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@@ -0,0 +1,2870 @@
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+//===== eAthena Script =======================================
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+//= War of Emperium Second Edition
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+//===== By: ==================================================
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+//= L0ne_W0lf
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+//===== Current Version: =====================================
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+//= 1.0
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+//===== Compatible With: =====================================
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+//= eAthena SVN
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+//===== Description: =========================================
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+//= WoE SE Schwaltzvalt Castle 5
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+//===== Additional Comments: =================================
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+//= 1.0 First Version [L0ne_W0lf]
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+//============================================================
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+
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+schg_cas05,1,1,0 script Manager#sch05_02 111,{
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+ end;
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+
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+OnInterIfInitOnce:
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+ GetCastleData "schg_cas05",0,"::OnRecvCastlesc05";
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+ end;
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+
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+OnRecvCastlesc05:
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+ RequestGuildInfo GetCastleData("schg_cas05",1);
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+ if (GetCastleData("schg_cas05",1) == 0) {
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+ donpcevent "Manager#sch05_02::Onstart";
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+ }
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+ end;
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+
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+OnAgitStart:
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+ if (agitcheck()) {
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+ MapRespawnGuildID "schg_cas05",GetCastleData("schg_cas05",1),2;
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+ GvgOn "schg_cas05";
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+ donpcevent "Manager#sch05_02::Onstart";
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+ }
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+ else {
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+ donpcevent "#sch05_RL00::OnDisable";
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+ donpcevent "#sch05_RL01::OnDisable";
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+ donpcevent "#sch05_RL02::OnDisable";
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+ donpcevent "#sch05_RL03::OnDisable";
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+ }
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+ end;
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+
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+OnAgitEnd:
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+ GvgOff "schg_cas05";
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+ if (GetCastleData("schg_cas05",1)) {
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+ KillMonster "schg_cas05","Steward#sch05::OnStartArena";
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+ donpcevent "Manager#sch05_02::Onreset";
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+ }
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+ end;
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+
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+Onstart:
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+ // 1st Guardian stone, 2nd Guardian stone, Barrier 1, Barrier 2, Barrier 3, Summon Guardians
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+ // Settings for all but Summon Guardians
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+ // 0 = Okay; 1 = Destroyed; 2 = Repairing
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+ // Summon Guardians
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+ // 0 = Do not Summon; 1 = Summon
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+ if (GetCastleData("schg_cas05",1)) {
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+ setarray $agit_sc05[0],0,0,0,0,0,0;
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+ donpcevent "#sch05_df01::OnEnable";
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+ donpcevent "#sch05_df02::OnEnable";
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+ donpcevent "#sch05_RL00::OnEnable";
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+ donpcevent "#sch05_RL01::OnEnable";
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+ donpcevent "#sch05_RL02::OnEnable";
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+ donpcevent "#sch05_RL03::OnEnable";
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+ }
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+ monster "schg_cas05",120,272,"Emperium",1288,1,"Steward#sch05::OnStartArena";
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+ end;
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+
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+Onreset:
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+ donpcevent "#sch05_df01::OnDisable";
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+ donpcevent "#sch05_df02::OnDisable";
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+ donpcevent "#sch05_gard01::Onreset";
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+ donpcevent "#sch05_gard02::Onreset";
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+ donpcevent "#sch05_RL00::OnDisable";
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+ donpcevent "#sch05_RL01::OnDisable";
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+ donpcevent "#sch05_RL02::OnDisable";
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+ donpcevent "#sch05_RL03::OnDisable";
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+ donpcevent "1st Guardian Stone#sch05::OnDisable";
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+ donpcevent "2nd Guardian Stone#sch05::OnDisable";
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+ donpcevent "Control Device01#sch05::OnDisable";
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+ donpcevent "Control Device02#sch05::OnDisable";
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+ donpcevent "Control Device03#sch05::OnDisable";
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+ if (agitcheck()) {
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+ setarray $agit_sc05[0],0,0,1,1,1,0;
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+ }
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+ end;
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+
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+Onchange:
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+ setarray $agit_sc05[0],2,2,1,1,2,0;
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+ monster "schg_cas05",120,272,"Emperium",1288,1,"Steward#sch05::OnStartArena";
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+ donpcevent "Control Device03#sch05::OnEnable";
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+ donpcevent "1st Guardian Stone#sch05::OnEnable";
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+ donpcevent "2nd Guardian Stone#sch05::OnEnable";
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+ end;
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+
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+OnClock0001:
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+ set .@Treasure,GetCastleData("schg_cas05",2)/5+4;
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+ if (.@Treasure) {
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+ monster "schg_cas05",388,388,"Treasure Chest",1942,1,"Manager#sch05_02::OnTreasureDied";
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+ if (.@Treasure < 2) end;
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+ monster "schg_cas05",388,389,"Treasure Chest",1324,1,"Manager#sch05_02::OnTreasureDied";
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+ if (.@Treasure < 3) end;
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+ monster "schg_cas05",388,390,"Treasure Chest",1942,1,"Manager#sch05_02::OnTreasureDied";
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+ if (.@Treasure < 4) end;
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+ monster "schg_cas05",387,390,"Treasure Chest",1324,1,"Manager#sch05_02::OnTreasureDied";
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+ if (.@Treasure < 5) end;
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+ monster "schg_cas05",386,390,"Treasure Chest",1942,1,"Manager#sch05_02::OnTreasureDied";
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+ if (.@Treasure < 6) end;
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+ monster "schg_cas05",385,390,"Treasure Chest",1324,1,"Manager#sch05_02::OnTreasureDied";
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+ if (.@Treasure < 7) end;
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+ monster "schg_cas05",384,389,"Treasure Chest",1942,1,"Manager#sch05_02::OnTreasureDied";
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+ if (.@Treasure < 8) end;
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+ monster "schg_cas05",384,388,"Treasure Chest",1324,1,"Manager#sch05_02::OnTreasureDied";
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+ if (.@Treasure < 9) end;
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+ monster "schg_cas05",384,387,"Treasure Chest",1942,1,"Manager#sch05_02::OnTreasureDied";
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+ if (.@Treasure < 10) end;
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+ monster "schg_cas05",384,386,"Treasure Chest",1324,1,"Manager#sch05_02::OnTreasureDied";
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+ if (.@Treasure < 11) end;
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+ monster "schg_cas05",384,385,"Treasure Chest",1942,1,"Manager#sch05_02::OnTreasureDied";
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+ if (.@Treasure < 12) end;
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+ monster "schg_cas05",384,384,"Treasure Chest",1324,1,"Manager#sch05_02::OnTreasureDied";
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+ if (.@Treasure < 13) end;
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+ monster "schg_cas05",385,384,"Treasure Chest",1942,1,"Manager#sch05_02::OnTreasureDied";
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+ if (.@Treasure < 14) end;
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+ monster "schg_cas05",386,384,"Treasure Chest",1324,1,"Manager#sch05_02::OnTreasureDied";
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+ if (.@Treasure < 15) end;
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+ monster "schg_cas05",387,384,"Treasure Chest",1942,1,"Manager#sch05_02::OnTreasureDied";
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+ if (.@Treasure < 16) end;
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+ monster "schg_cas05",388,384,"Treasure Chest",1324,1,"Manager#sch05_02::OnTreasureDied";
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+ if (.@Treasure < 17) end;
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+ monster "schg_cas05",389,384,"Treasure Chest",1942,1,"Manager#sch05_02::OnTreasureDied";
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+ if (.@Treasure < 18) end;
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+ monster "schg_cas05",390,384,"Treasure Chest",1324,1,"Manager#sch05_02::OnTreasureDied";
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+ if (.@Treasure < 19) end;
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+ monster "schg_cas05",390,385,"Treasure Chest",1942,1,"Manager#sch05_02::OnTreasureDied";
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+ if (.@Treasure < 20) end;
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+ monster "schg_cas05",390,386,"Treasure Chest",1324,1,"Manager#sch05_02::OnTreasureDied";
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+ if (.@Treasure < 21) end;
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+ monster "schg_cas05",389,386,"Treasure Chest",1942,1,"Manager#sch05_02::OnTreasureDied";
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+ if (.@Treasure < 22) end;
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+ monster "schg_cas05",388,386,"Treasure Chest",1324,1,"Manager#sch05_02::OnTreasureDied";
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+ if (.@Treasure < 23) end;
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+ monster "schg_cas05",387,286,"Treasure Chest",1942,1,"Manager#sch05_02::OnTreasureDied";
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+ if (.@Treasure < 24) end;
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+ monster "schg_cas05",386,386,"Treasure Chest",1324,1,"Manager#sch05_02::OnTreasureDied";
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+ }
