//================= Hercules Script =======================================
//= _ _ _
//= | | | | | |
//= | |_| | ___ _ __ ___ _ _| | ___ ___
//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
//= | | | | __/ | | (__| |_| | | __/\__ \
//= \_| |_/\___|_| \___|\__,_|_|\___||___/
//================= License ===============================================
//= This file is part of Hercules.
//= http://herc.ws - http://github.com/HerculesWS/Hercules
//=
//= Copyright (C) 2012-2015 Hercules Dev Team
//= Copyright (C) Cookie
//= Copyright (C) Euphy
//= Copyright (C) Brian
//= Copyright (C) Zephyrus
//= Copyright (C) L0ne_W0lf
//=
//= Hercules is free software: you can redistribute it and/or modify
//= it under the terms of the GNU General Public License as published by
//= the Free Software Foundation, either version 3 of the License, or
//= (at your option) any later version.
//=
//= This program is distributed in the hope that it will be useful,
//= but WITHOUT ANY WARRANTY; without even the implied warranty of
//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
//= GNU General Public License for more details.
//=
//= You should have received a copy of the GNU General Public License
//= along with this program. If not, see .
//=========================================================================
//= War of Emperium SE - Template File
//================= Description ===========================================
//= Like agit_main, this file is required for SE castles to function.
//================= Current Version =======================================
//= 1.4a
//=========================================================================
//== Core, triggers all other events =======================
- script Manager#template FAKE_NPC,{
OnAgitInit2:
OnRecvCastle2:
if (strnpcinfo(NPC_NAME_HIDDEN) == "template") end;
if (!getcastledata(strnpcinfo(NPC_NAME_HIDDEN),1)) {
donpcevent strnpcinfo(NPC_NAME)+"::OnStart";
// Monster spawns are identical for all castles.
monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Evil Druid",1117,10;
monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Khalitzburg",1132,4;
monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Abysmal Knight",1219,3;
monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Executioner",1205,1;
monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Penomena",1216,10;
monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Alarm",1193,18;
monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Clock",1269,9;
monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Raydric Archer",1276,12;
monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Wanderer",1208,3;
monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Alice",1275,1;
monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Bloody Knight",1268,2;
monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Dark Lord",1272,2;
monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Tower Keeper",1270,4;
}
if (getcastledata(strnpcinfo(NPC_NAME_HIDDEN),9) < 1)
disablenpc "Kafra Employee#"+substr(strnpcinfo(NPC_NAME_HIDDEN),0,1)+substr(strnpcinfo(NPC_NAME_HIDDEN),8,9);
end;
OnAgitStart2:
if (strnpcinfo(NPC_NAME_HIDDEN) == "template") end;
if (agitcheck2()) {
maprespawnguildid strnpcinfo(NPC_NAME_HIDDEN),getcastledata(strnpcinfo(NPC_NAME_HIDDEN),1),2;
gvgon strnpcinfo(NPC_NAME_HIDDEN);
donpcevent strnpcinfo(NPC_NAME)+"::OnStart";
}
else for(.@i = 0; .@i<4; ++.@i)
donpcevent "RL"+.@i+"#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnDisable";
end;
OnAgitEnd2:
if (strnpcinfo(NPC_NAME_HIDDEN) == "template") end;
gvgoff strnpcinfo(NPC_NAME_HIDDEN);
if (getcastledata(strnpcinfo(NPC_NAME_HIDDEN),1)) {
.@str$ = substr(strnpcinfo(NPC_NAME_HIDDEN),0,1)+substr(strnpcinfo(NPC_NAME_HIDDEN),8,9);
killmonster strnpcinfo(NPC_NAME_HIDDEN),"Steward#"+.@str$+"::OnStartArena";
donpcevent strnpcinfo(NPC_NAME)+"::OnReset";
donpcevent "Steward#"+.@str$+"::OnStop";
}
end;
OnGuildBreak:
if (strnpcinfo(NPC_NAME_HIDDEN) == "template") end;
killmonster strnpcinfo(NPC_NAME_HIDDEN),"gard1#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnGuardianDied";
killmonster strnpcinfo(NPC_NAME_HIDDEN),"gard2#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnGuardianDied";
disablenpc "Kafra Employee#"+substr(strnpcinfo(NPC_NAME_HIDDEN),0,1)+substr(strnpcinfo(NPC_NAME_HIDDEN),8,9);
setcastledata strnpcinfo(NPC_NAME_HIDDEN),1,0;
sleep 7000;
announce "Guild Base ["+getcastlename(strnpcinfo(NPC_NAME_HIDDEN))+"] has been abandoned.",0;
donpcevent strnpcinfo(NPC_NAME)+"::OnRecvCastle2";
end;
OnStart:
// $agit_ar0x[] - $agit_sc0x[]
// 1st Guardian stone, 2nd Guardian stone, Barrier 1, Barrier 2, Barrier 3, Summon Guardians
// Settings for all but Summon Guardians: 0 = Okay | 1 = Destroyed | 2 = Repairing
// Summon Guardians: 0 = Do not Summon | 1 = Summon
if (getcastledata(strnpcinfo(NPC_NAME_HIDDEN),1)) {
setarray getd("$agit_"+substr(strnpcinfo(NPC_NAME_HIDDEN),0,1)+substr(strnpcinfo(NPC_NAME_HIDDEN),8,9)+"[0]"),0,0,0,0,0,0;
donpcevent "df1#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnEnable";
donpcevent "df2#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnEnable";
for (.@i = 0; .@i<4; ++.@i)
donpcevent "RL"+.@i+"#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnEnable";
}
OnEmpSpawn:
.@str$ = substr(strnpcinfo(NPC_NAME_HIDDEN),0,1)+substr(strnpcinfo(NPC_NAME_HIDDEN),8,9);
if (mobcount(strnpcinfo(NPC_NAME_HIDDEN),"Steward#"+.@str$+"::OnStartArena")) end;
if (compare(strnpcinfo(NPC_NAME_HIDDEN),"arug")) {
if (strnpcinfo(NPC_NAME_HIDDEN) == "arug_cas01") setarray .@i[0],87,219;
else if (strnpcinfo(NPC_NAME_HIDDEN) == "arug_cas02") setarray .@i[0],89,256;
else setarray .@i[0],141,293; // Castles 3,4,5 are identical.
