes "Schwaltzvalt declares that"; + mes "one has yet to claim lordship"; + mes "over this stronghold. The one"; + mes "that breaks the Emperium will"; + mes "be recognized as its new owner."; + close; + } + else { + if (getcharid(2) == .@GID) { + mes "[ Ringing Voice ]"; + mes "Courageous one,"; + mes "do you wish to return"; + mes "to your stronghold?"; + next; + switch(select("Return to the Stronghold:Cancel")) { + case 1: + set .@GID, GetCastleData("schg_cas02",1); + if (getcharid(2) == .@GID) { + warp "schg_cas02",136,188; + end; + } + close; + case 2: + close; + } + } + mes "[ Schwaltzvalt Royal Edict ]"; + mes "The Holy Kingdom of"; + mes "Schwaltzvalt decrees that"; + mes "this stronghold is owned"; + mes "by the ^FF0000" + GetGuildName(.@GID) + "^000000 Guild."; + next; + mes "[ Schwaltzvalt Royal Edict ]"; + mes "^FF0000" + GetGuildMaster(.@GID) + "^000000 is"; + mes "Guild Master of ^FF0000" + GetGuildName(.@GID) + "^000000."; + mes "Any that object must claim this"; + mes "stronghold through strength of"; + mes "steel and magic during the"; + mes "appointed Guild Siege times."; + close; + } + +OnInterIfInitOnce: +OnRecvCastlesc02: + FlagEmblem GetCastleData("schg_cas02",1); + end; +} + +sch_gld,280,247,4 duplicate(Sc02_Flag) Andlangr#flag_sc02_2 722 -- cgit v1.2.3-70-g09d2