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+ end;
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+
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+OnTreasureDied:
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+ end;
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+}
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+
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+schg_cas05,123,306,3 script Ef#sch05_01 868,{
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+ set .@GID, GetCastleData("schg_cas05",1);
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+ if (.@GID == 0) {
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+ mes "[Ef]";
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+ mes "Great job. Now, all you";
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+ mes "need to do is destroy this";
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+ mes "Emperium to gain ownership";
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+ mes "over this stronghold.";
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+ close;
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+ }
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+ if (getcharid(2) == .@GID) {
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+ if (strcharinfo(0) != getguildmaster(.@GID)) {
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+ mes "[Ef]";
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+ mes "As guardian of this";
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+ mes "stronghold, I answer only";
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+ mes "to the master of the guild";
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+ mes "that controls this place.";
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+ close;
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+ }
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+ else {
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+ if (agitcheck() == 0) {
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+ mes "[Ef]";
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+ mes "I am Ef, guardian of";
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+ mes "this stronghold. For now,";
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+ mes "all is quiet in this place.";
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+ next;
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+ switch(select("Converse:Cancel")) {
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+ case 1:
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+ mes "[Ef]";
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+ mes "Do you have any questions";
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+ mes "about this stronghold?";
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+ next;
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+ switch(select("Guardian Stones:Fortress Gates:Link Flags:Battle Strategy:Cancel")) {
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+ case 1:
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+ mes "[Ef]";
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+ mes "There is one Emperium";
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+ mes "and two Guardian Stones in";
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+ mes "each fortress. These stones";
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+ mes "are the first line of defense,";
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+ mes "and must be destroyed before";
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+ mes "enemies can even enter.";
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+ next;
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+ mes "[Ef]";
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+ mes "The stones are located in";
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+ mes "^4D4DFFGate Houses^000000 which must be";
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+ mes "protected to prevent enemies";
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+ mes "from reaching the Emperium.";
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+ mes "Guardian Stones can ^4D4DFFrecall";
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+ mes "your Guardians^000000 for protection.";
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+ next;
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+ mes "[Ef]";
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+ mes "Fortresses with higher levels";
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+ mes "of defense can summon more";
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+ mes "Guardians: this is why it is";
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+ mes "so important for guilds to";
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+ mes "invest in Defense Growth.";
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+ next;
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+ mes "[Ef]";
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+ mes "Guardian Stones that have";
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+ mes "been destroyed can be revived";
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+ mes "after a certain time, but one of^FFFFFF ^000000 the guild members must give";
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+ mes "me the order. I can also report^FFFFFF ^000000 the status of the Guardian Stones.";
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+ close;
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+ case 2:
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+ mes "[Ef]";
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+ mes "^4D4DFFFortress Gates^000000 are the second ^FFFFFF ^000000 line of guild stronghold defense,";
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+ mes "and are protected by extra barricades activated by the Guardian Stones.";
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+ mes "These gates are located in three different parts of the fortress.";
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+ next;
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+ mes "[Ef]";
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+ mes "Barricades are protected by";
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+ mes "Guardian Stones, and are";
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+ mes "restored when the Guardian";
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+ mes "Stones are retrieved. However,";
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+ mes "it is not as easy to restore";
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+ mes "destroyed Fortress Gates.";
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+ next;
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+ mes "[Ef]";
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+ mes "Fortress Gates can only be";
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+ mes "restored when the ^4D4DFFguild";
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+ mes "master of a stronghold";
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+ mes "changes^000000, or if ^4D4DFFrestoration";
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+ mes "is requested by the guild";
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+ mes "master of the stronghold^000000.";
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+ close;
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+ case 3:
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+ mes "[Ef]";
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+ mes "Strongholds have many";
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+ mes "Link Flags that allow you";
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+ mes "to access vital areas within";
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+ mes "restrictions placed by the";
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+ mes "Barricades. Usually, ^4D4DFFFlag 1";
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+ mes "links to the Gate House^000000.";
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+ next;
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+ mes "[Ef]";
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+ mes "Many flags link directly to";
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+ mes "the flag near the Emperium.";
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+ mes "The final numbered flag is";
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+ mes "linked to the Convenience";
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+ mes "Facility of the stronghold's";
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+ mes "owner. Keep this in mind.";
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+ close;
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+ case 4:
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+ mes "[Ef]";
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+ mes "Strategy? It would be better";
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+ mes "to develop your battle plan to";
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+ mes "exploit your guild's advantages";
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+ mes "and your enemies' weaknesses.";
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+ mes "Use the Gate Houses and Barricades, and rebuild as quickly as you can!";
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+ close;
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+ case 5:
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+ mes "[Ef]";
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+ mes "You have no questions";
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+ mes "to ask of me? Well, I'm";
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+ mes "here to serve your needs.";
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+ close;
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+ }
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+ case 2:
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+ mes "[Ef]";
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+ mes "I'm always here, so";
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+ mes "feel free to request my";
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+ mes "assistance whenever";
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+ mes "the need arises.";
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+ close;
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+ }
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+ }
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+ else {
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+ mes "[Ef]";
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+ mes "Greetings, "+strcharinfo(0)+".";
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+ mes "What are your orders?";
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+ next;
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+ switch(select("Increase Stronghold Defense:Situational Briefing:Cancel")) {
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+ case 1:
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+ if ($agit_sc05[5] == 0) {
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+ if (getgdskilllv(.@GID,10002) == 0) {
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+ mes "[Ef]";
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+ mes "I'm sorry, but the Guardian";
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+ mes "Stones aren't powerful enough";
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+ mes "to summon Guardians yet. We";
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+ mes "need to accumulate more";
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+ mes "knowledge before they can";
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+ mes "summon any Guardians.";
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+ close;
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+ }
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+ else {
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+ mes "[Ef]";
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+ mes "I shall endeavor to summon";
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+ mes "a Guardian through a Guardian";
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+ mes "Stone. However, keep in mind";
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+ mes "that this will not work if the";
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+ mes "Guardian Stone is destroyed.";
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+ setarray $agit_sc05[5],1;
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+ if ($agit_sc05[0] == 0) {
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+ donpcevent "#sch05_gard01::OnEnable";
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+ }
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+ if ($agit_sc05[1] == 0) {
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+ donpcevent "#sch05_gard02::OnEnable";
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+ }
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+ close;
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+ }
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+ }
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+ else {
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+ mes "[Ef]";
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+ mes "You've already commanded";