}
else {
if (strnpcinfo(NPC_NAME_HIDDEN) == "schg_cas02") setarray .@i[0],162,193;
else if (strnpcinfo(NPC_NAME_HIDDEN) == "schg_cas03") setarray .@i[0],338,202;
else setarray .@i[0],120,272; // Castles 1,4,5 are identical.
}
monster strnpcinfo(NPC_NAME_HIDDEN),.@i[0],.@i[1],"Emperium",1288,1,"Steward#"+.@str$+"::OnStartArena";
end;
OnReset:
.@str$ = substr(strnpcinfo(NPC_NAME_HIDDEN),0,1)+substr(strnpcinfo(NPC_NAME_HIDDEN),8,9);
donpcevent "df1#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnDisable";
donpcevent "df2#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnDisable";
donpcevent "gard1#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnReset";
donpcevent "gard2#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnReset";
donpcevent "1st Guardian Stone#"+.@str$+"::OnDisable";
donpcevent "2nd Guardian Stone#"+.@str$+"::OnDisable";
for(.@i = 1; .@i<4; ++.@i)
donpcevent "Control Device0"+.@i+"#"+.@str$+"::OnDisable";
for(.@i = 0; .@i<4; ++.@i)
donpcevent "RL"+.@i+"#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnDisable";
if (agitcheck2())
setarray getd("$agit_"+substr(strnpcinfo(NPC_NAME_HIDDEN),0,1)+substr(strnpcinfo(NPC_NAME_HIDDEN),8,9)+"[0]"),0,0,1,1,1,0;
end;
OnChange:
.@str$ = substr(strnpcinfo(NPC_NAME_HIDDEN),0,1)+substr(strnpcinfo(NPC_NAME_HIDDEN),8,9);
setarray getd("$agit_"+.@str$+"[0]"),2,2,1,1,2,0;
donpcevent strnpcinfo(NPC_NAME)+"::OnEmpSpawn";
donpcevent "Control Device03#"+.@str$+"::OnEnable";
donpcevent "1st Guardian Stone#"+.@str$+"::OnEnable";
donpcevent "2nd Guardian Stone#"+.@str$+"::OnEnable";
end;
OnClock0001:
// Spawn Treasure Chests based on castle economy.
if (strnpcinfo(NPC_NAME_HIDDEN) == "template") end;
if (!getcastledata(strnpcinfo(NPC_NAME_HIDDEN),1)) end;
killmonster strnpcinfo(NPC_NAME_HIDDEN),strnpcinfo(NPC_NAME)+"::OnTreasureDied";
if (getcastledata(strnpcinfo(NPC_NAME_HIDDEN),4)) {
.@Economy = getcastledata(strnpcinfo(NPC_NAME_HIDDEN),2);
setcastledata strnpcinfo(NPC_NAME_HIDDEN),2,.@Economy+getcastledata(strnpcinfo(NPC_NAME_HIDDEN),4)+(rand(2) && getgdskilllv(getcastledata(strnpcinfo(NPC_NAME_HIDDEN),1),10014));
if (getcastledata(strnpcinfo(NPC_NAME_HIDDEN),2) > 100) setcastledata strnpcinfo(NPC_NAME_HIDDEN),2,100;
setcastledata strnpcinfo(NPC_NAME_HIDDEN),4,0;
}
if (getcastledata(strnpcinfo(NPC_NAME_HIDDEN),5)) {
.@defence = getcastledata(strnpcinfo(NPC_NAME_HIDDEN),3);
setcastledata strnpcinfo(NPC_NAME_HIDDEN),3,.@defence+getcastledata(strnpcinfo(NPC_NAME_HIDDEN),5);
if (getcastledata(strnpcinfo(NPC_NAME_HIDDEN),3) > 100) setcastledata strnpcinfo(NPC_NAME_HIDDEN),3,100;
setcastledata strnpcinfo(NPC_NAME_HIDDEN),5,0;
}
.@Treasure = getcastledata(strnpcinfo(NPC_NAME_HIDDEN),2)/5+4;
if (!.@Treasure) end;
freeloop(1);
if (compare(strnpcinfo(NPC_NAME_HIDDEN),"arug")) {
if (strnpcinfo(NPC_NAME_HIDDEN) == "arug_cas01") {
.@treasurebox = 1943;
setarray .@treasurex[0],251,252,253,254,255,256,257,258,251,252,253,254,255,256,257,258,251,252,253,254,255,256,257,258;
setarray .@treasurey[0],369,369,369,369,368,368,368,368,367,367,367,367,366,366,366,366,365,365,365,365,364,364,364,364;
}
else if (strnpcinfo(NPC_NAME_HIDDEN) == "arug_cas02") {
.@treasurebox = 1944;
setarray .@treasurex[0],382,383,384,385,386,387,384,385,386,387,388,389,382,383,384,385,386,387,384,385,386,387,388,389;
setarray .@treasurey[0],231,231,231,231,231,231,230,230,230,230,230,230,225,225,225,225,225,225,224,224,224,224,224,224;
}
else { // Castles 3,4,5 are identical, except 4's treasure.
.@treasurebox = (strnpcinfo(NPC_NAME_HIDDEN) == "arug_cas04")?1946:1945;
setarray .@treasurex[0],291,292,293,294,295,296,293,294,295,296,297,298,291,292,293,294,295,296,293,294,295,296,297,298;
setarray .@treasurey[0],276,276,276,276,276,276,274,274,274,274,274,274,272,272,272,272,272,272,269,269,269,269,269,269;
}
}
else {
if (strnpcinfo(NPC_NAME_HIDDEN) == "schg_cas02") {
.@treasurebox = 1939;
setarray .@treasurex[0],249,250,251,252,253,246,247,248,249,250,250,251,252,253,246,247,248,249,250,249,250,251,252,253;
setarray .@treasurey[0],378,378,378,378,378,376,376,376,376,376,374,374,374,374,372,372,372,372,372,370,370,370,370,370;
}
else if (strnpcinfo(NPC_NAME_HIDDEN) == "schg_cas03") {
.@treasurebox = 1940;
setarray .@treasurex[0],189,190,191,192,193,194,189,190,191,192,193,194,189,190,191,192,193,194,189,190,191,192,193,194;
setarray .@treasurey[0], 21, 21, 21, 21, 21, 21, 19, 19, 19, 19, 19, 19, 17, 17, 17, 17, 17, 17, 15, 15, 15, 15, 15, 15;
}
else { // Castles 1,4,5 are identical, except treasures.