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+ mes "me to summon a Guardian";
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+ mes "to defend the stronghold.";
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+ close;
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+ }
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+ case 2:
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+ mes "[Ef]";
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+ mes "Our defense status is...";
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+ if ($agit_sc05[0] == 1) {
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+ mes "1st Guardian Stone: ^FF0000Destroyed^000000";
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+ }
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+ else if ($agit_sc05[0] == 2) {
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+ mes "1st Guardian Stone: ^008000Repairing^000000";
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+ }
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+ else {
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+ mes "1st Guardian Stone: ^4D4DFFOperational^000000";
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+ }
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+ if ($agit_sc05[1] == 1) {
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+ mes "2nd Guardian Stone: ^FF0000Destroyed^000000";
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+ }
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+ else if ($agit_sc05[1] == 2) {
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+ mes "2nd Guardian Stone: ^008000Repairing^000000";
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+ }
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+ else {
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+ mes "2nd Guardian Stone: ^4D4DFFOperational^000000";
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+ }
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+ if ($agit_sc05[2] == 1) {
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+ mes "1st Fortress Gate: ^FF0000Destroyed^000000";
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+ }
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+ else if ($agit_sc05[2] == 2) {
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+ mes "1st Fortress Gate: ^008000Repairing^000000";
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+ }
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+ else {
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+ mes "1st Fortress Gate: ^4D4DFFOperational^000000";
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+ }
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+ if ($agit_sc05[3] == 1) {
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+ mes "2nd Fortress Gate: ^FF0000Destroyed^000000";
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+ }
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+ else if ($agit_sc05[3] == 2) {
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+ mes "2nd Fortress Gate: ^008000Repairing^000000";
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+ }
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+ else {
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+ mes "2nd Fortress Gate: ^4D4DFFOperational^000000";
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+ }
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+ if ($agit_sc05[4] == 1) {
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+ mes "3rd Fortress Gate: ^FF0000Destroyed^000000";
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+ }
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+ else if ($agit_sc05[4] == 2) {
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|
|
+ mes "3rd Fortress Gate: ^008000Repairing^000000";
|
|
|
+ }
|
|
|
+ else {
|
|
|
+ mes "3rd Fortress Gate: ^4D4DFFOperational^000000";
|
|
|
+ }
|
|
|
+ close;
|
|
|
+ case 3:
|
|
|
+ mes "[Ef]";
|
|
|
+ mes "I'll be standing by,";
|
|
|
+ mes "awaiting your orders.";
|
|
|
+ close;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ else {
|
|
|
+ mes "[Ef]";
|
|
|
+ mes "Who are you? Scoundrel!";
|
|
|
+ mes "Leave this stronghold now!";
|
|
|
+ close;
|
|
|
+ }
|
|
|
+
|
|
|
+OnInit:
|
|
|
+ setarray $agit_sc05[0],0,0,0,0,0,0;
|
|
|
+ end;
|
|
|
+}
|
|
|
+
|
|
|
+schg_cas05,1,1,0 script #sch05_gard01 -1,{
|
|
|
+OnEnable:
|
|
|
+ set .@Defence,GetCastleData("schg_cas05",3);
|
|
|
+ guardian "schg_cas05",111,18,"Guardian Soldier",1899,"#sch05_gard01::OnGuardianDied"; //0;
|
|
|
+ if ((.@Defense > 10) && (.@Defense < 31)) {
|
|
|
+ set .MyMobCount,2;
|
|
|
+ guardian "schg_cas05",109,44,"Guardian Soldier",1899,"#sch05_gard01::OnGuardianDied"; //1;
|
|
|
+ }
|
|
|
+ else if ((.@Defense > 30) && (.@Defense < 51)) {
|
|
|
+ set .MyMobCount,3;
|
|
|
+ guardian "schg_cas05",109,44,"Guardian Soldier",1899,"#sch05_gard01::OnGuardianDied"; //1;
|
|
|
+ guardian "schg_cas05",65,22,"Guardian Soldier",1899,"#sch05_gard01::OnGuardianDied"; //2;
|
|
|
+ }
|
|
|
+ else if ((.@Defense > 50) && (.@Defense < 71)) {
|
|
|
+ set .MyMobCount,4;
|
|
|
+ guardian "schg_cas05",109,44,"Guardian Soldier",1899,"#sch05_gard01::OnGuardianDied"; //1;
|
|
|
+ guardian "schg_cas05",65,22,"Guardian Soldier",1899,"#sch05_gard01::OnGuardianDied"; //2;
|
|
|
+ guardian "schg_cas05",110,40,"Guardian Soldier",1899,"#sch05_gard01::OnGuardianDied"; //3;
|
|
|
+ }
|
|
|
+ else if (.@Defense > 70) {
|
|
|
+ set .MyMobCount,5;
|
|
|
+ guardian "schg_cas05",109,44,"Guardian Soldier",1899,"#sch05_gard01::OnGuardianDied"; //1;
|
|
|
+ guardian "schg_cas05",65,22,"Guardian Soldier",1899,"#sch05_gard01::OnGuardianDied"; //2;
|
|
|
+ guardian "schg_cas05",110,40,"Guardian Soldier",1899,"#sch05_gard01::OnGuardianDied"; //3;
|
|
|
+ guardian "schg_cas05",88,20,"Guardian Soldier",1899,"#sch05_gard01::OnGuardianDied"; //4;
|
|
|
+ }
|
|
|
+ else {
|
|
|
+ set .MyMobCount,2;
|
|
|
+ guardian "schg_cas05",108,32,"Guardian Soldier",1899,"#sch05_gard01::OnGuardianDied"; //1;
|
|
|
+ }
|
|
|
+ initnpctimer;
|
|
|
+ end;
|
|
|
+
|
|
|
+OnTimer300000:
|
|
|
+ set .MyMobCount,.MyMobCount+1;
|
|
|
+ guardian "schg_cas05",64,40,"Guardian Soldier",1899,"#sch05_gard01::OnGuardianDied"; //5;
|
|
|
+ mapannounce "schg_cas05","The 1st Guardian has been summoned from the Gate House.",bc_map,"0xff4500";
|
|
|
+ end;
|
|
|
+
|
|
|
+OnTimer900000:
|
|
|
+ set .MyMobCount,.MyMobCount+1;
|
|
|
+ guardian "schg_cas05",47,43,"Guardian Soldier",1899,"#sch05_gard01::OnGuardianDied"; //6;
|
|
|
+ mapannounce "schg_cas05","The 2nd Guardian has been summoned from the Gate House.",bc_map,"0xff4500";
|
|
|
+ end;
|
|
|
+
|
|
|
+OnTimer1800000:
|
|
|
+ set .MyMobCount,.MyMobCount+1;
|
|
|
+ guardian "schg_cas05",109,48,"Guardian Soldier",1899,"#sch05_gard01::OnGuardianDied"; //7;
|
|
|
+ mapannounce "schg_cas05","The 3rd Guardian has been summoned from the Gate House.",bc_map,"0xff4500";
|
|
|
+ end;
|
|
|
+
|
|
|
+OnTimer2700000:
|
|
|
+ set .MyMobCount,.MyMobCount+1;
|
|
|
+ guardian "schg_cas05",111,18,"Guardian Soldier",1899,"#sch05_gard01::OnGuardianDied"; //8;
|
|
|
+ mapannounce "schg_cas05","The 4th Guardian has been summoned from the Gate House.",bc_map,"0xff4500";
|
|
|
+ end;
|
|
|
+
|
|
|
+OnTimer3600000:
|
|
|
+ set .MyMobCount,.MyMobCount+1;
|
|
|
+ guardian "schg_cas05",112,32,"Guardian Soldier",1899,"#sch05_gard01::OnGuardianDied"; //9;
|
|
|
+ mapannounce "schg_cas05","The 5th Guardian has been summoned from the Gate House.",bc_map,"0xff4500";
|
|
|
+ stopnpctimer;
|
|
|
+ end;
|
|
|
+
|
|
|
+OnGuardianDied:
|
|
|
+ set .MyMobCount,.MyMobCount-1;
|
|
|
+ if (.MyMobCount < 2) {
|
|
|
+ set .MyMobCount,.MyMobCount+1;
|
|
|
+ guardian "schg_cas05",120,37,"Guardian Soldier",1899,"#sch05_gard01::OnGuardianDied"; //10;
|
|
|
+ }
|
|
|
+ end;
|
|
|
+
|
|
|
+Onreset:
|
|
|
+ stopnpctimer;
|
|
|
+ killmonster "schg_cas05","#sch05_gard01::OnGuardianDied";
|
|
|
+ end;
|
|
|
+}
|
|
|
+
|
|
|
+schg_cas05,1,2,0 script #sch05_gard02 -1,{
|
|
|
+OnEnable:
|
|
|
+ set .@Defence,GetCastleData("schg_cas05",3);
|
|
|
+ guardian "schg_cas05",130,22,"Guardian Soldier",1899,"#sch05_gard02::OnGuardianDied"; //11;
|
|
|
+ if ((.@Defense > 10) && (.@Defense < 31)) {
|
|
|
+ set .MyMobCount,2;
|
|
|
+ guardian "schg_cas05",187,15,"Guardian Soldier",1899,"#sch05_gard02::OnGuardianDied"; //12;
|
|
|
+ }
|
|
|
+ else if ((.@Defense > 30) && (.@Defense < 51)) {
|
|
|
+ set .MyMobCount,3;
|
|
|
+ guardian "schg_cas05",129,47,"Guardian Soldier",1899,"#sch05_gard02::OnGuardianDied"; //12;
|
|
|
+ guardian "schg_cas05",151,18,"Guardian Soldier",1899,"#sch05_gard02::OnGuardianDied"; //13;
|
|
|
+ }
|
|
|
+ else if ((.@Defense > 50) && (.@Defense < 71)) {
|
|
|
+ set .MyMobCount,4;
|
|
|
+ guardian "schg_cas05",129,47,"Guardian Soldier",1899,"#sch05_gard02::OnGuardianDied"; //12;
|
|
|
+ guardian "schg_cas05",151,18,"Guardian Soldier",1899,"#sch05_gard02::OnGuardianDied"; //13;
|
|
|
+ guardian "schg_cas05",187,15,"Guardian Soldier",1899,"#sch05_gard02::OnGuardianDied"; //14;
|
|
|
+ }
|
|
|
+ else if (.@Defense > 70) {
|
|
|
+ set .MyMobCount,5;
|
|
|
+ guardian "schg_cas05",129,47,"Guardian Soldier",1899,"#sch05_gard02::OnGuardianDied"; //12;
|
|
|
+ guardian "schg_cas05",151,18,"Guardian Soldier",1899,"#sch05_gard02::OnGuardianDied"; //13;
|
|
|
+ guardian "schg_cas05",187,15,"Guardian Soldier",1899,"#sch05_gard02::OnGuardianDied"; //14;
|
|
|
+ guardian "schg_cas05",128,42,"Guardian Soldier",1899,"#sch05_gard02::OnGuardianDied"; //15;
|
|
|
+ }
|
|
|
+ else {
|
|
|
+ set .MyMobCount,2;
|
|
|
+ guardian "schg_cas05",128,42,"Guardian Soldier",1899,"#sch05_gard02::OnGuardianDied"; //12;
|
|
|
+ }
|
|
|
+ initnpctimer;
|
|
|
+ end;
|
|
|
+
|
|
|
+OnTimer600000:
|
|
|
+ set .MyMobCount,.MyMobCount+1;
|
|
|
+ guardian "schg_cas05",152,43,"Guardian Soldier",1899,"#sch05_gard02::OnGuardianDied"; //16;
|
|
|
+ end;
|
|
|
+
|
|
|
+OnTimer1200000:
|
|
|
+ set .MyMobCount,.MyMobCount+1;
|
|
|
+ guardian "schg_cas05",187,15,"Guardian Soldier",1899,"#sch05_gard02::OnGuardianDied"; //17;
|
|
|
+ end;
|
|
|
+
|
|
|
+OnTimer2100000:
|
|
|
+ set .MyMobCount,.MyMobCount+1;
|
|
|
+ guardian "schg_cas05",128,42,"Guardian Soldier",1899,"#sch05_gard02::OnGuardianDied"; //18;
|
|
|
+ end;
|
|
|
+
|
|
|
+OnTimer3000000:
|
|
|
+ set .MyMobCount,.MyMobCount+1;
|
|
|
+ guardian "schg_cas05",130,22,"Guardian Soldier",1899,"#sch05_gard02::OnGuardianDied"; //19;
|
|
|
+ end;
|
|
|
+
|
|
|
+OnTimer3900000:
|
|
|
+ set .MyMobCount,.MyMobCount+1;
|
|
|
+ guardian "schg_cas05",130,28,"Guardian Soldier",1899,"#sch05_gard02::OnGuardianDied"; //20;
|
|
|
+ stopnpctimer;
|
|
|
+ end;
|
|
|
+
|
|
|
+OnGuardianDied:
|
|
|
+ set .MyMobCount,.MyMobCount-1;
|
|
|
+ if (.MyMobCount < 2) {
|
|
|
+ set .MyMobCount,.MyMobCount+1;
|
|
|
+ guardian "schg_cas05",151,18,"Guardian Soldier",1899,"#sch05_gard02::OnGuardianDied"; //21;
|
|
|
+ }
|
|
|
+ end;
|
|
|
+
|
|
|
+Onreset:
|
|
|
+ stopnpctimer;
|
|
|
+ killmonster "schg_cas05","#sch05_gard02::OnGuardianDied";
|
|
|
+ end;
|
|
|
+}
|
|
|
+
|
|
|
+schg_cas05,1,3,0 script #sch05_df01 -1,{
|
|
|
+OnEnable:
|
|
|
+ guardian "schg_cas05",27,35,"1st Guardian Stone",1907,"#sch05_df01::OnGuardianStoneDied"; //22;
|
|
|
+ end;
|
|
|
+
|
|
|
+OnDisable:
|
|
|
+ killmonster "schg_cas05","#sch05_df01::OnGuardianStoneDied";
|
|
|
+ setarray $agit_sc05[0],1; //Global Variable
|
|
|
+ stopnpctimer;
|
|
|
+ end;
|
|
|
+
|
|
|
+OnGuardianStoneDied:
|
|
|
+ // 1st Guardian Stone is Destroyed
|
|
|
+ setarray $agit_sc05[0],1;
|
|
|
+ if (($agit_sc05[0] == 1) || ($agit_sc05[0] == 2)) {
|
|
|
+ set .@destroyed,.@destroyed + 1;
|
|
|
+ }
|
|
|
+ if (($agit_sc05[1] == 1) || ($agit_sc05[1] == 2)) {
|
|
|
+ set .@destroyed,.@destroyed + 1;
|
|
|
+ }
|
|
|
+ if (.@destroyed == 2) {
|
|
|
+ mapannounce "schg_cas05","All of the Guardian Stones have been destroyed!",bc_map,"0x00ff00";
|
|
|
+ donpcevent "#sch05_RL00::OnDisable";
|
|
|
+ donpcevent "#sch05_gard01::Onreset";
|
|
|
+ }
|
|
|
+ else {
|
|
|
+ mapannounce "schg_cas05","The 1st Guardian Stone has been destroyed!",bc_map,"0x00ff00";
|
|
|
+ donpcevent "#sch05_gard01::Onreset";
|
|
|
+ }
|
|
|
+ initnpctimer;
|
|
|
+ end;
|
|
|
+
|
|
|
+OnTimer300000:
|
|
|
+ donpcevent "1st Guardian Stone#sch05::OnEnable";
|
|
|
+ setarray $agit_sc05[0],2; //Global Variable
|
|
|
+ stopnpctimer;
|
|
|
+ end;
|
|
|
+}
|
|
|
+
|
|
|
+schg_cas05,27,36,0 script 1st Guardian Stone#sch05 844,{
|
|
|
+ set .@GID, GetCastleData("schg_cas05",1);
|
|
|
+ if (getcharid(2) == .@GID) {
|
|
|
+ mes "^3355FFYou will need the";
|
|
|
+ mes "following materials to";
|
|
|
+ mes "rebuild a destroyed";
|
|
|
+ mes "Guardian Stone.^000000";
|
|
|
+ next;
|
|
|
+ mes "1 Oridecon";
|
|
|
+ mes "1 Elunium";
|
|
|
+ mes "30 Stones";
|
|
|
+ mes "5 Blue Gemstones";
|
|
|
+ mes "5 Yellow Gemstones";
|
|
|
+ mes "5 Red Gemstones";
|
|
|
+ next;
|
|
|
+ mes "^3355FFDo you want to continue?^000000";
|
|
|
+ switch(select("No:Continue")) {
|
|
|
+ case 1:
|
|
|
+ mes "^3355FFWork canceled.^000000";
|
|
|
+ close;
|
|
|
+ case 2:
|
|
|
+ if ((countitem(984) > 0) && (countitem(985) > 0) && (countitem(7049) > 29) && (countitem(717) > 4) && (countitem(715) > 4) && (countitem(716) > 4)) {
|
|
|
+ mes "^3355FFArrange Stones, Elunium, and";
|
|
|
+ mes "Oridecon, in that order, in the";
|
|
|
+ mes "center. Then you must arrange";
|
|
|
+ mes "the enchanted Gemstones to";
|
|
|
+ mes "rebuild the Guardian Stone.^000000";
|
|
|
+ next;
|
|
|
+ switch(select("Elunium:Oridecon:Stone")) {
|
|
|
+ case 1:
|
|
|
+ mes "^3355FFElunium has been";
|
|
|
+ mes "placed in the center.^000000";
|
|
|
+ next;
|
|
|
+ break;
|
|
|
+ case 2:
|
|
|
+ mes "^3355FFOridecon has been";
|
|
|