if (strnpcinfo(NPC_NAME_HIDDEN) == "schg_cas01") .@treasurebox = 1938;
else if (strnpcinfo(NPC_NAME_HIDDEN) == "schg_cas04") .@treasurebox = 1941;
else .@treasurebox = 1942;
setarray .@treasurex[0],388,388,388,387,386,385,384,384,384,384,384,384,385,386,387,388,389,390,390,390,389,388,387,386;
setarray .@treasurey[0],388,389,390,390,390,390,389,388,387,386,385,384,384,384,384,384,384,384,385,386,386,386,386,386;
}
}
for(.@i = 0; .@i<4; ++.@i)
monster strnpcinfo(NPC_NAME_HIDDEN),.@treasurex[.@i],.@treasurey[.@i],"Treasure Chest",(.@i%2)?.@treasurebox:1324,1,strnpcinfo(NPC_NAME)+"::OnTreasureDied";
for(.@i = 4; .@i<24; ++.@i) {
if (.@Treasure < .@i+1) break;
monster strnpcinfo(NPC_NAME_HIDDEN),.@treasurex[.@i],.@treasurey[.@i],"Treasure Chest",(.@i%2)?.@treasurebox:1324,1,strnpcinfo(NPC_NAME)+"::OnTreasureDied";
}
freeloop(0);
end;
OnTreasureDied:
end;
}
//== Guild Manager =========================================
- script Steward#template FAKE_NPC,{
.@GID = getcastledata(strnpcinfo(NPC_MAP),1);
if (!.@GID) {
mes("[ Steward ]");
mes("I await for the master");
mes("whom destiny will choose");
mes("for me. Do you think you");
mes("have to courage and strength");
mes("to conquer this stronghold?");
close;
}
if (getcharid(CHAR_ID_GUILD) != .@GID || strcharinfo(PC_NAME) != 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,");
mesf("the one and only ^FF0000%s^000000.", getguildmaster(.@GID));
close;
}
mes("[ Steward ]");
mesf("Ah, Master ^FF0000%s^000000...", getguildmaster(.@GID));
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");
mesf("Level of the stronghold is ^0000ff%d^000000.", getcastledata(strnpcinfo(NPC_MAP),2));
if (getcastledata(strnpcinfo(NPC_MAP),4) > 0) {
mes("Last time, you invested in");
mesf("Commercial Growth ^0000ff%d^000000.", getcastledata(strnpcinfo(NPC_MAP),4));
}
next;
mes("[ Steward ]");
mes("Our stronghold's");
mesf("safeguard level is %d.", getcastledata(strnpcinfo(NPC_MAP),3));
if (getcastledata(strnpcinfo(NPC_MAP),5) > 0) {
mes("Last time, you invested");
mesf("in defense %d times.", getcastledata(strnpcinfo(NPC_MAP),5));
}
mes(" ");
mes("That is all, master.");
close;
case 2:
.@Economy = getcastledata(strnpcinfo(NPC_MAP),2);
setarray .@cost[0],5000,10000,20000,35000,55000,80000,110000,145000,185000,230000,280000,335000,395000,460000,530000,605000,685000,770000,860000,955000;
.@j = 0;
for(.@i = 6; .@i<101; .@i += 5) {
if (.@Economy < .@i) {
.@eco_invest = .@cost[.@j];
break;
}
++.@j;
}
// Quadruple the cost of investing if you've already invested once.
if (getcastledata(strnpcinfo(NPC_MAP),4))
.@eco_invest *= 4;
mes("[ Steward ]");
mes("Raising the stronghold's");
mes("commercial growth will");
mes("increase the quantity of");
mes("goods produced for the guild.");
mes("Investing in commercial growth");
mes("will help the guild's future.");
next;
mes("[ Steward ]");
mes("You can make one investment");
mes("each day, but if you can make");
mes("two investments if you pay");
mes("more Zeny: this will speed");
mes("up commercial development,");
mes("but can be quite expensive.");
next;
if (.@Economy == 100) {
mes("[ Steward ]");
mes("However, our stronghold's");
mes("commerical growth level is");
mes("at 100%. It's not possible to");
mes("develop commercial growth");
mes("any further than that.");
close;
}
if (getcastledata(strnpcinfo(NPC_MAP),4) >= 2) {
mes("[ Steward ]");
mes("You've already made two");
mes("investments today, so you'll");
mes("have to wait until tomorrow");
mes("to make another investment.");
close;
}
if (getcastledata(strnpcinfo(NPC_MAP),4) == 0) {
mes("[ Steward ]");
mesf("You must pay ^FF0000%d^000000 Zeny", .@eco_invest);
mes("to make an investment");
mes("Will you invest in this");
mes("stronghold's commerical");
mes("development now?");
}
else {
mes("[ Steward ]");
mesf("You must pay ^FF0000%d^000000", .@eco_invest);
mes("more Zeny to make a second");
mes("investment today. Will you");
mes("invest one more time?");
}
next;
switch(select("Invest in Commercial Growth", "Cancel")) {
case 1:
if (getcastledata(strnpcinfo(NPC_MAP),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;
}
Zeny -= .@eco_invest;
setcastledata strnpcinfo(NPC_MAP),4,getcastledata(strnpcinfo(NPC_MAP),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:
.@defence = getcastledata(strnpcinfo(NPC_MAP),3);
setarray .@cost[0],10000,20000,40000,70000,110000,160000,220000,290000,370000,460000,560000,670000,790000,920000,1060000,1210000,1370000,1540000,1720000,1910000;
.@j = 0;
for(.@i = 6; .@i<101; .@i += 5) {
if (.@defence < .@i) {
.@def_invest = .@cost[.@j];
break;
}
++.@j;
}
// Quadruple the cost of investing if you've already invested once.