+ mes "placed in the center.^000000";
|
|
|
+ next;
|
|
|
+ break;
|
|
|
+ case 3:
|
|
|
+ mes "^3355FFStones have been";
|
|
|
+ mes "placed in the center.^000000";
|
|
|
+ set .@nice,.@nice+10;
|
|
|
+ next;
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ switch(select("Elunium:Oridecon:Stone")) {
|
|
|
+ case 1:
|
|
|
+ mes "^3355FFYou have lined the";
|
|
|
+ mes "outside of the center";
|
|
|
+ mes "with some Elunium.^000000";
|
|
|
+ set .@nice,.@nice+10;
|
|
|
+ next;
|
|
|
+ break;
|
|
|
+ case 2:
|
|
|
+ mes "^3355FFYou have lined the";
|
|
|
+ mes "outside of the center";
|
|
|
+ mes "with some Oridecon.^000000";
|
|
|
+ next;
|
|
|
+ break;
|
|
|
+ case 3:
|
|
|
+ mes "^3355FFYou have lined the";
|
|
|
+ mes "outside of the center";
|
|
|
+ mes "with some Stones.^000000";
|
|
|
+ next;
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ switch(select("Elunium:Oridecon:Stone")) {
|
|
|
+ case 1:
|
|
|
+ mes "^3355FFYou covered the";
|
|
|
+ mes "rest of the materials";
|
|
|
+ mes "with some Elunium.^000000";
|
|
|
+ next;
|
|
|
+ break;
|
|
|
+ case 2:
|
|
|
+ mes "^3355FFYou covered the";
|
|
|
+ mes "rest of the materials";
|
|
|
+ mes "with some Oridecon.^000000";
|
|
|
+ set .@nice,.@nice+10;
|
|
|
+ next;
|
|
|
+ break;
|
|
|
+ case 3:
|
|
|
+ mes "^3355FFYou covered the";
|
|
|
+ mes "rest of the materials";
|
|
|
+ mes "with some Stones.^000000";
|
|
|
+ next;
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ mes "^3355FFNow you need to arrange";
|
|
|
+ mes "the enchanted Gemstones";
|
|
|
+ mes "accordingly. You can identify";
|
|
|
+ mes "their Magic properties by";
|
|
|
+ mes "their casting effect.^000000";
|
|
|
+ next;
|
|
|
+ while(1) {
|
|
|
+ if (.@roof0 > 7) {
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ else {
|
|
|
+ switch(rand(1,3)) {
|
|
|
+ case 1:
|
|
|
+ specialeffect 54; //"1st Guardian Stone#sch05" EF_BEGINSPELL2
|
|
|
+ mes "^3355FFThe Gemstones must";
|
|
|
+ mes "be arranged in the correct";
|
|
|
+ mes "order according to their";
|
|
|
+ mes "magic properties and power.^000000";
|
|
|
+ next;
|
|
|
+ switch(select("Red Gemstone:Yellow Gemstone:Blue Gemstone")) {
|
|
|
+ case 1:
|
|
|
+ mes "^3355FFYou placed the Red Gemstone.";
|
|
|
+ mes "However, the Guardian Stone";
|
|
|
+ mes "Repair System failed because";
|
|
|
+ mes "of a magic power conflict.^000000";
|
|
|
+ close;
|
|
|
+ case 2:
|
|
|
+ mes "^3355FFYou placed the Yellow Gemstone.";
|
|
|
+ mes "However, the Guardian Stone";
|
|
|
+ mes "Repair System failed because";
|
|
|
+ mes "of a magic power conflict.^000000";
|
|
|
+ close;
|
|
|
+ case 3:
|
|
|
+ mes "^3355FFYou placed the Blue Gemstone.^000000";
|
|
|
+ set .@nice,.@nice+10;
|
|
|
+ set .@roof0,.@roof0 + 1;
|
|
|
+ specialeffect 18; //"1st Guardian Stone#sch05" EF_STEAL
|
|
|
+ next;
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ break;
|
|
|
+ case 2:
|
|
|
+ specialeffect 225; //"1st Guardian Stone#sch05" EF_VOLCANO
|
|
|
+ mes "^3355FFThe Gemstones must";
|
|
|
+ mes "be arranged in the correct";
|
|
|
+ mes "order according to their";
|
|
|
+ mes "magic properties and power.^000000";
|
|
|
+ next;
|
|
|
+ switch(select("Red Gemstone:Yellow Gemstone:Blue Gemstone")) {
|
|
|
+ case 1:
|
|
|
+ mes "^3355FFYou placed the Red Gemstone.^000000";
|
|
|
+ set .@nice,.@nice+10;
|
|
|
+ set .@roof0,.@roof0 + 1;
|
|
|
+ specialeffect 18; //"1st Guardian Stone#sch05" EF_STEAL
|
|
|
+ next;
|
|
|
+ break;
|
|
|
+ case 2:
|
|
|
+ mes "^3355FFYou placed the Yellow Gemstone.";
|
|
|
+ mes "However, the Guardian Stone";
|
|
|
+ mes "Repair System failed because";
|
|
|
+ mes "of a magic power conflict.^000000";
|
|
|
+ close;
|
|
|
+ case 3:
|
|
|
+ mes "^3355FFYou placed the Blue Gemstone.";
|
|
|
+ mes "However, the Guardian Stone";
|
|
|
+ mes "Repair System failed because";
|
|
|
+ mes "of a magic power conflict.^000000";
|
|
|
+ close;
|
|
|
+ }
|
|
|
+ break;
|
|
|
+ case 3:
|
|
|
+ specialeffect 56; //"1st Guardian Stone#sch05" EF_BEGINSPELL4
|
|
|
+ mes "^3355FFThe Gemstones must";
|
|
|
+ mes "be arranged in the correct";
|
|
|
+ mes "order according to their";
|
|
|
+ mes "magic properties and power.^000000";
|
|
|
+ next;
|
|
|
+ switch(select("Red Gemstone:Yellow Gemstone:Blue Gemstone")) {
|
|
|
+ case 1:
|
|
|
+ mes "^3355FFYou placed the Red Gemstone.";
|
|
|
+ mes "However, the Guardian Stone";
|
|
|
+ mes "Repair System failed because";
|
|
|
+ mes "of a magic power conflict.^000000";
|
|
|
+ close;
|
|
|
+ case 2:
|
|
|
+ mes "^3355FFYou placed the Yellow Gemstone.^000000";
|
|
|
+ set .@nice,.@nice+10;
|
|
|
+ set .@roof0,.@roof0 + 1;
|
|
|
+ specialeffect 18; //"1st Guardian Stone#sch05" EF_STEAL
|
|
|
+ next;
|
|
|
+ break;
|
|
|
+ case 3:
|
|
|
+ mes "^3355FFYou placed the Blue Gemstone.";
|
|
|
+ mes "However, the Guardian Stone";
|
|
|
+ mes "Repair System failed because";
|
|
|
+ mes "of a magic power conflict.^000000";
|
|
|
+ close;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ if (.@nice > 90) {
|
|
|
+ if ($agit_sc05[0] == 0) {
|
|
|
+ mes "^3355FFThe Guardian Stone";
|
|
|
+ mes "Repair System has";
|
|
|
+ mes "already completed.^000000";
|
|
|
+ close;
|
|
|
+ }
|
|
|
+ else {
|
|
|
+ if (agitcheck() == 0) {
|
|
|
+ mes "^3355FFIt is impossible to";
|
|
|
+ mes "rebuild the Guardian";
|
|
|
+ mes "Stone because the";
|
|
|
+ mes "Emperium is not present.^000000";
|
|
|
+ close;
|
|
|
+ }
|
|
|
+ else {
|
|
|
+ mes "^3355FFThe Gemstones have been";
|
|
|
+ mes "arranged, and the Guardian";
|
|
|
+ mes "Stone is successfully repaired.^000000";
|
|
|
+ delitem 984,1; //Oridecon
|
|
|
+ delitem 985,1; //Elunium
|
|
|
+ delitem 7049,30; //Stone
|
|
|
+ delitem 717,5; //Blue_Gemstone
|
|
|
+ delitem 715,5; //Yellow_Gemstone
|
|
|
+ delitem 716,5; //Red_Gemstone
|
|
|
+ close2;
|
|
|
+ donpcevent "#sch05_df01::OnEnable";
|
|
|
+ specialeffect 135; //"1st Guardian Stone#sch05" EF_ICECRASH
|
|
|
+ disablenpc "1st Guardian Stone#sch05";
|
|
|
+ setarray $agit_sc05[0],0;
|
|
|
+ set .@df_all,$agit_sc05[0]+$agit_sc05[1];
|
|
|
+ if (.@df_all == 0) {
|
|
|
+ mapannounce "schg_cas05","Both Guardian Stones have been erected, bolstering this stronghold's defenses!",bc_map,"0x00ff00";
|
|
|
+ donpcevent "#sch05_RL00::OnEnable";
|
|
|
+ }
|
|
|
+ else {
|
|
|
+ mapannounce "schg_cas05","The 1st Guardian Stone has been repaired successfully.",bc_map,"0x00ff00";
|
|
|
+ }
|
|
|
+ if ($agit_sc05[5] == 1) {
|
|
|
+ donpcevent "#sch05_gard01::OnEnable";
|
|
|
+ }
|
|
|
+ end;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ else {
|
|
|
+ mes "^3355FFAfter all of that work...";
|
|
|
+ mes "It looks like you failed";
|
|
|
+ mes "to fix the Guardian Stone,";
|
|
|
+ mes "and lost some materials.^000000";
|
|
|
+ delitem 7049,10; //Stone
|
|
|
+ delitem 717,2; //Blue_Gemstone
|
|
|
+ delitem 715,2; //Yellow_Gemstone
|
|
|
+ delitem 716,2; //Red_Gemstone
|
|
|
+ close;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ else {
|
|
|
+ mes "^3355FFYou don't have enough";
|
|
|
+ mes "materials to repair";
|
|
|
+ mes "the Guardian Stone.^000000";
|
|
|
+ close;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ end;
|
|
|
+
|
|
|
+OnInit:
|
|
|
+ disablenpc "1st Guardian Stone#sch05";
|
|
|
+ end;
|
|
|
+
|
|
|
+OnEnable:
|
|
|
+ enablenpc "1st Guardian Stone#sch05";
|
|
|
+ specialeffect 247; //"1st Guardian Stone#sch05" EF_MAPPILLAR2
|
|
|
+ end;
|
|
|
+
|
|
|
+OnDisable:
|
|
|
+ disablenpc "1st Guardian Stone#sch05";
|
|
|
+ end;
|
|
|
+}
|
|
|
+
|
|
|
+schg_cas05,1,4,0 script #sch05_df02 -1,{
|
|
|
+OnEnable:
|
|
|
+ guardian "schg_cas05",207,75,"2nd Guardian Stone",1908,"#sch05_df02::OnGuardianStoneDied"; //23;
|
|
|
+ end;
|
|
|
+
|
|
|
+OnDisable:
|
|
|
+ killmonster "schg_cas05","#sch05_df02::OnGuardianStoneDied";
|
|
|
+ setarray $agit_sc05[1],1; //Global Variable
|
|
|
+ stopnpctimer;
|
|
|
+ end;
|
|
|
+
|
|
|
+OnGuardianStoneDied:
|
|
|
+ // 2nd Guardian Stone is Destroyed
|
|
|
+ setarray $agit_sc05[1],1;
|
|
|
+ if (($agit_sc05[0] == 1) || ($agit_sc05[0] == 2)) {
|
|
|
+ set .@destroyed,.@destroyed + 1;
|
|
|
+ }
|
|
|
+ if (($agit_sc05[1] == 1) || ($agit_sc05[1] == 2)) {
|
|
|
+ set .@destroyed,.@destroyed + 1;
|
|
|
+ }
|
|
|
+ if (.@destroyed == 2) {
|
|
|
+ mapannounce "schg_cas05","All of the Guardian Stones have been destroyed!",bc_map,"0x00ff00";
|
|
|
+ donpcevent "#sch05_RL00::OnDisable";
|
|
|
+ donpcevent "#sch05_gard02::Onreset";
|
|
|
+ }
|
|
|
+ else {
|
|
|
+ mapannounce "schg_cas05","2nd Guardian Stone has been destroyed!",bc_map,"0x00ff00";
|
|
|
+ donpcevent "#sch05_gard02::Onreset";
|
|
|
+ }
|
|
|
+ initnpctimer;
|
|
|
+ end;
|
|
|
+
|
|
|
+OnTimer300000:
|
|
|
+ donpcevent "2nd Guardian Stone#sch05::OnEnable";
|
|
|
+ setarray $agit_sc05[1],2; //Global Variable
|
|
|
+ stopnpctimer;
|
|
|
+ end;
|
|
|
+}
|
|
|
+
|
|
|
+schg_cas05,208,75,0 script 2nd Guardian Stone#sch05 844,{
|
|
|
+ set .@GID, GetCastleData("schg_cas05",1);
|
|
|
+ if (getcharid(2) == .@GID) {
|
|
|
+ mes "^3355FFYou will need the";
|
|
|
+ mes "following materials to";
|
|
|
+ mes "rebuild a destroyed";
|
|
|
+ mes "Guardian Stone.^000000";
|
|
|
+ next;
|
|
|
+ mes "1 Oridecon";
|
|
|
+ mes "1 Elunium";
|
|
|
+ mes "30 Stones";
|
|
|
+ mes "5 Blue Gemstones";
|
|
|
+ mes "5 Yellow Gemstones";
|
|
|
+ mes "5 Red Gemstones";
|
|
|
+ next;
|
|
|
+ mes "^3355FFDo you want to continue?^000000";
|
|
|
+ switch(select("No:Continue")) {
|
|
|
+ case 1:
|
|
|
+ mes "^3355FFWork canceled.^000000";
|
|
|
+ close;
|
|
|
+ case 2:
|
|
|
+ if ((countitem(984) > 0) && (countitem(985) > 0) && (countitem(7049) > 29) && (countitem(717) > 4) && (countitem(715) > 4) && (countitem(716) > 4)) {
|
|
|
+ mes "^3355FFArrange Stones, Elunium, and";
|
|
|
+ mes "Oridecon, in that order, in the";
|
|
|
+ mes "center. Then you must arrange";
|
|
|
+ mes "the enchanted Gemstones to";
|
|
|
+ mes "rebuild the Guardian Stone.^000000";
|
|
|
+ next;
|
|
|
+ switch(select("Elunium:Oridecon:Stone")) {
|
|
|
+ case 1:
|
|
|
+ mes "^3355FFElunium has been";
|
|
|
+ mes "placed in the center.^000000";
|
|
|
+ next;
|
|
|
+ break;
|
|
|
+ case 2:
|
|
|
+ mes "^3355FFOridecon has been";
|
|
|
+ mes "placed in the center.^000000";
|
|
|
+ next;
|
|
|
+ break;
|
|
|
+ case 3:
|
|
|
+ mes "^3355FFStones have been";
|
|
|
+ mes "placed in the center.^000000";
|
|
|
+ set .@nice,.@nice+10;
|
|
|
+ next;
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ switch(select("Elunium:Oridecon:Stone")) {
|
|
|
+ case 1:
|
|
|
+ mes "^3355FFYou have lined the";
|
|
|
+ mes "outside of the center";
|
|
|
+ mes "with some Elunium.^000000";
|
|
|
+ set .@nice,.@nice+10;
|
|
|
+ next;
|
|
|
+ break;
|
|
|
+ case 2:
|
|
|
+ mes "^3355FFYou have lined the";
|
|
|
+ mes "outside of the center";
|
|
|
+ mes "with some Oridecon.^000000";
|
|
|
+ next;
|
|
|
+ break;
|
|
|
+ case 3:
|
|
|
+ mes "^3355FFYou have lined the";
|
|
|
+ mes "outside of the center";
|
|
|
+ mes "with some Stones.^000000";
|
|
|
+ next;
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ switch(select("Elunium:Oridecon:Stone")) {
|
|
|
+ case 1:
|
|
|
+ mes "^3355FFYou covered the";
|
|
|
+ mes "rest of the materials";
|
|
|
+ mes "with some Elunium.^000000";
|
|
|
+ next;
|
|
|
+ break;
|
|
|
+ case 2:
|
|
|
+ mes "^3355FFYou covered the";
|
|
|
+ mes "rest of the materials";
|
|
|
+ mes "with some Oridecon.^000000";
|
|
|
+ set .@nice,.@nice+10;
|
|
|
+ next;
|
|
|
+ break;
|
|
|
+ case 3:
|
|
|
+ mes "^3355FFYou covered the";
|
|
|
+ mes "rest of the materials";
|
|
|
+ mes "with some Stones.^000000";
|
|
|
+ next;
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ mes "^3355FFNow you need to arrange";
|
|
|
+ mes "the enchanted Gemstones";
|
|
|
+ mes "accordingly. You can identify";
|
|
|
+ mes "their Magic properties by";
|
|
|
+ mes "their casting effect.^000000";
|
|
|
+ next;
|
|
|
+ while(1) {
|
|
|
+ if (.@roof0 > 7) {
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ else {
|
|
|
+ switch(rand(1,3)) {
|
|
|
+ case 1:
|
|
|
+ specialeffect 54; //"2nd Guardian Stone#sch05" EF_BEGINSPELL2
|
|
|
+ mes "^3355FFThe Gemstones must";
|
|
|
+ mes "be arranged in the correct";
|
|
|
+ mes "order according to their";
|
|
|
+ mes "magic properties and power.^000000";
|
|
|
+ next;
|
|
|
+ switch(select("Red Gemstone:Yellow Gemstone:Blue Gemstone")) {
|
|
|
+ case 1:
|
|
|
+ mes "^3355FFYou placed the Red Gemstone.";
|
|
|
+ mes "However, the Guardian Stone";
|
|
|
+ mes "Repair System failed because";
|
|
|
+ mes "of a magic power conflict.^000000";
|
|
|
+ close;
|
|
|
+ case 2:
|
|
|
+ mes "^3355FFYou placed the Yellow Gemstone.";
|
|
|
+ mes "However, the Guardian Stone";
|
|
|
+ mes "Repair System failed because";
|
|
|
+ mes "of a magic power conflict.^000000";
|
|
|
+ close;
|
|
|
+ case 3:
|
|
|
+ mes "^3355FFYou placed the Blue Gemstone.^000000";
|
|
|
+ set .@nice,.@nice+10;
|
|
|
+ set .@roof0,.@roof0 + 1;
|
|
|
+ specialeffect 18; //"2nd Guardian Stone#sch05" EF_STEAL
|
|
|
+ next;
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ break;
|
|
|
+ case 2:
|
|
|
+ specialeffect 225; //"2nd Guardian Stone#sch05" EF_VOLCANO
|
|
|
+ mes "^3355FFThe Gemstones must";
|
|
|
+ mes "be arranged in the correct";
|
|
|
+ mes "order according to their";
|
|
|
+ mes "magic properties and power.^000000";
|
|
|
+ next;
|
|
|
+ switch(select("Red Gemstone:Yellow Gemstone:Blue Gemstone")) {
|
|
|
+ case 1:
|
|
|
+ mes "^3355FFYou placed the Red Gemstone.^000000";
|
|
|
+ set .@nice,.@nice+10;
|
|
|
+ set .@roof0,.@roof0 + 1;
|
|
|
+ specialeffect 18; //"2nd Guardian Stone#sch05" EF_STEAL
|
|
|
+ next;
|
|
|
+ break;
|
|
|
+ case 2:
|
|
|
+ mes "^3355FFYou placed the Yellow Gemstone.";
|
|
|
+ mes "However, the Guardian Stone";
|
|
|
+ mes "Repair System failed because";
|
|
|