if (getcastledata(strnpcinfo(NPC_MAP),5))
.@def_invest *= 4;
mes("[ Steward ]");
mes("Investing in our stronghold's");
mes("defense will enhance the");
mes("durability of our Guardians");
mes("and the Emperium. We'll need");
mes("every advantage to protect");
mes("ourselves from our enemies.");
next;
mes("[ Steward ]");
mes("You can invest in defense");
mes("once per day, but if you pay");
mes("more Zeny, you can invest");
mes("a maximum of two times daily.");
next;
mes("[ Steward ]");
if (getcastledata(strnpcinfo(NPC_MAP),3) == 100) {
mes("The Defense Level of this");
mes("stronghold is 100%, and");
mes("cannot be increased further.");
close;
}
if (getcastledata(strnpcinfo(NPC_MAP),5) >= 2) {
mes("Master, you've already");
mes("invested in Defense twice");
mes("today. You'll need to wait");
mes("until tomorrow if you really");
mes("want to increase our defenses.");
close;
}
if (getcastledata(strnpcinfo(NPC_MAP),5) == 0) {
mesf("We need ^FF0000%d^000000", .@def_invest);
mes("Zeny to invest in our");
mes("stronghold's defenses.");
mes("Will you invest now?");
}
else {
mesf("We need ^FF0000%d^000000", .@def_invest);
mes("Zeny to invest in our");
mes("stronghold's defenses");
mes("a second time today.");
mes("Will you invest now?");
}
next;
switch(select("Invest in Defense", "Cancel")) {
case 1:
if (getcastledata(strnpcinfo(NPC_MAP),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;
}
Zeny -= .@def_invest;
setcastledata strnpcinfo(NPC_MAP),5,getcastledata(strnpcinfo(NPC_MAP),5)+1;
mes("[ Steward ]");
mes("A wise use of the guild's");
mes("funds, Master. Increasing");
mes("the frequency of treasure");
mes("procured by the guild will");
mes("definitely help us all.");
close;
case 2:
mes("[ Steward ]");
mes("As you command, Master.");
close;
}
case 4:
if (getcastledata(strnpcinfo(NPC_MAP),9) == 1) {
mes("[ Steward ]");
mes("Do you wish to dismiss");
mes("the Kafra Employee that");
mes("we've hired for the guild?");
next;
switch(select("Dismiss", "Cancel")) {
case 1:
cutin "kafra_01",2;
mes("[ Hired Kafra Employee ]");
mes("Master, please reconsider!");
mes("I've been working very hard");
mes("for the success of the guild!");
mes("I'll try harder to serve the");
mes("guild members of this");
mes("stronghold, I promise!");
next;
switch(select("Dismiss", "Cancel")) {
case 1:
mes("[ Hired Kafra Employee ]");
mes("Why?! What have I done");
mes("to deserve this? Waaah~!");
next;
cutin "kafra_01",255;
break;
case 2:
mes("[ Hired Kafra Employee ]");
mes("Thank you, Master!");
mes("I'll obey your every");
mes("command as best I can!");
mes("You won't regret this!");
close;
}
break;
case 2:
mes("[ Steward ]");
mes("She works very hard,");
mes("in my opinion. It was in");
mes("all of our best interests to");
mes("allow her to stay with us.");
close;
}
disablenpc "Kafra Employee#"+strnpcinfo(NPC_NAME_HIDDEN);
setcastledata strnpcinfo(NPC_MAP),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;
}
Zeny -= 10000;
enablenpc "Kafra Employee#"+strnpcinfo(NPC_NAME_HIDDEN);
setcastledata strnpcinfo(NPC_MAP),9,1;
mes("[ Steward ]");
mes("Very well. We have formed");
mes("a contract with the Kafra");
mes("Head Office, and hired a");
mes("Kafra Employee for our");
mes("stronghold. Here she is~");
next;
cutin "kafra_01",2;
mes("[ Hired Kafra Employee ]");
mes("How do you do? I've");
mes("been dispatched by the");
mes("Kafra Head Office to");
mes("serve your guild's needs.");
mes("I'll do my best to follow");
mes("your every command, Master.");
next;
cutin "kafra_01",255;
mes("[ Steward ]");
mes("Our contract will expire");
mes("after one month, so we must");
mes("pay additional fees to keep");
mes("this Kafra Employee in");
mes("the service of our guild.");
close;
case 2:
mes("[ Steward ]");
mes("As you command, Master.");
mes("However, I suggest hiring");
mes("a Kafra Employee as soon");
mes("as possible since our guild");
mes("would greatly benefit from");
mes("the convenient Kafra services.");
close;
}
}
case 5:
mes("[ Steward ]");
mes("Do you wish to enter the");
mes("Guild Treasure Room?");
mes("Only you, the Guild Master,");
mes("are permitted to enter.");
next;
mes("[ Steward ]");
mes("Please remember to open");
mes("the Treasure Boxes at the");
mes("proper time. Otherwise, the");
mes("treasure may disappear if");
mes("something unexpected happens.");
next;
switch(select("Go to Treasure Room", "Cancel")) {
case 1:
mes("[ Steward ]");
mes("Allow me to guide you");
mes("on the secret path to");
mes("the Treasure Room.");
mes("Press the secret switch");
mes("when you wish to return here.");
close2;
if (compare(strnpcinfo(NPC_MAP),"arug")) {
if (strnpcinfo(NPC_MAP) == "arug_cas01") setarray .@i[0],250,363;
else if (strnpcinfo(NPC_MAP) == "arug_cas02") setarray .@i[0],382,227;
else setarray .@i[0],292,266; // Castles 3,4,5 are identical.
}
else {
if (strnpcinfo(NPC_MAP) == "schg_cas02") setarray .@i[0],249,373;
else if (strnpcinfo(NPC_MAP) == "schg_cas03") setarray .@i[0],190,16;
else setarray .@i[0],381,381; // Castles 1,4,5 are identical.
}
warp strnpcinfo(NPC_MAP),.@i[0],.@i[1];
end;
case 2:
mes("[ Steward ]");
mes("Items in the Treasure Room");
mes("are produced once each day.");
mes("Therefore, you must obtain");
mes("the treasure items everyday.");
mes("For the sake of the guild,");
mes("prioritize treasure harvesting!");
close;
}
}
OnStop:
awake strnpcinfo(NPC_NAME);
end;
OnStartArena:
.@GID = getcharid(CHAR_ID_GUILD);
.@region$ = (compare(strnpcinfo(NPC_MAP),"arug"))?"Valfreyja":"Nithafjoll";
// Lower castle Economy
.@Economy = getcastledata(strnpcinfo(NPC_MAP),2)-5;
if (.@Economy < 0) .@Economy = 0;
setcastledata strnpcinfo(NPC_MAP),2,.@Economy;
// Lower Castle Defence
.@defence = getcastledata(strnpcinfo(NPC_MAP),3)-5;
if (.@defence < 0) .@defence = 0;
setcastledata strnpcinfo(NPC_MAP),3,.@defence;
// Set new owner
setcastledata strnpcinfo(NPC_MAP),1,.@GID;
// Clear castle's data.