+ mes "of a magic power conflict.^000000";
|
|
|
+ close;
|
|
|
+ case 3:
|
|
|
+ mes "^3355FFYou placed the Blue Gemstone.";
|
|
|
+ mes "However, the Guardian Stone";
|
|
|
+ mes "Repair System failed because";
|
|
|
+ mes "of a magic power conflict.^000000";
|
|
|
+ close;
|
|
|
+ }
|
|
|
+ break;
|
|
|
+ case 3:
|
|
|
+ specialeffect 56; //"2nd Guardian Stone#sch05" EF_BEGINSPELL4
|
|
|
+ mes "^3355FFThe Gemstones must";
|
|
|
+ mes "be arranged in the correct";
|
|
|
+ mes "order according to their";
|
|
|
+ mes "magic properties and power.^000000";
|
|
|
+ next;
|
|
|
+ switch(select("Red Gemstone:Yellow Gemstone:Blue Gemstone")) {
|
|
|
+ case 1:
|
|
|
+ mes "^3355FFYou placed the Red Gemstone.";
|
|
|
+ mes "However, the Guardian Stone";
|
|
|
+ mes "Repair System failed because";
|
|
|
+ mes "of a magic power conflict.^000000";
|
|
|
+ close;
|
|
|
+ case 2:
|
|
|
+ mes "^3355FFYou placed the Yellow Gemstone.^000000";
|
|
|
+ set .@nice,.@nice+10;
|
|
|
+ set .@roof0,.@roof0 + 1;
|
|
|
+ specialeffect 18; //"2nd Guardian Stone#sch05" EF_STEAL
|
|
|
+ next;
|
|
|
+ break;
|
|
|
+ case 3:
|
|
|
+ mes "^3355FFYou placed the Blue Gemstone.";
|
|
|
+ mes "However, the Guardian Stone";
|
|
|
+ mes "Repair System failed because";
|
|
|
+ mes "of a magic power conflict.^000000";
|
|
|
+ close;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ if (.@nice > 90) {
|
|
|
+ if ($agit_sc05[1] == 0) {
|
|
|
+ mes "^3355FFThe Guardian Stone";
|
|
|
+ mes "Repair System has";
|
|
|
+ mes "successfully completed.^000000";
|
|
|
+ close;
|
|
|
+ }
|
|
|
+ else {
|
|
|
+ if (agitcheck() == 0) {
|
|
|
+ mes "^3355FFIt is impossible to";
|
|
|
+ mes "rebuild the Guardian";
|
|
|
+ mes "Stone because the";
|
|
|
+ mes "Emperium is not present.^000000";
|
|
|
+ close;
|
|
|
+ }
|
|
|
+ else {
|
|
|
+ mes "^3355FFThe Gemstones have been";
|
|
|
+ mes "arranged, and the Guardian";
|
|
|
+ mes "Stone is successfully repaired.^000000";
|
|
|
+ delitem 984,1; //Oridecon
|
|
|
+ delitem 985,1; //Elunium
|
|
|
+ delitem 7049,30; //Stone
|
|
|
+ delitem 717,5; //Blue_Gemstone
|
|
|
+ delitem 715,5; //Yellow_Gemstone
|
|
|
+ delitem 716,5; //Red_Gemstone
|
|
|
+ close2;
|
|
|
+ donpcevent "#sch05_df02::OnEnable";
|
|
|
+ specialeffect 135; //"2nd Guardian Stone#sch05" EF_ICECRASH
|
|
|
+ disablenpc "2nd Guardian Stone#sch05";
|
|
|
+ setarray $agit_sc05[1],0;
|
|
|
+ set .@df_all,$agit_sc05[0]+$agit_sc05[1];
|
|
|
+ if (.@df_all == 0) {
|
|
|
+ mapannounce "schg_cas05","Both Guardian Stones have been erected, bolstering this stronghold's defenses!",bc_map,"0x00ff00";
|
|
|
+ donpcevent "#sch05_RL00::OnEnable";
|
|
|
+ }
|
|
|
+ else {
|
|
|
+ mapannounce "schg_cas05","The 2nd Guardian Stone has been repaired successfully.",bc_map,"0x00ff00";
|
|
|
+ }
|
|
|
+ if ($agit_sc05[5] == 1) {
|
|
|
+ donpcevent "#sch05_gard02::OnEnable";
|
|
|
+ }
|
|
|
+ end;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ else {
|
|
|
+ mes "^3355FFAfter all of that work...";
|
|
|
+ mes "It looks like you failed";
|
|
|
+ mes "to fix the Guardian Stone,";
|
|
|
+ mes "and lost some materials.^000000";
|
|
|
+ delitem 7049,10; //Stone
|
|
|
+ delitem 717,2; //Blue_Gemstone
|
|
|
+ delitem 715,2; //Yellow_Gemstone
|
|
|
+ delitem 716,2; //Red_Gemstone
|
|
|
+ close;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ else {
|
|
|
+ mes "^3355FFYou don't have enough";
|
|
|
+ mes "materials to repair";
|
|
|
+ mes "the Guardian Stone.^000000";
|
|
|
+ close;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ end;
|
|
|
+
|
|
|
+OnInit:
|
|
|
+ disablenpc "2nd Guardian Stone#sch05";
|
|
|
+ end;
|
|
|
+
|
|
|
+OnEnable:
|
|
|
+ enablenpc "2nd Guardian Stone#sch05";
|
|
|
+ specialeffect 247; //"2nd Guardian Stone#sch05" EF_MAPPILLAR2
|
|
|
+ end;
|
|
|
+
|
|
|
+OnDisable:
|
|
|
+ disablenpc "2nd Guardian Stone#sch05";
|
|
|
+ end;
|
|
|
+}
|
|
|
+
|
|
|
+// Barrier Summoners
|
|
|
+schg_cas05,2,1,0 script #sch05_RL00 -1,{
|
|
|
+OnEnable:
|
|
|
+ setcell "schg_cas05",114,48,126,48,cell_walkable,0;
|
|
|
+ setcell "schg_cas05",114,48,126,48,cell_shootable,0;
|
|
|
+ guardian "schg_cas05",115,49," ",1905,"#sch05_RL00::OnBarrierDestroyed"; //24;
|
|
|
+ guardian "schg_cas05",117,49," ",1905,"#sch05_RL00::OnBarrierDestroyed"; //25;
|
|
|
+ guardian "schg_cas05",119,49," ",1905,"#sch05_RL00::OnBarrierDestroyed"; //26;
|
|
|
+ guardian "schg_cas05",121,49," ",1905,"#sch05_RL00::OnBarrierDestroyed"; //27;
|
|
|
+ guardian "schg_cas05",123,49," ",1905,"#sch05_RL00::OnBarrierDestroyed"; //28;
|
|
|
+ guardian "schg_cas05",125,49," ",1905,"#sch05_RL00::OnBarrierDestroyed"; //29;
|
|
|
+ end;
|
|
|
+
|
|
|
+OnDisable:
|
|
|
+ setcell "schg_cas05",114,48,126,48,cell_walkable,1;
|
|
|
+ setcell "schg_cas05",114,48,126,48,cell_shootable,1;
|
|
|
+ killmonster "schg_cas05","#sch05_RL00::OnBarrierDestroyed";
|
|
|
+ end;
|
|
|
+
|
|
|
+OnBarrierDestroyed:
|
|
|
+ end;
|
|
|
+}
|
|
|
+
|
|
|
+schg_cas05,2,2,0 script #sch05_RL01 -1,{
|
|
|
+OnEnable:
|
|
|
+ set .MyMobCount,6;
|
|
|
+ setcell "schg_cas05",114,51,126,51,cell_walkable,0;
|
|
|
+ guardian "schg_cas05",115,50," ",1905,"#sch05_RL01::OnBarrierDestroyed"; //30;
|
|
|
+ guardian "schg_cas05",117,50," ",1905,"#sch05_RL01::OnBarrierDestroyed"; //31;
|
|
|
+ guardian "schg_cas05",119,50," ",1905,"#sch05_RL01::OnBarrierDestroyed"; //32;
|
|
|
+ guardian "schg_cas05",121,50," ",1905,"#sch05_RL01::OnBarrierDestroyed"; //33;
|
|
|
+ guardian "schg_cas05",123,50," ",1905,"#sch05_RL01::OnBarrierDestroyed"; //34;
|
|
|
+ guardian "schg_cas05",125,50," ",1905,"#sch05_RL01::OnBarrierDestroyed"; //35;
|
|
|
+ end;
|
|
|
+
|
|
|
+OnBarrierDestroyed:
|
|
|
+ set .MyMobCount,.MyMobCount-1;
|
|
|
+ if (.MyMobCount == 0) {
|
|
|
+ setarray $agit_sc05[2],1;
|
|
|
+ mapannounce "schg_cas05","The 1st Fortress Gate is destroyed.",bc_map,"0x00ff00";
|
|
|
+ setcell "schg_cas05",114,51,126,51,cell_walkable,1;
|
|
|
+ }
|
|
|
+ end;
|
|
|
+
|
|
|
+OnDisable:
|
|
|
+ setcell "schg_cas05",114,51,126,51,cell_walkable,1;
|
|
|
+ killmonster "schg_cas05","#sch05_RL01::OnBarrierDestroyed";
|
|
|
+ end;
|
|
|
+}
|
|
|
+
|
|
|
+schg_cas05,2,3,0 script #sch05_RL02 -1,{
|
|
|
+OnEnable:
|
|
|
+ set .MyMobCount,6;
|
|
|
+ setcell "schg_cas05",114,154,126,154,cell_walkable,0;
|
|
|
+ guardian "schg_cas05",115,153," ",1905,"#sch05_RL02::OnBarrierDestroyed"; //36;
|
|
|
+ guardian "schg_cas05",117,153," ",1905,"#sch05_RL02::OnBarrierDestroyed"; //37;
|
|
|
+ guardian "schg_cas05",119,153," ",1905,"#sch05_RL02::OnBarrierDestroyed"; //38;
|
|
|
+ guardian "schg_cas05",121,153," ",1905,"#sch05_RL02::OnBarrierDestroyed"; //39;
|
|
|
+ guardian "schg_cas05",123,153," ",1905,"#sch05_RL02::OnBarrierDestroyed"; //40;
|
|
|
+ guardian "schg_cas05",125,153," ",1905,"#sch05_RL02::OnBarrierDestroyed"; //41;
|
|
|
+ end;
|
|
|
+
|
|
|
+OnBarrierDestroyed:
|
|
|
+ set .MyMobCount,.MyMobCount-1;
|
|
|
+ if (.MyMobCount == 0) {
|
|
|
+ setarray $agit_sc05[3],1;
|
|
|
+ mapannounce "schg_cas05","The 2nd Fortress Gate is destroyed.",bc_map,"0x00ff00";
|
|
|
+ setcell "schg_cas05",114,154,126,154,cell_walkable,1;
|
|
|
+ }
|
|
|
+ end;
|
|
|
+
|
|
|
+OnDisable:
|
|
|
+ setcell "schg_cas05",114,154,126,154,cell_walkable,1;
|
|
|
+ killmonster "schg_cas05","#sch05_RL02::OnBarrierDestroyed";
|
|
|
+ end;
|
|
|
+}
|
|
|
+
|
|
|
+schg_cas05,2,4,0 script #sch05_RL03 -1,{
|
|
|
+OnEnable:
|
|
|
+ set .MyMobCount,4;
|
|
|
+ setcell "schg_cas05",116,241,126,241,cell_walkable,0;
|
|
|
+ guardian "schg_cas05",116,240," ",1905,"#sch05_RL03::OnBarrierDestroyed"; //42;
|
|
|
+ guardian "schg_cas05",118,240," ",1905,"#sch05_RL03::OnBarrierDestroyed"; //43;
|
|
|
+ guardian "schg_cas05",120,240," ",1905,"#sch05_RL03::OnBarrierDestroyed"; //44;
|
|
|
+ guardian "schg_cas05",122,240," ",1905,"#sch05_RL03::OnBarrierDestroyed"; //45;
|
|
|
+ end;
|
|
|
+
|
|
|
+OnBarrierDestroyed:
|
|
|
+ set .MyMobCount,.MyMobCount-1;
|
|
|
+ if (.MyMobCount == 0) {
|
|
|
+ setarray $agit_sc05[4],1;
|
|
|
+ mapannounce "schg_cas05","The 3rd Fortress Gate is destroyed!",bc_map,"0x00ff00";
|
|
|
+ setcell "schg_cas05",116,241,126,241,cell_walkable,1;
|
|
|
+ }
|
|
|
+ end;
|
|
|
+
|
|
|
+OnDisable:
|
|
|
+ setcell "schg_cas05",116,241,126,241,cell_walkable,1;
|
|
|
+ killmonster "schg_cas05","#sch05_RL03::OnBarrierDestroyed";
|
|
|
+ end;
|
|
|
+}
|
|
|
+
|
|
|
+schg_cas05,124,52,0 script Control Device01#sch05 111,{
|
|
|
+ set .@GID, GetCastleData("schg_cas05",1);
|
|
|
+ if (getcharid(2) == .@GID) {
|
|
|
+ if (strcharinfo(0) == getguildmaster(.@GID)) {
|
|
|
+ if ($agit_sc05[2] == 2) {
|
|
|
+ mes "^3355FFDemolished Fortress";
|
|
|
+ mes "Gates can be repaired,";
|
|
|
+ mes "but you will need to gather";
|
|
|
+ mes "the following materials.^000000";
|
|
|
+ next;
|
|
|
+ mes "^4D4DFF10 Steel^000000,";
|
|
|
+ mes "^4D4DFF30 Trunks^000000,";
|
|
|
+ mes "^4D4DFF5 Oridecon^000000, and";
|
|
|
+ mes "^4D4DFF10 Emveretarcon^000000.";
|
|
|
+ next;
|
|
|
+ select("Continue");
|
|
|
+ if ((countitem(1019) > 29) && (countitem(999) > 9) && (countitem(1011) > 9) && (countitem(984) > 4)) {
|
|
|
+ mes "^3355FFYou will need Trunks to";
|
|
|
+ mes "repair the support frame,";
|
|
|
+ mes "Oridecon to enhance the";
|
|
|
+ mes "gate's endurance, and";
|
|
|
+ mes "Emveretarcon to basically";
|
|
|
+ mes "hold everything together.^000000";
|
|
|
+ next;
|
|
|
+ set .@ro_of01,rand(10,15);
|
|
|
+ while(1) {
|
|
|
+ if (.@ro_of02 == .@ro_of01) {
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ else {
|
|
|
+ switch(rand(1,4)) {
|
|
|
+ case 1:
|
|
|
+ mes "^3355FFThe support frame";
|
|
|
+ mes "is badly damaged:";
|
|
|
+ mes "fixing this part";
|
|
|
+ mes "is a top priority.^000000";
|
|
|
+ next;
|
|
|
+ switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
|
|
|
+ case 1:
|
|
|
+ mes "^3355FFThe frame has been";
|
|
|
+ mes "reinforced with wood.^000000";
|
|
|
+ set .@rp_temp,.@rp_temp + 1;
|
|
|
+ set .@ro_of02,.@ro_of02 + 1;
|
|
|
+ specialeffect2 101; // EF_REPAIRWEAPON
|
|
|
+ next;
|
|
|
+ break;
|
|
|
+ case 2:
|
|
|
+ mes "^3355FFYou tried using steel,";
|
|
|
+ mes "but it's not working very";
|
|
|
+ mes "well. You'll have to try";
|
|
|
+ mes "something else.^000000";
|
|
|
+ close;
|
|
|
+ case 3:
|
|
|
+ mes "^3355FFYou tried using emveretarcon,";
|
|
|
+ mes "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 101; // EF_REPAIRWEAPON
|
|
|
+ next;
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ break;
|
|
|
+ case 3:
|
|
|
+ mes "^3355FFThe damage to the gate";
|
|
|
+ mes "has caused all these";
|
|
|
+ mes "cracks. You'll have to";
|
|
|
+ mes "weld them solid somehow.^000000";
|
|
|
+ next;
|
|
|
+ switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
|
|
|
+ case 1:
|
|
|
+ mes "^3355FFYou tried using wood to fix";
|
|
|
+ mes "this problem, but it seems";
|
|
|
+ mes "to have made it worse.";
|
|
|
+ mes "You'll have to start all over.^000000";
|
|
|
+ close;
|
|
|
+ case 2:
|
|
|
+ mes "^3355FFYou used steel to weld";
|
|
|
+ mes "all the cracks: the gate is";
|
|
|
+ mes "is starting to look more solid.^000000";
|
|
|
+ set .@rp_temp,.@rp_temp + 1;
|
|
|
+ set .@ro_of02,.@ro_of02 + 1;
|
|
|
+ specialeffect2 101; // EF_REPAIRWEAPON
|
|
|
+ next;
|
|
|
+ break;
|
|
|
+ case 3:
|
|
|
+ mes "^3355FFYou tried using emveretarcon";
|
|
|
+ mes "to reinforce the gate, but it's";
|
|
|
+ mes "not working well at all.";
|
|
|
+ mes "You'll have to start over.^000000";
|
|
|
+ close;
|
|
|
+ case 4:
|
|
|
+ mes "^3355FFYou tried using oridecon,";
|
|
|
+ mes "but it's not working very";
|
|
|
+ mes "well. You'll have to try";
|
|
|
+ mes "something else.^000000";
|
|
|
+ close;
|
|
|
+ }
|
|
|
+ break;
|
|
|
+ case 4:
|
|
|
+ mes "^3355FFNow you need to make";
|
|
|
+ mes "sure that the gate is held";
|
|
|
+ mes "together pretty solidly.^000000";
|
|
|
+ next;
|
|
|
+ switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
|
|
|
+ case 1:
|
|
|
+ mes "^3355FFYou tried using wood to fix";
|
|
|
+ mes "this problem, but it seems";
|
|
|
+ mes "to have made it worse.";
|
|
|
+ mes "You'll have to start all over.^000000";
|
|
|
+ close;
|
|
|
+ case 2:
|
|
|
+ mes "^3355FFYou tried using steel,";
|
|
|
+ mes "but it's not working very";
|
|
|
+ mes "well. You'll have to try";
|
|
|
+ mes "something else.^000000";
|
|
|
+ close;
|
|
|
+ case 3:
|
|
|
+ mes "^3355FFYou successfully used";
|
|
|
+ mes "the emveretarcon to repair";
|
|
|
+ mes "much of the gate's damage.^000000";
|
|
|
+ set .@rp_temp,.@rp_temp + 1;
|
|
|
+ set .@ro_of02,.@ro_of02 + 1;
|
|
|
+ specialeffect2 101; // EF_REPAIRWEAPON
|
|
|
+ next;
|
|
|
+ break;
|
|
|
+ case 4:
|
|
|
+ mes "^3355FFYou tried using oridecon,";
|
|
|
+ mes "but it's not working very";
|
|
|
+ mes "well. You'll have to try";
|
|
|
+ mes "something else.^000000";
|
|
|
+ close;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ mes "^3355FFWell, it looks like";
|
|
|
+ mes "you're just about done";
|
|
|
+ mes "with repairing the gate.^000000";
|
|
|
+ next;
|
|
|
+ if (agitcheck() == 0) {
|
|
|
+ mes "^3355FFUnfortunately, the Fortress";
|
|
|
+ mes "Gate can't be reconstructed:";
|
|
|
+ mes "the Emperium is no longer here.^000000";
|
|
|
+ close;
|
|
|
+ }
|
|
|
+ else {
|
|
|
+ if (.@rp_temp == .@ro_of01) {
|
|
|
+ mes "^3355FFThe Fortress Gate has";
|
|
|
+ mes "been successfully repaired!^000000";
|
|
|
+ delitem 1019,30; //Wooden_Block
|
|
|
+ delitem 999,10; //Steel
|
|
|
+ delitem 1011,10; //Emveretarcon
|
|
|
+ delitem 984,5; //Oridecon
|
|
|
+ close2;
|
|
|
+ donpcevent "#sch05_RL01::OnEnable";
|
|
|
+ disablenpc "Control Device01#sch05";
|
|
|
+ mapannounce "schg_cas05","The 1st Fortress Gate has been reconstructed!",bc_map,"0x00ff00";
|
|
|
+ setarray $agit_sc05[2],0;
|
|
|
+ end;
|
|
|
+ }