for(.@i = 4; .@i<10; ++.@i)
setcastledata strnpcinfo(NPC_MAP),.@i,0;
// Disable Kafra
disablenpc "Kafra Employee#"+strnpcinfo(NPC_NAME_HIDDEN);
announce "The ["+getguildname(.@GID)+"] guild conquered the ["+.@region$+" "+charat(strnpcinfo(NPC_NAME_HIDDEN),3)+"] stronghold of "+getcastlename(strnpcinfo(NPC_MAP))+"!",bc_all|bc_woe;
mapannounce strnpcinfo(NPC_MAP),"The emperium has been shattered!",bc_map,"0x00FF00",FW_NORMAL,20,0,40;
donpcevent "Manager#"+strnpcinfo(NPC_MAP)+"::OnReset";
maprespawnguildid strnpcinfo(NPC_MAP),getcastledata(strnpcinfo(NPC_MAP),1),2;
donpcevent "Manager#"+strnpcinfo(NPC_MAP)+"::OnRecvCastle2";
donpcevent "::OnRecvCastle"+ strtoupper( substr( strnpcinfo(NPC_NAME_HIDDEN), 0, 0 ) ) + substr( strnpcinfo(NPC_NAME_HIDDEN), 1, getstrlen( strnpcinfo(NPC_NAME_HIDDEN) ) -1 );
sleep 10000;
if (agitcheck2()) {
donpcevent "Manager#"+strnpcinfo(NPC_MAP)+"::OnChange";
mapannounce strnpcinfo(NPC_MAP),"Rebuild this stronghold's Guardian Stones and Fortress Gates to secure your guild's new aquisition!",bc_map,"0x00FF00",FW_NORMAL,20,0,40;
}
end;
}
//== Castle Guardians ======================================
- script Guardian#template FAKE_NPC,{
.@GID = getcastledata(strnpcinfo(NPC_MAP),1);
.@n$ = "["+strnpcinfo(NPC_NAME_VISIBLE)+"]";
if (!.@GID) {
mes(.@n$);
mes("Great job. Now, all you");
mes("need to do is destroy this");
mes("Emperium to gain ownership");
mes("over this stronghold.");
close;
}
if (getcharid(CHAR_ID_GUILD) == .@GID) {
if (strcharinfo(PC_NAME) != getguildmaster(.@GID)) {
mes(.@n$);
mes("As guardian of this");
mes("stronghold, I answer only");
mes("to the master of the guild");
mes("that controls this place.");
close;
}
else {
if (!agitcheck2()) {
mes(.@n$);
mesf("I am %s, guardian of", strnpcinfo(NPC_NAME_VISIBLE));
mes("this stronghold. For now,");
mes("all is quiet in this place.");
next;
switch(select("Converse", "Cancel")) {
case 1:
mes(.@n$);
mes("Do you have any questions");
mes("about this stronghold?");
next;
switch(select("Guardian Stones", "Fortress Gates", "Link Flags", "Battle Strategy", "Cancel")) {
case 1:
mes(.@n$);
mes("There is one Emperium");
mes("and two Guardian Stones in");
mes("each fortress. These stones");
mes("are the first line of defense,");
mes("and must be destroyed before");
mes("enemies can even enter.");
next;
mes(.@n$);
mes("The stones are located in");
mes("^4D4DFFGate Houses^000000 which must be");
mes("protected to prevent enemies");
mes("from reaching the Emperium.");
mes("Guardian Stones can ^4D4DFFrecall");
mes("your Guardians^000000 for protection.");
next;
mes(.@n$);
mes("Fortresses with higher levels");
mes("of defense can summon more");
mes("Guardians: this is why it is");
mes("so important for guilds to");
mes("invest in Defense Growth.");
next;
mes(.@n$);
mes("Guardian Stones that have");
mes("been destroyed can be revived");
mes("after a certain time, but one of the guild members must give");
mes("me the order. I can also report the status of the Guardian Stones.");
close;
case 2:
mes(.@n$);
mes("^4D4DFFFortress Gates^000000 are the second line of guild stronghold defense,");
mes("and are protected by extra barricades activated by the Guardian Stones.");
mes("These gates are located in three different parts of the fortress.");
next;
mes(.@n$);
mes("Barricades are protected by");
mes("Guardian Stones, and are");
mes("restored when the Guardian");
mes("Stones are retrieved. However,");
mes("it is not as easy to restore");
mes("destroyed Fortress Gates.");
next;
mes(.@n$);
mes("Fortress Gates can only be");
mes("restored when the ^4D4DFFguild");
mes("master of a stronghold");
mes("changes^000000, or if ^4D4DFFrestoration");
mes("is requested by the guild");
mes("master of the stronghold^000000.");
close;
case 3:
mes(.@n$);
mes("Strongholds have many");
mes("Link Flags that allow you");
mes("to access vital areas within");
mes("restrictions placed by the");
mes("Barricades. Usually, ^4D4DFFFlag 1");
mes("links to the Gate House^000000.");
next;
mes(.@n$);
mes("Many flags link directly to");
mes("the flag near the Emperium.");
mes("The final numbered flag is");
mes("linked to the Convenience");
mes("Facility of the stronghold's");
mes("owner. Keep this in mind.");
close;
case 4:
mes(.@n$);
mes("Strategy? It would be better");
mes("to develop your battle plan to");
mes("exploit your guild's advantages");
mes("and your enemies' weaknesses.");
mes("Use the Gate Houses and Barricades, and rebuild as quickly as you can!");
close;
case 5:
mes(.@n$);
mes("You have no questions");
mes("to ask of me? Well, I'm");
mes("here to serve your needs.");
close;
}
case 2:
mes(.@n$);
mes("I'm always here, so");
mes("feel free to request my");
mes("assistance whenever");
mes("the need arises.");
close;
}
}
else {
mes(.@n$);
mesf("Greetings, %s.", strcharinfo(PC_NAME));
mes("What are your orders?");
next;
switch(select("Increase Stronghold Defense", "Situational Briefing", "Cancel")) {
case 1:
if (!getd("$agit_"+strnpcinfo(NPC_NAME_HIDDEN)+"[5]")) {
if (getgdskilllv(.@GID,10002) == 0) {
mes(.@n$);
mes("I'm sorry, but the Guardian");
mes("Stones aren't powerful enough");
mes("to summon Guardians yet. We");
mes("need to accumulate more");
mes("knowledge before they can");
mes("summon any Guardians.");
close;
}
else {
mes(.@n$);
mes("I shall endeavor to summon");
mes("a Guardian through a Guardian");
mes("Stone. However, keep in mind");