|
|
|
+ else {
|
|
|
+ mes "^3355FFThe wall has been breached,";
|
|
|
+ mes "and the attempt to repair the";
|
|
|
+ mes "Fortress Gate has failed.";
|
|
|
+ mes "You lost some of your";
|
|
|
+ mes "repair resources...^000000";
|
|
|
+ delitem 984,2; //Oridecon
|
|
|
+ delitem 999,4; //Steel
|
|
|
+ delitem 1019,14; //Wooden_Block
|
|
|
+ delitem 1011,3; //Emveretarcon
|
|
|
+ close;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ else {
|
|
|
+ mes "^3355FFYou can't attempt to repair";
|
|
|
+ mes "the Fortress Gate if you don't";
|
|
|
+ mes "have all the needed materials.^000000";
|
|
|
+ close;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ end;
|
|
|
+
|
|
|
+OnInit:
|
|
|
+ disablenpc "Control Device01#sch05";
|
|
|
+ end;
|
|
|
+
|
|
|
+OnEnable:
|
|
|
+ enablenpc "Control Device01#sch05";
|
|
|
+ end;
|
|
|
+
|
|
|
+OnDisable:
|
|
|
+ disablenpc "Control Device01#sch05";
|
|
|
+ end;
|
|
|
+}
|
|
|
+
|
|
|
+schg_cas05,128,157,0 script Control Device02#sch05 111,{
|
|
|
+ set .@GID, GetCastleData("schg_cas05",1);
|
|
|
+ if (getcharid(2) == .@GID) {
|
|
|
+ if (strcharinfo(0) == getguildmaster(.@GID)) {
|
|
|
+ if ($agit_sc05[3] == 2) {
|
|
|
+ mes "^3355FFDemolished Fortress";
|
|
|
+ mes "Gates can be repaired,";
|
|
|
+ mes "but you will need to gather";
|
|
|
+ mes "the following materials.^000000";
|
|
|
+ next;
|
|
|
+ mes "^4D4DFF10 Steel^000000,";
|
|
|
+ mes "^4D4DFF30 Trunks^000000,";
|
|
|
+ mes "^4D4DFF5 Oridecon^000000, and";
|
|
|
+ mes "^4D4DFF10 Emveretarcon^000000.";
|
|
|
+ next;
|
|
|
+ select("Continue");
|
|
|
+ if ((countitem(1019) > 29) && (countitem(999) > 9) && (countitem(1011) > 9) && (countitem(984) > 4)) {
|
|
|
+ mes "^3355FFYou will need Trunks to";
|
|
|
+ mes "repair the support frame,";
|
|
|
+ mes "Oridecon to enhance the";
|
|
|
+ mes "gate's endurance, and";
|
|
|
+ mes "Emveretarcon to basically";
|
|
|
+ mes "hold everything together.^000000";
|
|
|
+ next;
|
|
|
+ set .@ro_of01,rand(10,15);
|
|
|
+ while(1) {
|
|
|
+ if (.@ro_of02 == .@ro_of01) {
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ else {
|
|
|
+ switch(rand(1,4)) {
|
|
|
+ case 1:
|
|
|
+ mes "^3355FFThe support frame";
|
|
|
+ mes "is badly damaged:";
|
|
|
+ mes "fixing this part";
|
|
|
+ mes "is a top priority.^000000";
|
|
|
+ next;
|
|
|
+ switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
|
|
|
+ case 1:
|
|
|
+ mes "^3355FFThe frame has been";
|
|
|
+ mes "reinforced with wood.^000000";
|
|
|
+ set .@rp_temp,.@rp_temp + 1;
|
|
|
+ set .@ro_of02,.@ro_of02 + 1;
|
|
|
+ specialeffect2 101; // EF_REPAIRWEAPON
|
|
|
+ next;
|
|
|
+ break;
|
|
|
+ case 2:
|
|
|
+ mes "^3355FFYou tried using steel,";
|
|
|
+ mes "but it's not working very";
|
|
|
+ mes "well. You'll have to try";
|
|
|
+ mes "something else.^000000";
|
|
|
+ close;
|
|
|
+ case 3:
|
|
|
+ mes "^3355FFYou tried using emveretarcon";
|
|
|
+ mes "to reinforce the gate, but it's";
|
|
|
+ mes "not working well at all.";
|
|
|
+ mes "You'll have to start over.^000000";
|
|
|
+ close;
|
|
|
+ case 4:
|
|
|
+ mes "^3355FFYou tried using oridecon,";
|
|
|
+ mes "but it's not working very";
|
|
|
+ mes "well. You'll have to try";
|
|
|
+ mes "something else.^000000";
|
|
|
+ close;
|
|
|
+ }
|
|
|
+ break;
|
|
|
+ case 2:
|
|
|
+ mes "^3355FFIt looks like the gate's";
|
|
|
+ mes "overall endurance needs to";
|
|
|
+ mes "be reinforced with something.^000000";
|
|
|
+ next;
|
|
|
+ switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
|
|
|
+ case 1:
|
|
|
+ mes "^3355FFYou tried using wood";
|
|
|
+ mes "to reinforce the gate.^000000";
|
|
|
+ set .@ro_of02,.@ro_of02 + 1;
|
|
|
+ next;
|
|
|
+ break;
|
|
|
+ case 2:
|
|
|
+ mes "^3355FFYou tried using steel";
|
|
|
+ mes "to reinforce the gate, but";
|
|
|
+ mes "it's not working well at all.";
|
|
|
+ mes "You'll have to start over.^000000";
|
|
|
+ close;
|
|
|
+ case 3:
|
|
|
+ mes "^3355FFYou tried using emveretarcon";
|
|
|
+ mes "to reinforce the gate, but it's";
|
|
|
+ mes "not working well at all.";
|
|
|
+ mes "You'll have to start over.^000000";
|
|
|
+ close;
|
|
|
+ case 4:
|
|
|
+ mes "^3355FFYou hammered the";
|
|
|
+ mes "oridecon: it looks";
|
|
|
+ mes "like this will work.^000000";
|
|
|
+ set .@rp_temp,.@rp_temp + 1;
|
|
|
+ set .@ro_of02,.@ro_of02 + 1;
|
|
|
+ specialeffect2 101; // EF_REPAIRWEAPON
|
|
|
+ next;
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ break;
|
|
|
+ case 3:
|
|
|
+ mes "^3355FFThe damage to the gate";
|
|
|
+ mes "has caused all these";
|
|
|
+ mes "cracks. You'll have to";
|
|
|
+ mes "weld them solid somehow.^000000";
|
|
|
+ next;
|
|
|
+ switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
|
|
|
+ case 1:
|
|
|
+ mes "^3355FFYou tried using wood to fix";
|
|
|
+ mes "this problem, but it seems";
|
|
|
+ mes "to have made it worse.";
|
|
|
+ mes "You'll have to start all over.^000000";
|
|
|
+ close;
|
|
|
+ case 2:
|
|
|
+ mes "^3355FFYou used steel to weld";
|
|
|
+ mes "all the cracks: the gate is";
|
|
|
+ mes "is starting to look more solid.^000000";
|
|
|
+ set .@rp_temp,.@rp_temp + 1;
|
|
|
+ set .@ro_of02,.@ro_of02 + 1;
|
|
|
+ specialeffect2 101; // EF_REPAIRWEAPON
|
|
|
+ next;
|
|
|
+ break;
|
|
|
+ case 3:
|
|
|
+ mes "^3355FFYou tried using emveretarcon";
|
|
|
+ mes "to reinforce the gate, but it's";
|
|
|
+ mes "not working well at all.";
|
|
|
+ mes "You'll have to start over.^000000";
|
|
|
+ close;
|
|
|
+ case 4:
|
|
|
+ mes "^3355FFYou tried using oridecon,";
|
|
|
+ mes "but it's not working very";
|
|
|
+ mes "well. You'll have to try";
|
|
|
+ mes "something else.^000000";
|
|
|
+ close;
|
|
|
+ }
|
|
|
+ break;
|
|
|
+ case 4:
|
|
|
+ mes "^3355FFNow you need to make";
|
|
|
+ mes "sure that the gate is held";
|
|
|
+ mes "together pretty solidly.^000000";
|
|
|
+ next;
|
|
|
+ switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
|
|
|
+ case 1:
|
|
|
+ mes "^3355FFYou tried using wood to fix";
|
|
|
+ mes "this problem, but it seems";
|
|
|
+ mes "to have made it worse.";
|
|
|
+ mes "You'll have to start all over.^000000";
|
|
|
+ close;
|
|
|
+ case 2:
|
|
|
+ mes "^3355FFYou tried using steel,";
|
|
|
+ mes "but it's not working very";
|
|
|
+ mes "well. You'll have to try";
|
|
|
+ mes "something else.^000000";
|
|
|
+ close;
|
|
|
+ case 3:
|
|
|
+ mes "^3355FFYou successfully used";
|
|
|
+ mes "the emveretarcon to repair";
|
|
|
+ mes "much of the gate's damage.^000000";
|
|
|
+ set .@rp_temp,.@rp_temp + 1;
|
|
|
+ set .@ro_of02,.@ro_of02 + 1;
|
|
|
+ specialeffect2 101; // EF_REPAIRWEAPON
|
|
|
+ next;
|
|
|
+ break;
|
|
|
+ case 4:
|
|
|
+ mes "^3355FFYou tried using oridecon,";
|
|
|
+ mes "but it's not working very";
|
|
|
+ mes "well. You'll have to try";
|
|
|
+ mes "something else.^000000";
|
|
|
+ close;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ mes "^3355FFWell, it looks like";
|
|
|
+ mes "you're just about done";
|
|
|
+ mes "with repairing the gate.^000000";
|
|
|
+ next;
|
|
|
+ if (agitcheck() == 0) {
|
|
|
+ mes "^3355FFUnfortunately, the Fortress";
|
|
|
+ mes "Gate can't be reconstructed:";
|
|
|
+ mes "the Emperium is no longer here.^000000";
|
|
|
+ close;
|
|
|
+ }
|
|
|
+ else {
|
|
|
+ if (.@rp_temp == .@ro_of01) {
|
|
|
+ mes "^3355FFThe Fortress Gate has";
|
|
|
+ mes "been successfully repaired!^000000";
|
|
|
+ delitem 1019,30; //Wooden_Block
|
|
|
+ delitem 999,10; //Steel
|
|
|
+ delitem 1011,10; //Emveretarcon
|
|
|
+ delitem 984,5; //Oridecon
|
|
|
+ close2;
|
|
|
+ donpcevent "#sch05_RL02::OnEnable";
|
|
|
+ disablenpc "Control Device02#sch05";
|
|
|
+ mapannounce "schg_cas05","The 2nd Fortress Gate has been reconstructed!",bc_map,"0x00ff00";
|
|
|
+ setarray $agit_sc05[3],0; //Global Variable
|
|
|
+ setarray $agit_sc05[2],2; //Global Variable
|
|
|
+ donpcevent "Control Device01#sch05::OnEnable";
|
|
|
+ end;
|
|
|
+ }
|
|
|
+ else {
|
|
|
+ mes "^3355FFThe wall has been breached,";
|
|
|
+ mes "and the attempt to repair the";
|
|
|
+ mes "Fortress Gate has failed.";
|
|
|
+ mes "You lost some of your";
|
|
|
+ mes "repair resources...^000000";
|
|
|
+ delitem 984,2; //Oridecon
|
|
|
+ delitem 999,4; //Steel
|
|
|
+ delitem 1019,14; //Wooden_Block
|
|
|
+ delitem 1011,3; //Emveretarcon
|
|
|
+ close;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ else {
|
|
|
+ mes "^3355FFYou can't attempt to repair";
|
|
|
+ mes "the Fortress Gate if you don't";
|
|
|
+ mes "have all the needed materials.^000000";
|
|
|
+ close;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ end;
|
|
|
+
|
|
|
+OnInit:
|
|
|
+ disablenpc "Control Device02#sch05";
|
|
|
+ end;
|
|
|
+
|
|
|
+OnEnable:
|
|
|
+ enablenpc "Control Device02#sch05";
|
|
|
+ end;
|
|
|
+
|
|
|
+OnDisable:
|
|
|
+ disablenpc "Control Device02#sch05";
|
|
|
+ end;
|
|
|
+}
|
|
|
+
|
|
|
+schg_cas05,109,247,0 script Control Device03#sch05 111,{
|
|
|
+ set .@GID, GetCastleData("schg_cas05",1);
|
|
|
+ if (getcharid(2) == .@GID) {
|
|
|
+ if (strcharinfo(0) == getguildmaster(.@GID)) {
|
|
|
+ if ($agit_sc05[4] == 2) {
|
|
|
+ mes "^3355FFDemolished Fortress";
|
|
|
+ mes "Gates can be repaired,";
|
|
|
+ mes "but you will need to gather";
|
|
|
+ mes "the following materials.^000000";
|
|
|
+ next;
|
|
|
+ mes "^4D4DFF10 Steel^000000,";
|
|
|
+ mes "^4D4DFF30 Trunks^000000,";
|
|
|
+ mes "^4D4DFF5 Oridecon^000000, and";
|
|
|
+ mes "^4D4DFF10 Emveretarcon^000000.";
|
|
|
+ next;
|
|
|
+ select("Continue");
|
|
|
+ if ((countitem(1019) > 29) && (countitem(999) > 9) && (countitem(1011) > 9) && (countitem(984) > 4)) {
|
|
|
+ mes "^3355FFYou will need Trunks to";
|
|
|
+ mes "repair the support frame,";
|
|
|
+ mes "Oridecon to enhance the";
|
|
|
+ mes "gate's endurance, and";
|
|
|
+ mes "Emveretarcon to basically";
|
|
|
+ mes "hold everything together.^000000";
|
|
|
+ next;
|
|
|
+ set .@ro_of01,rand(10,15);
|
|
|
+ while(1) {
|
|
|
+ if (.@ro_of02 == .@ro_of01) {
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ else {
|
|
|
+ switch(rand(1,4)) {
|
|
|
+ case 1:
|
|
|
+ mes "^3355FFThe support frame";
|
|
|
+ mes "is badly damaged:";
|
|
|
+ mes "fixing this part";
|
|
|
+ mes "is a top priority.^000000";
|
|
|
+ next;
|
|
|
+ switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
|
|
|
+ case 1:
|
|
|
+ mes "^3355FFThe frame has been";
|
|
|
+ mes "reinforced with wood.^000000";
|
|
|
+ set .@rp_temp,.@rp_temp + 1;
|
|
|
+ set .@ro_of02,.@ro_of02 + 1;
|
|
|
+ specialeffect2 101; // EF_REPAIRWEAPON
|
|
|
+ next;
|
|
|
+ break;
|
|
|
+ case 2:
|
|
|
+ mes "^3355FFYou tried using steel,";
|
|
|
+ mes "but it's not working very";
|
|
|
+ mes "well. You'll have to try";
|
|
|
+ mes "something else.^000000";
|
|
|
+ close;
|
|
|
+ case 3:
|
|
|
+ mes "^3355FFYou tried using emveretarcon";
|
|
|
+ mes "to reinforce the gate, but it's";
|
|
|
+ mes "not working well at all.";
|
|
|
+ mes "You'll have to start over.^000000";
|
|
|
+ close;
|
|
|
+ case 4:
|
|
|
+ mes "^3355FFYou tried using oridecon,";
|
|
|
+ mes "but it's not working very";
|
|
|
+ mes "well. You'll have to try";
|
|
|
+ mes "something else.^000000";
|
|
|
+ close;
|
|
|
+ }
|
|
|
+ break;
|
|
|
+ case 2:
|
|
|
+ mes "^3355FFIt looks like the gate's";
|
|
|
+ mes "overall endurance needs to";
|
|
|
+ mes "be reinforced with something.^000000";
|
|
|
+ next;
|
|
|
+ switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
|
|
|
+ case 1:
|
|
|
+ mes "^3355FFYou tried using wood";
|
|
|
+ mes "to reinforce the gate.^000000";
|
|
|
+ set .@ro_of02,.@ro_of02 + 1;
|
|
|
+ next;
|
|
|
+ break;
|
|
|
+ case 2:
|
|
|
+ mes "^3355FFYou tried using steel";
|
|
|
+ mes "to reinforce the gate, but";
|
|
|
+ mes "it's not working well at all.";
|
|
|
+ mes "You'll have to start over.^000000";
|
|
|
+ close;
|
|
|
+ case 3:
|
|
|
+ mes "^3355FFYou tried using emveretarcon";
|
|
|
+ mes "to reinforce the gate, but it's";
|
|
|
+ mes "not working well at all.";
|
|
|
+ mes "You'll have to start over.^000000";
|
|
|
+ close;
|
|
|
+ case 4:
|
|
|
+ mes "^3355FFYou hammered the";
|
|
|
+ mes "oridecon: it looks";
|
|
|
+ mes "like this will work.^000000";
|
|
|
+ set .@rp_temp,.@rp_temp + 1;
|
|
|
+ set .@ro_of02,.@ro_of02 + 1;
|
|
|
+ specialeffect2 101; // EF_REPAIRWEAPON
|
|
|
+ next;
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ break;
|
|
|
+ case 3:
|
|
|
+ mes "^3355FFThe damage to the gate";
|
|
|
+ mes "has caused all these";
|
|
|
+ mes "cracks. You'll have to";
|
|
|
+ mes "weld them solid somehow.^000000";
|
|
|
+ next;
|
|
|
+ switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
|
|
|
+ case 1:
|
|
|
+ mes "^3355FFYou tried using wood to fix";
|
|
|
+ mes "this problem, but it seems";
|
|
|
+ mes "to have made it worse.";
|
|
|
+ mes "You'll have to start all over.^000000";
|
|
|
+ close;
|
|
|
+ case 2:
|
|
|
+ mes "^3355FFYou used steel to weld";
|
|
|
+ mes "all the cracks: the gate is";
|
|
|
+ mes "is starting to look more solid.^000000";
|
|
|
+ set .@rp_temp,.@rp_temp + 1;
|
|
|
+ set .@ro_of02,.@ro_of02 + 1;
|
|
|
+ specialeffect2 101; // EF_REPAIRWEAPON
|
|
|
+ next;
|
|
|
+ break;
|
|
|
+ case 3:
|
|
|
+ mes "^3355FFYou tried using emveretarcon";
|
|
|
+ mes "to reinforce the gate, but it's";
|
|
|
+ mes "not working well at all.";
|
|
|
+ mes "You'll have to start over.^000000";
|
|
|
+ close;
|
|
|
+ case 4:
|
|
|
+ mes "^3355FFYou tried using oridecon,";
|
|
|
+ mes "but it's not working very";
|
|
|
+ mes "well. You'll have to try";
|
|
|
+ mes "something else.^000000";
|
|
|
+ close;
|
|
|
+ }
|
|
|
+ break;
|
|
|
+ case 4:
|
|
|
+ mes "^3355FFNow you need to make";
|
|
|
+ mes "sure that the gate is held";
|
|
|
+ mes "together pretty solidly.^000000";
|
|
|
+ next;
|
|
|
+ switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
|
|
|
+ case 1:
|
|
|
+ mes "^3355FFYou tried using wood to fix";
|
|
|
+ mes "this problem, but it seems";
|
|
|
+ mes "to have made it worse.";
|
|
|
+ mes "You'll have to start all over.^000000";
|
|
|
+ close;
|
|
|
+ case 2:
|
|
|
+ mes "^3355FFYou tried using steel,";
|
|
|
+ mes "but it's not working very";
|
|
|
+ mes "well. You'll have to try";
|
|
|
+ mes "something else.^000000";
|
|
|
+ close;
|
|
|
+ case 3:
|
|
|
+ mes "^3355FFYou successfully used";
|
|
|
+ mes "the emveretarcon to repair";
|
|
|
+ mes "much of the gate's damage.^000000";
|
|
|
+ set .@rp_temp,.@rp_temp + 1;
|
|
|
+ set .@ro_of02,.@ro_of02 + 1;
|
|
|
+ specialeffect2 101; // EF_REPAIRWEAPON
|
|
|
+ next;
|
|
|
+ break;
|
|
|
+ case 4:
|
|
|
+ mes "^3355FFYou tried using oridecon,";
|
|
|
+ mes "but it's not working very";
|
|
|
+ mes "well. You'll have to try";
|
|
|
+ mes "something else.^000000";
|
|
|
+ close;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ mes "^3355FFWell, it looks like";
|
|
|
+ mes "you're just about done";
|
|
|
+ mes "with repairing the gate.^000000";
|
|
|
+ next;
|
|
|
+ if (agitcheck() == 0) {
|
|
|
+ mes "^3355FFUnfortunately, the Fortress";
|
|
|
+ mes "Gate can't be reconstructed:";
|
|
|
+ mes "the Emperium is no longer here.^000000";
|
|
|
+ close;
|
|
|
+ }
|
|
|
+ else {
|
|
|
+ if (.@rp_temp == .@ro_of01) {
|
|
|
+ mes "^3355FFThe Fortress Gate has";
|
|
|
+ mes "been successfully repaired!^000000";
|
|
|
+ delitem 1019,30; //Wooden_Block
|
|
|
+ delitem 999,10; //Steel
|
|
|
+ delitem 1011,10; //Emveretarcon
|
|
|
+ delitem 984,5; //Oridecon
|
|
|
+ close2;
|
|
|
+ donpcevent "#sch05_RL03::OnEnable";
|
|
|
+ disablenpc "Control Device03#sch05";
|
|
|
+ mapannounce "schg_cas05","The 3rd Fortress Gate has been reconstructed!",bc_map,"0x00ff00";
|
|
|
+ setarray $agit_sc05[4],0;
|
|
|
+ setarray $agit_sc05[3],2;
|
|
|
+ donpcevent "Control Device02#sch05::OnEnable";
|
|
|
+ end;
|
|
|
+ }
|
|
|
+ else {
|
|
|
+ mes "^3355FFThe wall has been breached,";
|
|
|
+ mes "and the attempt to repair the";
|
|
|
+ mes "Fortress Gate has failed.";
|
|
|
+ mes "You lost some of your";
|
|
|
+ mes "repair resources...^000000";
|
|
|
+ delitem 984,2; //Oridecon
|
|
|
+ delitem 999,4; //Steel
|
|
|
+ delitem 1019,14; //Wooden_Block
|
|
|
+ delitem 1011,3; //Emveretarcon
|
|
|
+ close;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ else {
|
|
|
+ mes "^3355FFYou can't attempt to repair";
|
|
|
+ mes "the Fortress Gate if you don't";
|
|
|
+ mes "have all the needed materials.^000000";
|
|
|
+ close;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ end;
|
|
|
+
|
|
|
+OnInit:
|
|
|
+ disablenpc "Control Device03#sch05";
|
|
|
+ end;
|
|
|
+
|
|
|
+OnEnable:
|
|
|
+ enablenpc "Control Device03#sch05";
|
|
|
+ end;
|
|
|
+
|
|
|
+OnDisable:
|
|
|
+ disablenpc "Control Device03#sch05";
|
|
|
+ end;
|
|
|
+}
|
|
|
+
|
|
|
+// Link Flags
|
|
|
+schg_cas05,106,302,0 script LF-01#schg_cas05 111,{
|
|
|
+ set .@GID, GetCastleData("schg_cas05",1);
|
|
|
+ if (getcharid(2) == .@GID) {
|
|
|
+ mes "^3355FFThis is the Stronghold";
|
|
|
+ mes "Teleport Service. Please";
|
|
|
+ mes "choose a destination";
|
|
|
+ mes "within the stronghold.^000000";
|
|
|
+ switch(select("First Gate House:Second Gate House:Cancel")) {
|
|
|
+ case 1:
|
|
|
+ warp "schg_cas05",19,26;
|
|
|
+ end;
|
|
|
+ case 2:
|
|
|
+ warp "schg_cas05",219,90;
|
|
|
+ end;
|
|
|
+ case 3:
|
|
|
+ close;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ end;
|
|
|
+}
|
|
|
+
|
|
|
+schg_cas05,109,302,0 script LF-02#schg_cas05 111,{
|
|
|
+ set .@GID, GetCastleData("schg_cas05",1);
|
|
|
+ if (getcharid(2) == .@GID) {
|
|
|
+ mes "^3355FFThis is the Stronghold";
|
|
|
+ mes "Teleport Service. Please";
|
|
|
+ mes "choose a destination";
|
|
|
+ mes "within the stronghold.^000000";
|
|
|
+ switch(select("Defense Area 1-1:Defense Area 1-2:Cancel")) {
|
|
|
+ case 1:
|
|
|
+ warp "schg_cas05",89,43;
|
|
|
+ end;
|
|
|
+ case 2:
|
|
|
+ warp "schg_cas05",141,45;
|
|
|
+ end;
|
|
|
+ case 3:
|
|
|
+ close;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ end;
|
|
|
+}
|
|
|
+
|
|
|
+schg_cas05,112,302,0 script LF-03#schg_cas05 111,{
|
|
|
+ set .@GID, GetCastleData("schg_cas05",1);
|
|
|
+ if (getcharid(2) == .@GID) {
|
|
|
+ mes "^3355FFThis is the Stronghold";
|
|
|
+ mes "Teleport Service. Please";
|
|
|
+ mes "choose a destination";
|
|
|
+ mes "within the stronghold.^000000";
|
|
|
+ switch(select("Defense Area 2-1:Defense Area 2-2:Cancel")) {
|
|
|
+ case 1:
|
|
|
+ warp "schg_cas05",137,54;
|
|
|
+ end;
|
|
|
+ case 2:
|
|
|
+ warp "schg_cas05",102,54;
|
|
|
+ end;
|
|
|
+ case 3:
|
|
|
+ close;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ end;
|
|
|
+}
|
|
|
+
|
|
|
+schg_cas05,115,302,0 script LF-04#schg_cas05 111,{
|
|
|
+ set .@GID, GetCastleData("schg_cas05",1);
|
|
|
+ if (getcharid(2) == .@GID) {
|
|
|
+ mes "^3355FFThis is the Stronghold";
|
|
|
+ mes "Teleport Service. Please";
|
|
|
+ mes "choose a destination";
|
|
|
+ mes "within the stronghold.^000000";
|
|
|
+ switch(select("Defense Area 2-3:Defense Area 2-4:Cancel")) {
|
|
|
+ case 1:
|
|
|
+ warp "schg_cas05",94,147;
|
|
|
+ end;
|
|
|
+ case 2:
|
|
|
+ warp "schg_cas05",163,140;
|
|
|
+ end;
|
|
|
+ case 3:
|
|
|
+ close;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ end;
|
|
|
+}
|
|
|
+
|
|
|
+schg_cas05,118,302,0 script LF-05#schg_cas05 111,{
|
|
|
+ set .@GID, GetCastleData("schg_cas05",1);
|
|
|
+ if (getcharid(2) == .@GID) {
|
|
|
+ mes "^3355FFThis is the Stronghold";
|
|
|
+ mes "Teleport Service. Please";
|
|
|
+ mes "choose a destination";
|
|
|
+ mes "within the stronghold.^000000";
|
|
|
+ switch(select("Defense Area 2-3:Defense Area 2-4:Cancel")) {
|
|
|
+ case 1:
|
|
|
+ warp "schg_cas05",87,220;
|
|
|
+ end;
|
|
|
+ case 2:
|
|
|
+ warp "schg_cas05",151,220;
|
|
|
+ end;
|
|
|
+ case 3:
|
|
|
+ close;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ end;
|
|
|
+}
|
|
|
+
|
|
|
+schg_cas05,121,302,0 script LF-06#schg_cas05 111,{
|
|
|
+ set .@GID, GetCastleData("schg_cas05",1);
|
|
|
+ if (getcharid(2) == .@GID) {
|
|
|
+ mes "^3355FFThis is the Stronghold";
|
|
|
+ mes "Teleport Service. Please";
|
|
|
+ mes "choose a destination";
|
|
|
+ mes "within the stronghold.^000000";
|
|
|
+ switch(select("Defense Area 3-1:Defense Area 3-2:Cancel")) {
|
|
|
+ case 1:
|
|
|
+ warp "schg_cas05",100,242;
|
|
|
+ end;
|
|
|
+ case 2:
|
|
|
+ warp "schg_cas05",136,242;
|
|
|
+ end;
|
|
|
+ case 3:
|
|
|
+ close;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ end;
|
|
|
+}
|
|
|
+
|
|
|
+schg_cas05,124,302,0 script LF-07#schg_cas05 111,{
|
|
|
+ set .@GID, GetCastleData("schg_cas05",1);
|
|
|
+ if (getcharid(2) == .@GID) {
|
|
|
+ mes "^3355FFThis is the Stronghold";
|
|
|
+ mes "Teleport Service. Please";
|
|
|
+ mes "choose a destination";
|
|
|
+ mes "within the stronghold.^000000";
|
|
|
+ switch(select("Center 1 Area:Center 2 Area:Cancel")) {
|
|
|
+ case 1:
|
|
|
+ warp "schg_cas05",120,168;
|
|
|
+ end;
|
|
|
+ case 2:
|
|
|
+ warp "schg_cas05",119,211;
|
|
|
+ end;
|
|
|
+ case 3:
|
|
|
+ close;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ end;
|
|
|
+}
|
|
|
+
|
|
|
+schg_cas05,127,302,0 script LF-08#schg_cas05 111,{
|
|
|
+ set .@GID, GetCastleData("schg_cas05",1);
|
|
|
+ if (getcharid(2) == .@GID) {
|
|
|
+ mes "^3355FFThis is the Stronghold";
|
|
|
+ mes "Teleport Service. Please";
|
|
|
+ mes "choose a destination";
|
|
|
+ mes "within the stronghold.^000000";
|
|
|
+ switch(select("Area 1-1:Area 2-1:Area 3-1:Cancel")) {
|
|
|
+ case 1:
|
|
|
+ warp "schg_cas05",89,43;
|
|
|
+ end;
|
|
|
+ case 2:
|
|
|
+ warp "schg_cas05",94,147;
|
|
|
+ end;
|
|
|
+ case 3:
|
|
|
+ warp "schg_cas05",100,242;
|
|
|
+ end;
|
|
|
+ case 4:
|
|
|
+ close;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ end;
|
|
|
+}
|
|
|
+
|
|
|
+schg_cas05,130,302,0 script LF-09#schg_cas05 111,{
|
|
|
+ set .@GID, GetCastleData("schg_cas05",1);
|
|
|
+ if (getcharid(2) == .@GID) {
|
|
|
+ mes "^3355FFThis is the Stronghold";
|
|
|
+ mes "Teleport Service. Please";
|
|
|
+ mes "choose a destination";
|
|
|
+ mes "within the stronghold.^000000";
|
|
|
+ switch(select("Area 1-2:Area 2-3:Area 3-2:Cancel")) {
|
|
|
+ case 1:
|
|
|
+ warp "schg_cas05",141,45;
|
|
|
+ end;
|
|
|
+ case 2:
|
|
|
+ warp "schg_cas05",163,140;
|
|
|
+ end;
|
|
|
+ case 3:
|
|
|
+ warp "schg_cas05",136,243;
|
|
|
+ end;
|
|
|
+ case 4:
|
|
|
+ close;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ end;
|
|
|
+}
|
|
|
+
|
|
|
+schg_cas05,133,302,0 script LF-10#schg_cas05 111,{
|
|
|
+ set .@GID, GetCastleData("schg_cas05",1);
|
|
|
+ if (getcharid(2) == .@GID) {
|
|
|
+ mes "^3355FFThis is the Stronghold";
|
|
|
+ mes "Teleport Service. Would";
|
|
|
+ mes "you like to teleport to the";
|
|
|
+ mes "Convenience Facility for";
|
|
|
+ mes "guild members?^000000";
|
|
|
+ switch(select("Go to Convenience Facility:Cancel")) {
|
|
|
+ case 1:
|
|
|
+ warp "schg_cas05",275,244;
|
|
|
+ end;
|
|
|
+ case 2:
|
|
|
+ close;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ end;
|
|
|
+}
|
|
|
+
|
|
|
+schg_cas05,17,45,0 script Skidbladnir#LF_sc05_1::LF_sc05_1 111,{
|
|
|
+ set .@GID, GetCastleData("schg_cas05",1);
|
|
|
+ if (getcharid(2) == .@GID) {
|
|
|
+ mes "^3355FFThis is the Stronghold";
|
|
|
+ mes "Teleport Service. Would";
|
|
|
+ mes "you like to teleport to";
|
|
|
+ mes "the Emperium Center?^000000";
|
|
|
+ switch(select("Teleport:Cancel")) {
|
|
|
+ case 1:
|
|
|
+ warp "schg_cas05",120,290;
|
|
|
+ end;
|
|
|
+ case 2:
|
|
|
+ close;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ end;
|
|
|
+}
|
|
|
+
|
|
|
+schg_cas05,207,95,0 duplicate(LF_sc05_1) Skidbladnir#LF_sc05_2 111
|
|
|
+
|
|
|
+schg_cas05,111,46,4 script Skidbladnir#LF_sc05_3::LF_sc05_2 722,{
|
|
|
+ set .@GID, GetCastleData("schg_cas05",1);
|
|
|
+ if (getcharid(2) == .@GID) {
|
|
|
+ mes "^3355FFThis is the Stronghold";
|
|
|
+ mes "Teleport Service. Would";
|
|
|
+ mes "you like to teleport to";
|
|
|
+ mes "the Emperium Center?^000000";
|
|
|
+ switch(select("Teleport:Cancel")) {
|
|
|
+ case 1:
|
|
|
+ warp "schg_cas05",120,290;
|
|
|
+ end;
|
|
|
+ case 2:
|
|
|
+ close;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ end;
|
|
|
+
|
|
|
+OnRecvCastlesc05:
|
|
|
+ FlagEmblem GetCastleData("schg_cas05",1);
|
|
|
+ end;
|
|
|
+}
|
|
|
+
|
|
|
+schg_cas05,129,46,4 duplicate(LF_sc05_2) Skidbladnir#LF_sc05_4 722
|
|
|
+schg_cas05,99,77,0 duplicate(LF_sc05_1) Skidbladnir#LF_sc05_5 111
|
|
|
+schg_cas05,140,77,0 duplicate(LF_sc05_1) Skidbladnir#LF_sc05_6 111
|
|
|
+schg_cas05,109,150,4 duplicate(LF_sc05_2) Skidbladnir#LF_sc05_7 722
|
|
|
+schg_cas05,130,150,4 duplicate(LF_sc05_2) Skidbladnir#LF_sc05_8 722
|
|
|
+schg_cas05,112,212,0 duplicate(LF_sc05_1) Skidbladnir#LF_sc05_9 111
|
|
|
+schg_cas05,127,212,0 duplicate(LF_sc05_1) Skidbladnir#LF_sc05_10 111
|
|
|
+schg_cas05,113,238,0 duplicate(LF_sc05_1) Skidbladnir#LF_sc05_11 111
|
|
|
+schg_cas05,126,238,0 duplicate(LF_sc05_1) Skidbladnir#LF_sc05_12 111
|
|
|
+schg_cas05,95,247,0 duplicate(LF_sc05_1) Skidbladnir#LF_sc05_13 111
|
|
|
+schg_cas05,144,247,0 duplicate(LF_sc05_1) Skidbladnir#LF_sc05_14 111
|
|
|
+
|
|
|
+// Guild Manager
|
|
|
+schg_cas05,247,305,3 script Steward#sch05 55,{
|
|
|
+ set .@GID, GetCastleData("schg_cas05",1);
|
|
|
+ if (.@GID == 0) {
|
|
|
+ mes "[ Steward ]";
|
|
|
+ mes "I await for the master";
|
|
|
+ mes "whom destiny will choose";
|
|
|
+ mes "for me. Do you think you";
|
|
|
+ mes "have to courage and strength";
|
|
|
+ mes "to conquer this stronghold?";
|
|
|
+ close;
|
|
|
+ }
|
|
|
+ if (getcharid(2) != .@GID || strcharinfo(0) != getguildmaster(.@GID)) {
|
|
|
+ mes "[ Steward ]";
|
|
|
+ mes "Hmpf. Your threats don't";
|
|
|
+ mes "scare me! Guardians, drive";
|
|
|
+ mes "this infidel away from here!";
|
|
|
+ mes "I will always be loyal to the";
|
|
|
+ mes "master of this stronghold,";
|
|
|
+ MES "the one and only^FF0000" + getguildmaster(.@GID) + "^000000.";
|
|
|
+ close;
|
|
|
+ }
|
|
|
+ mes "[ Steward ]";
|
|
|
+ mes "Ah, Master ^FF0000" + getguildmaster(.@GID) + "^000000...";
|
|
|
+ mes "How shall I serve you today?";
|
|
|
+ mes "Was there an aspect of this";
|
|
|
+ mes "stronghold's maintenance";
|
|
|
+ mes "you wanted to discuss?";
|
|
|
+ next;
|
|
|
+ switch(select("Stronghold Briefing:Invest in Commercial Growth:Invest in Defense growth:Hire/Fire Storage Staff:Go to Master's room")) {
|
|
|
+ case 1:
|
|
|
+ mes "[ Steward ]";
|
|
|
+ mes "The Commercial Growth";
|
|
|
+ mes "Level of the stronghold is ^0000ff" + GetCastleData("schg_cas05",2) + ".";
|
|
|
+ if (GetCastleData("schg_cas05",4) > 0) {
|
|
|
+ mes "Last time, you invested in";
|
|
|
+ mes "Commercial Growth " + GetCastleData("schg_cas05",4) + ".";
|
|
|
+ }
|
|
|
+ next;
|
|
|
+ mes "[ Steward ]";
|
|
|
+ mes "Our stronghold's";
|
|
|
+ mes "safeguard level is " + GetCastleData("schg_cas05",3) + ".";
|
|
|
+ if (GetCastleData("schg_cas05",5) > 0) {
|
|
|
+ mes "Last time, you invested";
|
|
|
+ mes "in defense " + GetCastleData("schg_cas05",5) + " times.";
|
|
|
+ }
|
|
|
+ mes " ";
|
|
|
+ mes "That is all, master.";
|
|
|
+ close;
|
|
|
+ case 2:
|
|
|
+ set .@Economy,GetCastleData("schg_cas05",2);
|
|
|
+ if(.@Economy < 8) set .@eco_invest,10000;
|
|
|
+ if(.@Economy >= 8) set .@eco_invest,20000;
|
|
|
+ if(.@Economy >= 16) set .@eco_invest,40000;
|
|
|
+ if(.@Economy >= 25) set .@eco_invest,80000;
|
|
|
+ if(.@Economy >= 34) set .@eco_invest,160000;
|
|
|
+ if(.@Economy >= 44) set .@eco_invest,320000;
|
|
|
+ if(.@Economy >= 54) set .@eco_invest,640000;
|
|
|
+ if(.@Economy >= 65) set .@eco_invest,1280000;
|
|
|
+ if(.@Economy >= 76) set .@eco_invest,2560000;
|
|
|
+ if(.@Economy >= 88) set .@eco_invest,5120000;