mes("that this will not work if the");
mes("Guardian Stone is destroyed.");
setd "$agit_"+strnpcinfo(NPC_NAME_HIDDEN)+"[5]",1;
if (!getd("$agit_"+strnpcinfo(NPC_NAME_HIDDEN)+"[0]"))
donpcevent "gard1#"+strnpcinfo(NPC_MAP)+"::OnEnable";
if (!getd("$agit_"+strnpcinfo(NPC_NAME_HIDDEN)+"[1]"))
donpcevent "gard2#"+strnpcinfo(NPC_MAP)+"::OnEnable";
close;
}
}
else {
mes(.@n$);
mes("You've already commanded");
mes("me to summon a Guardian");
mes("to defend the stronghold.");
close;
}
case 2:
mes(.@n$);
mes("Our defense status is...");
setarray .@status$[0],"^4D4DFFOperational","^FF0000Destroyed","^008000Repairing";
mesf("1st Guardian Stone: %s^000000", .@status$[getd("$agit_"+strnpcinfo(NPC_NAME_HIDDEN)+"[0]")]);
mesf("2nd Guardian Stone: %s^000000", .@status$[getd("$agit_"+strnpcinfo(NPC_NAME_HIDDEN)+"[1]")]);
mesf("1st Fortress Gate: %s^000000", .@status$[getd("$agit_"+strnpcinfo(NPC_NAME_HIDDEN)+"[2]")]);
mesf("2nd Fortress Gate: %s^000000", .@status$[getd("$agit_"+strnpcinfo(NPC_NAME_HIDDEN)+"[3]")]);
mesf("3rd Fortress Gate: %s^000000", .@status$[getd("$agit_"+strnpcinfo(NPC_NAME_HIDDEN)+"[4]")]);
close;
case 3:
mes(.@n$);
mes("I'll be standing by,");
mes("awaiting your orders.");
close;
}
}
}
}
else {
mes(.@n$);
mes("Who are you? Scoundrel!");
mes("Leave this stronghold now!");
close;
}
OnInit:
setarray getd("$agit_"+strnpcinfo(NPC_NAME_HIDDEN)+"[0]"),0,0,0,0,0,0;
end;
}
//== Guild Kafras ==========================================
- script Kafra#template FAKE_NPC,{
cutin "kafra_01",2;
.@GID = getcastledata(strnpcinfo(NPC_MAP),1);
if (getcharid(CHAR_ID_GUILD) == .@GID && getgdskilllv(.@GID,10001)) {
mes("[Kafra Employee]");
mes("Welcome, proud member");
mesf("of the ^FF0000%s^000000 Guild!", getguildname(.@GID));
mes("The Kafra Corporation is ready");
mes("to assist you wherever you go!");
next;
switch(select("Use Storage", "Use Warp Service", "Rent Pushcart", "Cancel")) {
case 1:
if (basicskillcheck() && getskilllv("NV_BASIC") < 6) {
mes("[Kafra Employee]");
mes("I'm so sorry, but you must");
mes("have at least Novice Skill");
mes("Lv.6 to use the Storage.");
}
else openstorage;
break;
case 2:
mes("[Kafra Employee]");
mes("Please tell me your");
mes("Warp destination.");
next;
switch(select("Rachel -> 200 z", "Cancel")) {
case 1:
if (Zeny < 200) {
mes("[Kafra Employee]");
mes("I'm sorry, but you don't");
mes("have enough Zeny to pay");
mes("the warp fee. Would you");
mes("please check your funds again?");
close2;
cutin "kafra_01",255;
end;
}
Zeny -= 200;
warp "rachel",115,125;
end;
case 2:
cutin "kafra_01",255;
break;
}
break;
case 3:
if (BaseClass != Job_Merchant) {
mes("[Kafra Employee]");
mes("I'm sorry, but the Pushcart");
mes("rental service can only be");
mes("used by Merchant, Blacksmith,");
mes("and Alchemist class characters.");
}
else if (checkcart() == 1) {
mes("[Kafra Employee]");
mes("Hm? You've already");
mes("rented a Pushcart.");
}
else {
mes("[Kafra Employee]");
mes("The Pushcart rental fee");
mes("is 800 Zeny. Would you");
mes("like to rent a Pushcart?");
next;
switch(select("Rent Pushcart", "Cancel")) {
case 1:
if (Zeny < 800) {
mes("[Kafra Employee]");
mes("I'm sorry, but you don't");
mes("have enough Zeny to rent");
mes("one of our Pushcarts.");
close2;
cutin "kafra_01",255;
end;
}
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");
mesf("^FF0000%s^000000 Guild.", getguildname(.@GID));
mes("You'll have to ask another");
mes("Kafra Employee to help you...");
close2;
cutin "kafra_01",255;
end;
}
}
//== Guardian Stones (2) ===================================
- script Guardian Stone#template FAKE_NPC,{
.@GID = getcastledata(strnpcinfo(NPC_MAP),1);
.@num = atoi(charat(strnpcinfo(NPC_NAME_VISIBLE),0));
.@var$ = "$agit_"+strnpcinfo(NPC_NAME_HIDDEN);
if (getcharid(CHAR_ID_GUILD) == .@GID) {
mes("^3355FFYou will need the");
mes("following materials to");
mes("rebuild a destroyed");
mes("Guardian Stone.^000000");
next;
mes("1 Oridecon");
mes("1 Elunium");
mes("30 Stones");
mes("5 Blue Gemstones");
mes("5 Yellow Gemstones");
mes("5 Red Gemstones");
next;
mes("^3355FFDo you want to continue?^000000");
next;
if(select("No", "Continue") == 1) {
mes("^3355FFWork canceled.^000000");
close;
}
if ((countitem(Oridecon) > 0) && (countitem(Elunium) > 0) && (countitem(Stone) > 29) && (countitem(Blue_Gemstone) > 4) && (countitem(Yellow_Gemstone) > 4) && (countitem(Red_Gemstone) > 4)) {
mes("^3355FFArrange Stones, Elunium, and");
mes("Oridecon, in that order, in the");
mes("center. Then you must arrange");
mes("the enchanted Gemstones to");
mes("rebuild the Guardian Stone.^000000");
next;
setarray .@stone$[0],"Elunium","Oridecon","Stones";
.@i = select("Elunium", "Oridecon", "Stone")-1;
if (.@i == 2) .@nice += 10;
mesf("^3355FF%s has been", .@stone$[.@i]);
mes("placed in the center.^000000");
next;
.@i = select("Elunium", "Oridecon", "Stone")-1;
if (.@i == 0) .@nice += 10;
mes("^3355FFYou have lined the");
mes("outside of the center");
mesf("with some %s.^000000", .@stone$[.@i]);
next;
.@i = select("Elunium", "Oridecon", "Stone")-1;
if (.@i == 1) .@nice += 10;
mes("^3355FFYou covered the");
mes("rest of the materials");
mesf("with some %s.^000000", .@stone$[.@i]);
next;
mes("^3355FFNow you need to arrange");
mes("the enchanted Gemstones");
mes("accordingly. You can identify");
mes("their Magic properties by");
mes("their casting effect.^000000");
next;
setarray .@effect[0],56,54,225;
setarray .@color$[0],"Red","Yellow","Blue";
while(1) {
if (.@roof0 > 7) break;
.@i = rand(3);
specialeffect .@effect[.@i];
mes("^3355FFThe Gemstones must");
mes("be arranged in the correct");
mes("order according to their");
mes("magic properties and power.^000000");
next;
.@j = select("Red Gemstone", "Yellow Gemstone", "Blue Gemstone")-1;
mesf("^3355FFYou placed the %s Gemstone.^000000", .@color$[.@j]);
if (.@i == .@j) {
mes("^3355FFHowever, the Guardian Stone");
mes("Repair System failed because");
mes("of a magic power conflict.^000000");
close;
}
.@nice += 10;
++.@roof0;
specialeffect EF_STEAL;
next;
}
if (.@nice > 90) {
if (!getd(.@var$+"["+(.@num-1)+"]")) {
mes("^3355FFThe Guardian Stone");
mes("Repair System has");
mes("already completed.^000000");
close;
}
else {
if (!agitcheck2()) {
mes("^3355FFIt is impossible to");
mes("rebuild the Guardian");
mes("Stone because the");
mes("Emperium is not present.^000000");
close;
}
else {
mes("^3355FFThe Gemstones have been");
mes("arranged, and the Guardian");
mes("Stone is successfully repaired.^000000");
delitem Oridecon,1;
delitem Elunium,1;
delitem Stone,30;
delitem Blue_Gemstone,5;
delitem Yellow_Gemstone,5;
delitem Red_Gemstone,5;
close2;
donpcevent "df"+.@num+"#"+strnpcinfo(NPC_MAP)+"::OnEnable";
specialeffect EF_ICECRASH;
disablenpc strnpcinfo(NPC_NAME);
setd .@var$+"["+(.@num-1)+"]",0;
.@df_all = getd(.@var$+"[0]")+getd(.@var$+"[1]");
if (!.@df_all) {
mapannounce strnpcinfo(NPC_MAP),"Both Guardian Stones have been erected, bolstering this stronghold's defenses!",bc_map,"0x00ff00";
donpcevent "RL0#"+strnpcinfo(NPC_MAP)+"::OnEnable";
}
else mapannounce strnpcinfo(NPC_MAP),"The "+strnpcinfo(NPC_NAME_VISIBLE)+" has been repaired successfully.",bc_map,"0x00ff00";
if (getd(.@var$+"[5]") == 1)
donpcevent "gard"+.@num+"#"+strnpcinfo(NPC_MAP)+"::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 Stone,10;
delitem Blue_Gemstone,2;
delitem Yellow_Gemstone,2;
delitem Red_Gemstone,2;
close;
}
}
else {
mes("^3355FFYou don't have enough");
mes("materials to repair");
mes("the Guardian Stone.^000000");
close;
}
}
end;
OnInit:
OnDisable:
disablenpc strnpcinfo(NPC_NAME);
end;
OnEnable:
enablenpc strnpcinfo(NPC_NAME);
specialeffect EF_MAPPILLAR2;
end;
}
//== Control Devices (3) ===================================
- script Control#template FAKE_NPC,{
.@GID = getcastledata(strnpcinfo(NPC_MAP),1);
.@num = atoi(charat(strnpcinfo(NPC_NAME_VISIBLE),15));
.@var$ = "$agit_"+strnpcinfo(NPC_NAME_HIDDEN);
if (getcharid(CHAR_ID_GUILD) == .@GID) {
if (strcharinfo(PC_NAME) == getguildmaster(.@GID)) {
if (getd(.@var$+"["+(.@num+1)+"]") == 2) {
mes("^3355FFDemolished Fortress");
mes("Gates can be repaired,");
mes("but you will need to gather");
mes("the following materials.^000000");
next;
mes("^4D4DFF10 Steel^000000,");
mes("^4D4DFF30 Trunks^000000,");
mes("^4D4DFF5 Oridecon^000000, and");
mes("^4D4DFF10 Emveretarcon^000000.");
next;
select("Continue");
if ((countitem(Wooden_Block) > 29) && (countitem(Steel) > 9) && (countitem(Emveretarcon) > 9) && (countitem(Oridecon) > 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;
.@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");
++.@rp_temp;
++.@ro_of02;
specialeffect(EF_REPAIRWEAPON, AREA, playerattached());
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");
++.@ro_of02;
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");
++.@rp_temp;
++.@ro_of02;
specialeffect(EF_REPAIRWEAPON, AREA, playerattached());
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");
++.@rp_temp;
++.@ro_of02;
specialeffect(EF_REPAIRWEAPON, AREA, playerattached());
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");
++.@rp_temp;
++.@ro_of02;
specialeffect(EF_REPAIRWEAPON, AREA, playerattached());
next;
break;
case 4:
mes("^3355FFYou tried using oridecon,");
mes("but it's not working very");
mes("well. You'll have to try");
mes("something else.^000000");
close;
}
}
}
}
mes("^3355FFWell, it looks like");
mes("you're just about done");
mes("with repairing the gate.^000000");
next;
if (!agitcheck2()) {
mes("^3355FFUnfortunately, the Fortress");
mes("Gate can't be reconstructed:");
mes("the Emperium is no longer here.^000000");
close;
}
else {
if (.@rp_temp == .@ro_of01) {
mes("^3355FFThe Fortress Gate has");
mes("been successfully repaired!^000000");
delitem Wooden_Block,30;
delitem Steel,10;
delitem Emveretarcon,10;
delitem Oridecon,5;
close2;
donpcevent "RL"+.@num+"#"+strnpcinfo(NPC_MAP)+"::OnEnable";
disablenpc strnpcinfo(NPC_NAME);
if (.@num == 1) .@str$ = "1st";
else if (.@num == 2) .@str$ = "2nd";
else if (.@num == 3) .@str$ = "3rd";
mapannounce strnpcinfo(NPC_MAP),"The "+.@str$+" Fortress Gate has been reconstructed!",bc_map,"0x00ff00";
if (.@num == 1) setd .@var$+"[2]",0;
else {
setarray getd(.@var$+"["+.@num+"]"),2,0;
donpcevent "Control Device0"+(.@num-1)+"#"+strnpcinfo(NPC_NAME_HIDDEN)+"::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 Oridecon,2;
delitem Steel,4;
delitem Wooden_Block,14;
delitem Emveretarcon,3;
close;
}
}
}
else {
mes("^3355FFYou can't attempt to repair");
mes("the Fortress Gate if you don't");
mes("have all the needed materials.^000000");
close;
}
}
}
}
end;
OnInit:
OnDisable:
disablenpc strnpcinfo(NPC_NAME);
end;
OnEnable:
enablenpc strnpcinfo(NPC_NAME);
end;
}
//== Guardian Summoners (2) ================================
- script gard#template FAKE_NPC,{
OnEnable:
// .@x[i],.@y[i]: Normal coordinates, #0-21.
// .@w[x],.@w[y]: Special coordinates if 'defence' is under 11.
if (compare(strnpcinfo(NPC_NAME_HIDDEN),"arug")) {
if (strnpcinfo(NPC_NAME_HIDDEN) == "arug_cas01") {
setarray .@w[0],195,250,292,188;
setarray .x[0],233,252,232,201,224,196,269,252,201,224,222, 294,256,240,246,235,235,246,240,256,254,242;
setarray .y[0], 83, 81,108,130,168,137, 89, 81,130,168,129, 210,203,133, 92,132,132, 92,133,203, 95,151;
}
else if (strnpcinfo(NPC_NAME_HIDDEN) == "arug_cas02") {
setarray .@w[0],20,169,268,169;
setarray .x[0],104,67,67,113,122,67, 90, 91,122, 20,67, 175,204,211,209,161,186,183,150,161,209,211;
setarray .y[0], 32,36,85, 87,112,60,167,119,112,169,85, 31, 32, 63, 88, 91,170,121,110, 91, 88, 63;
}
else { // Castles 3,4,5 are identical.
setarray .@w[0],66,157,211,159;
setarray .x[0],130,128,128,128,110,91,65, 65,110,128,128, 156,172,154,156,155,187,212,211,155,156,172;
setarray .y[0], 60, 77, 90,100, 96,53,71,103, 96,100, 77, 101, 95, 90, 77, 60, 54, 67,105, 60, 77, 95;
}
}
else {
if (strnpcinfo(NPC_NAME_HIDDEN) == "schg_cas02") {
setarray .@w[0],337,95,307,222;
setarray .x[0],326,337,334,296,285,236,285,296,334,337,334, 359,300,337,317,307,300,337,317,307,359,236;
setarray .y[0], 83, 95,119, 82, 40, 41, 40, 82,119, 95,119, 85,119,154,183,222,119,154,183,222, 85, 41;
}
else if (strnpcinfo(NPC_NAME_HIDDEN) == "schg_cas03") {
setarray .@w[0],306,325,364,305;
setarray .x[0],323,273,288,306,323,323,273,288,306,273,273, 338,364,365,317,338,338,364,365,317,364,329;
setarray .y[0],308,309,306,326,308,308,309,306,325,309,309, 309,305,261,318,310,309,305,261,318,305,314;
}
else { // Castles 1,4,5 are identical.
setarray .@w[0],108,32,128,42,187,15; // Contains an extra pair, for whatever reason.
setarray .x[0],111,109,65,110,88,64,47,109,111,112,120, 130,129,151,187,128,152,187,128,130,130,151;
setarray .y[0], 18, 44,22, 40,20,40,43, 48, 18, 32, 37, 22, 47, 18, 15, 42, 43, 15, 42, 22, 28, 18;
}
}
if (charat(strnpcinfo(NPC_NAME_VISIBLE),4) == "2")
.@z = 11;
freeloop(1);
.@defence = getcastledata(strnpcinfo(NPC_NAME_HIDDEN),3);
callsub OnSummon,.@z;
if (.@defence > 70) set getd(".MyMobCount_"+charat(strnpcinfo(NPC_NAME_VISIBLE),4)+strnpcinfo(NPC_NAME_HIDDEN)),5;
else if (.@defence > 50) set getd(".MyMobCount_"+charat(strnpcinfo(NPC_NAME_VISIBLE),4)+strnpcinfo(NPC_NAME_HIDDEN)),4;
else if (.@defence > 30) set getd(".MyMobCount_"+charat(strnpcinfo(NPC_NAME_VISIBLE),4)+strnpcinfo(NPC_NAME_HIDDEN)),3;
else if (.@defence > 10) set getd(".MyMobCount_"+charat(strnpcinfo(NPC_NAME_VISIBLE),4)+strnpcinfo(NPC_NAME_HIDDEN)),2;
if (.@w[4] && .@z)
guardian strnpcinfo(NPC_NAME_HIDDEN),.@w[4],.@w[5],"Guardian Soldier",1899,strnpcinfo(NPC_NAME)+"::OnGuardianDied";
else if (.@defence < 11) {
set getd(".MyMobCount_"+charat(strnpcinfo(NPC_NAME_VISIBLE),4)+strnpcinfo(NPC_NAME_HIDDEN)),2;
.@i = (.@z)?2:0;
guardian strnpcinfo(NPC_NAME_HIDDEN),.@w[.@i],.@w[.@i+1],"Guardian Soldier",1899,strnpcinfo(NPC_NAME)+"::OnGuardianDied";
}
else for(.@i = 1; .@i