|
|
|
+ mes "[ Steward ]";
|
|
|
+ mes "Raising the stronghold's";
|
|
|
+ mes "commercial growth will";
|
|
|
+ mes "increase the quantity of";
|
|
|
+ mes "goods produced for the guild.";
|
|
|
+ mes "Investing in commercial growth";
|
|
|
+ mes "will help the guild's future.";
|
|
|
+ next;
|
|
|
+ mes "[ Steward ]";
|
|
|
+ mes "You can make one investment";
|
|
|
+ mes "each day, but if you can make";
|
|
|
+ mes "two investments if you pay";
|
|
|
+ mes "more zeny: this will speed";
|
|
|
+ mes "up commercial development,";
|
|
|
+ mes "but can be quite expensive.";
|
|
|
+ next;
|
|
|
+ if (.@Economy == 100) {
|
|
|
+ mes "[ Steward ]";
|
|
|
+ mes "However, our stronghold's";
|
|
|
+ mes "commerical growth level is";
|
|
|
+ mes "at 100%. It's not possible to";
|
|
|
+ mes "develop commercial growth";
|
|
|
+ mes "any further than that.";
|
|
|
+ close;
|
|
|
+ }
|
|
|
+ if (GetCastleData("schg_cas05",4) == 2) {
|
|
|
+ mes "[ Steward ]";
|
|
|
+ mes "You've already made two";
|
|
|
+ mes "investments today, so you'll";
|
|
|
+ mes "have to wait until tomorrow";
|
|
|
+ mes "to make another investment.";
|
|
|
+ close;
|
|
|
+ }
|
|
|
+ if (GetCastleData("schg_cas05",4) == 0) {
|
|
|
+ mes "[ Steward ]";
|
|
|
+ mes "You must pay ^FF0000" + .@eco_invest + "^000000 zeny";
|
|
|
+ mes "to make an investment";
|
|
|
+ mes "Will you invest in this";
|
|
|
+ mes "stronghold's commerical";
|
|
|
+ mes "development now?";
|
|
|
+ }
|
|
|
+ else {
|
|
|
+ mes "[ Steward ]";
|
|
|
+ mes "You must pay ^FF0000" + .@eco_invest + "^000000";
|
|
|
+ mes "more zeny to make a second";
|
|
|
+ mes "investment today. Will you";
|
|
|
+ mes "invest one more time?";
|
|
|
+ }
|
|
|
+ next;
|
|
|
+ switch(select("Invest in Commercial Growth:Cancel")) {
|
|
|
+ case 1:
|
|
|
+ if (Zeny < .@eco_invest) {
|
|
|
+ mes "[ Steward ]";
|
|
|
+ mes "I'm sorry, Master, but";
|
|
|
+ mes "you do not have enough";
|
|
|
+ mes "zeny to make an investment";
|
|
|
+ mes "for the guild today.";
|
|
|
+ end;
|
|
|
+ }
|
|
|
+ set zeny,zeny-.@eco_invest;
|
|
|
+ SetCastleData "schg_cas05",4,GetCastleData("schg_cas05",4)+1;
|
|
|
+ SetCastleData "schg_cas05",2,.@Economy + 1 + (.@Economy<99 && rand(2) && getgdskilllv(.@GID,10014));
|
|
|
+ mes "[ Steward ]";
|
|
|
+ mes "A wise use of the guild's";
|
|
|
+ mes "funds, Master. We can expect";
|
|
|
+ mes "to see the results of this";
|
|
|
+ mes "investment by tomorrow.";
|
|
|
+ close;
|
|
|
+ case 2:
|
|
|
+ mes "[ Steward ]";
|
|
|
+ mes "As you command, Master.";
|
|
|
+ close;
|
|
|
+ }
|
|
|
+ case 3:
|
|
|
+ set .@Defence,GetCastleData("schg_cas05",3);
|
|
|
+ if(.@Defence < 8) set .@def_invest,20000;
|
|
|
+ if(.@Defence >= 8) set .@def_invest,40000;
|
|
|
+ if(.@Defence >= 16) set .@def_invest,80000;
|
|
|
+ if(.@Defence >= 25) set .@def_invest,160000;
|
|
|
+ if(.@Defence >= 34) set .@def_invest,320000;
|
|
|
+ if(.@Defence >= 44) set .@def_invest,640000;
|
|
|
+ if(.@Defence >= 54) set .@def_invest,1280000;
|
|
|
+ if(.@Defence >= 65) set .@def_invest,2560000;
|
|
|
+ if(.@Defence >= 76) set .@def_invest,5120000;
|
|
|
+ if(.@Defence >= 88) set .@def_invest,10240000;
|
|
|
+ mes "[ Steward ]";
|
|
|
+ mes "Investing in our stronghold's";
|
|
|
+ mes "defense will enhance the";
|
|
|
+ mes "durability of our Guardians";
|
|
|
+ mes "and the Emperium. We'll need";
|
|
|
+ mes "every advantage to protect";
|
|
|
+ mes "ourselves from our enemies.";
|
|
|
+ next;
|
|
|
+ mes "[ Steward ]";
|
|
|
+ mes "You can invest in defense";
|
|
|
+ mes "once per day, but if you pay";
|
|
|
+ mes "more zeny, you can invest";
|
|
|
+ mes "a maximum of two times daily.";
|
|
|
+ next;
|
|
|
+ mes "[ Steward ]";
|
|
|
+ if (GetCastleData("schg_cas05",3) == 100) {
|
|
|
+ mes "The Defense Level of this";
|
|
|
+ mes "stronghold is 100%, and";
|
|
|
+ mes "cannot be increased further.";
|
|
|
+ close;
|
|
|
+ }
|
|
|
+ if (GetCastleData("schg_cas05",5) == 2) {
|
|
|
+ mes "Master, you've already";
|
|
|
+ mes "invested in Defense twice";
|
|
|
+ mes "today. You'll need to wait";
|
|
|
+ mes "until tomorrow if you really";
|
|
|
+ mes "want to increase our defenses.";
|
|
|
+ close;
|
|
|
+ }
|
|
|
+ next;
|
|
|
+ mes "[ Steward ]";
|
|
|
+ if (GetCastleData("schg_cas05",5) == 0) {
|
|
|
+ mes "We need ^FF0000" + .@def_invest + "^000000";
|
|
|
+ mes "zeny to invest in our";
|
|
|
+ mes "stronghold's defenses.";
|
|
|
+ mes "Will you invest now?";
|
|
|
+ }
|
|
|
+ else {
|
|
|
+ mes "We need ^FF0000" + .@def_invest + "^000000";
|
|
|
+ mes "zeny to invest in our";
|
|
|
+ mes "stronghold's defenses";
|
|
|
+ mes "a second time today.";
|
|
|
+ mes "Will you invest now?";
|
|
|
+ }
|
|
|
+ next;
|
|
|
+ switch(select("Invest in Defense:Cancel")) {
|
|
|
+ case 1:
|
|
|
+ if (Zeny < .@def_invest) {
|
|
|
+ mes "[ Steward ]";
|
|
|
+ mes "I'm sorry, Master, but";
|
|
|
+ mes "you do not have enough";
|
|
|
+ mes "zeny to make an investment";
|
|
|
+ mes "for the guild today.";
|
|
|
+ close;
|
|
|
+ }
|
|
|
+ set zeny,zeny-.@def_invest;
|
|
|
+ SetCastleData "schg_cas05",5,GetCastleData("schg_cas05",5)+1;
|
|
|
+ SetCastleData "schg_cas05",3,.@Defence+1;
|
|
|
+ mes "[ Steward ]";
|
|
|
+ mes "A wise use of the guild's";
|
|
|
+ mes "funds, Master. Increasing";
|
|
|
+ mes "the frequency of treasure";
|
|
|
+ mes "procured by the guild will";
|
|
|
+ mes "definitely help us all.";
|
|
|
+ close;
|
|
|
+ case 2:
|
|
|
+ mes "[ Steward ]";
|
|
|
+ mes "As you command, Master.";
|
|
|
+ close;
|
|
|
+ }
|
|
|
+ case 4:
|
|
|
+ if (GetCastleData("schg_cas05",9) == 1) {
|
|
|
+ mes "[ Steward ]";
|
|
|
+ mes "Do you wish to dismiss";
|
|
|
+ mes "the Kafra Employee that";
|
|
|
+ mes "we've hired for the guild?";
|
|
|
+ next;
|
|
|
+ switch(select("Dismiss:Cancel")) {
|
|
|
+ case 1:
|
|
|
+ cutin "kafra_01",2;
|
|
|
+ mes "[ Hired Kafra Employee ]";
|
|
|
+ mes "Master, please reconsider!";
|
|
|
+ mes "I've been working very hard";
|
|
|
+ mes "for the success of the guild!";
|
|
|
+ mes "I'll try harder to serve the";
|
|
|
+ mes "guild members of this";
|
|
|
+ mes "stronghold, I promise!";
|
|
|
+ next;
|
|
|
+ switch(select("Dismiss:Cancel")) {
|
|
|
+ case 1:
|
|
|
+ mes "[ Hired Kafra Employee ]";
|
|
|
+ mes "Why?! What have I done";
|
|
|
+ mes "to deserve this? Waaah~!";
|
|
|
+ next;
|
|
|
+ cutin "kafra_01",255;
|
|
|
+ break;
|
|
|
+ case 2:
|
|
|
+ mes "[ Hired Kafra Employee ]";
|
|
|
+ mes "Thank you, Master!";
|
|
|
+ mes "I'll obey your every";
|
|
|
+ mes "command as best I can!";
|
|
|
+ mes "You won't regret this!";
|
|
|
+ close;
|
|
|
+ }
|
|
|
+ break;
|
|
|
+ case 2:
|
|
|
+ mes "[ Steward ]";
|
|
|
+ mes "She works very hard,";
|
|
|
+ mes "in my opinion. It was in";
|
|
|
+ mes "all of our best interests to";
|
|
|
+ mes "allow her to stay with us.";
|
|
|
+ close;
|
|
|
+ }
|
|
|
+ disablenpc "Kafra Employee#sch05";
|
|
|
+ SetCastleData "schg_cas05",9,0;
|
|
|
+ mes "[ Steward ]";
|
|
|
+ mes "That Kafra Employee";
|
|
|
+ mes "has been dismissed.";
|
|
|
+ mes "Were really dissatisfied";
|
|
|
+ mes "by the quality of her service?";
|
|
|
+ close;
|
|
|
+ }
|
|
|
+ else {
|
|
|
+ mes "[ Steward ]";
|
|
|
+ mes "Will you hire a";
|
|
|
+ mes "Kafra Employee to serve";
|
|
|
+ mes "our stronghold? You must";
|
|
|
+ mes "pay ^FF000010,000 zeny^000000 to hire one.";
|
|
|
+ next;
|
|
|
+ switch(select("Hire:Cancel")) {
|
|
|
+ case 1:
|
|
|
+ if (getgdskilllv(.@GID,10001) == 0) {
|
|
|
+ mes "[ Steward ]";
|
|
|
+ mes "Master, we cannot hire a";
|
|
|
+ mes "Kafra Employee because";
|
|
|
+ mes "you have not yet attained";
|
|
|
+ mes "the ^FF0000Contract with Kafra^000000";
|
|
|
+ mes "guild skill.";
|
|
|
+ close;
|
|
|
+ }
|
|
|
+ if (Zeny < 10000) {
|
|
|
+ mes "[ Steward ]";
|
|
|
+ mes "Master, we cannot hire a";
|
|
|
+ mes "Kafra Employee because";
|
|
|
+ mes "we do not have enough";
|
|
|
+ mes "funds to pay the contract fee.";
|
|
|
+ close;
|
|
|
+ }
|
|
|
+ set zeny,zeny-10000;
|
|
|
+ enablenpc "Kafra Employee#sch05";
|
|
|
+ SetCastleData "schg_cas05",9,1;
|
|
|
+ mes "[ Steward ]";
|
|
|
+ mes "Very well. We have formed";
|
|
|
+ mes "a contract with the Kafra";
|
|
|
+ mes "Head Office, and hired a";
|
|
|
+ mes "Kafra Employee for our";
|
|
|
+ mes "stronghold. Here she is~";
|
|
|
+ next;
|
|
|
+ cutin "kafra_01",2;
|
|
|
+ mes "[ Hired Kafra Employee ]";
|
|
|
+ mes "How do you do? I've";
|
|
|
+ mes "been dispatched by the";
|
|
|
+ mes "Kafra Head Office to";
|
|
|
+ mes "serve your guild's needs.";
|
|
|
+ mes "I'll do my best to follow";
|
|
|
+ mes "your every command, Master.";
|
|
|
+ next;
|
|
|
+ cutin "kafra_01",255;
|
|
|
+ mes "[ Steward ]";
|
|
|
+ mes "Our contract will expire";
|
|
|
+ mes "after one month, so we must";
|
|
|
+ mes "pay additional fees to keep";
|
|
|
+ mes "this Kafra Employee in";
|
|
|
+ mes "the service of our guild.";
|
|
|
+ close;
|
|
|
+ case 2:
|
|
|
+ mes "[ Steward ]";
|
|
|
+ mes "As you command, Master.";
|
|
|
+ mes "However, I suggest hiring";
|
|
|
+ mes "a Kafra Employee as soon";
|
|
|
+ mes "as possible since our guild";
|
|
|
+ mes "would greatly benefit from";
|
|
|
+ mes "the convenient Kafra services.";
|
|
|
+ close;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ case 5:
|
|
|
+ mes "[ Steward ]";
|
|
|
+ mes "Do you wish to enter the";
|
|
|
+ mes "Guild Treasure Room?";
|
|
|
+ mes "Only you, the Guild Master,";
|
|
|
+ mes "are permitted to enter.";
|
|
|
+ next;
|
|
|
+ mes "[ Steward ]";
|
|
|
+ mes "Please remember to open";
|
|
|
+ mes "the Treasure Boxes at the";
|
|
|
+ mes "proper time. Otherwise, the";
|
|
|
+ mes "treasure may disappear if";
|
|
|
+ mes "something unexpected happens.";
|
|
|
+ next;
|
|
|
+ switch(select("Go to Treasure Room:Cancel")) {
|
|
|
+ case 1:
|
|
|
+ mes "[ Steward ]";
|
|
|
+ mes "Allow me to guide you";
|
|
|
+ mes "on the secret path to";
|
|
|
+ mes "the Treasure Room.";
|
|
|
+ mes "Press the secret switch";
|
|
|
+ mes "when you wish to return here.";
|
|
|
+ close2;
|
|
|
+ warp "schg_cas05",381,381;
|
|
|
+ end;
|
|
|
+ case 2:
|
|
|
+ mes "[ Steward ]";
|
|
|
+ mes "Items in the Treasure Room";
|
|
|
+ mes "are produced once each day.";
|
|
|
+ mes "Therefore, you must obtain";
|
|
|
+ mes "the treasure items everyday.";
|
|
|
+ mes "For the sake of the guild,";
|
|
|
+ mes "prioritize treasure harvesting!";
|
|
|
+ close;
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+Onstop:
|
|
|
+ stopnpctimer;
|
|
|
+ end;
|
|
|
+
|
|
|
+OnStartArena:
|
|
|
+ set .@GID,getcharid(2);
|
|
|
+ // Lower castle Economy
|
|
|
+ set .@Economy,GetCastleData("schg_cas05",2) - 5;
|
|
|
+ if (.@Economy < 0) set .@Economy, 0;
|
|
|
+ SetCastleData "schg_cas05", 2, .@Economy;
|
|
|
+ // Lower Castle Defence
|
|
|
+ set .@Defence,GetCastleData("schg_cas05",3) - 5;
|
|
|
+ if (.@Defence < 0) set .@Defence, 0;
|
|
|
+ SetCastleData "schg_cas05", 3, .@Defence;
|
|
|
+ // Set new owner
|
|
|
+ SetCastleData "schg_cas05",1, .@GID;
|
|
|
+ // Clear castle's data.
|
|
|
+ for( set .@i, 4; .@i <= 9; set .@i, .@i+1 )
|
|
|
+ SetCastleData "schg_cas05", .@i, 0;
|
|
|
+ // Disable Kafra
|
|
|
+ disablenpc "Kafra Employee#sch05";
|
|
|
+
|
|
|
+ set .msg,2;
|
|
|
+ if (.msg == 1) {
|
|
|
+ announce "Fortress [" + GetCastleName("schg_cas05") + "]'s 'Nithafjoll' was captured by [" + getguildname(.@gid) + "] Guild.",bc_all;
|
|
|
+ donpcevent "Manager#sch05_02::Onstart";
|
|
|
+ }
|
|
|
+ else if (.msg == 2) {
|
|
|
+ announce "The [" + getguildname(.@gid) + "] conquered the [Nithafjoll 5] stronghold of "+GetCastleName("schg_cas05"),bc_all;
|
|
|
+ mapannounce "schg_cas05","The emperium has been shattered!",bc_map,"0x00FF00";
|
|
|
+ if (agitcheck()) {
|
|
|
+ donpcevent "Manager#sch05_02::Onreset";
|
|
|
+ initnpctimer;
|
|
|
+ }
|
|
|
+ else {
|
|
|
+ donpcevent "Manager#sch05_02::Onreset";
|
|
|
+ stopnpctimer;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ else if (.msg == 0) {
|
|
|
+ announce "Fortress [" + GetCastleName("schg_cas05") + "]'s 'Nithafjoll' was captured by [" + getguildname(.@gid) + "] Guild.",bc_all;
|
|
|
+ donpcevent "Manager#sch05_02::Onreset";
|
|
|
+ stopnpctimer;
|
|
|
+ end;
|
|
|
+ }
|
|
|
+ MapRespawnGuildID "schg_cas05",GetCastleData("schg_cas05",1),2;
|
|
|
+ GetCastleData "schg_cas05",0,"::OnRecvCastlesc05";
|
|
|
+ end;
|
|
|
+
|
|
|
+OnTimer10000:
|
|
|
+ donpcevent "Manager#sch05_02::Onchange";
|
|
|
+ mapannounce "schg_cas05","Rebuild this stonghold's Guardian Stones and Fortress Gates to secure your guild's new aquisition!",bc_map,"0x00FF00";
|
|
|
+ end;
|
|
|
+}
|
|
|
+
|
|
|
+// Guild Kafra
|
|
|
+schg_cas05,300,287,5 script Kafra Employee#sch05 117,{
|
|
|
+ cutin "kafra_01",2;
|
|
|
+ set .@GID, GetCastleData("schg_cas05",1);
|
|
|
+ if (getcharid(2) == .@GID && getgdskilllv(.@GID,10001)) {
|
|
|
+ mes "[Kafra Employee]";
|
|
|
+ mes "Welcome, proud member";
|
|
|
+ mes "of the ^FF0000" + GetGuildName(.@GID) + "^000000 Guild!";
|
|
|
+ mes "The Kafra Corporation is ready";
|
|
|
+ mes "to assist you wherever you go!";
|
|
|
+ next;
|
|
|
+ switch(select("Use Storage:Use Warp Service:Rent Pushcart:Cancel")) {
|
|
|
+ case 1:
|
|
|
+ if (basicskillcheck() && getskilllv(1) < 6) {
|
|
|
+ mes "[Kafra Employee]";
|
|
|
+ mes "I'm so sorry, but you must";
|
|
|
+ mes "have at least Novice Skill";
|
|
|
+ mes "Lv.6 to use the Storage.";
|
|
|
+ }
|
|
|
+ else {
|
|
|
+ openstorage;
|
|
|
+ }
|
|
|
+ break;
|
|
|
+ case 2:
|
|
|
+ mes "[Kafra Employee]";
|
|
|
+ mes "Please tell me your";
|
|
|
+ mes "Warp destination.";
|
|
|
+ next;
|
|
|
+ switch(select("Juno -> 200 z:Cancel")) {
|
|
|
+ case 1:
|
|
|
+ if (Zeny < 200) {
|
|
|
+ mes "[Kafra Employee]";
|
|
|
+ mes "I'm sorry, but you don't";
|
|
|
+ mes "have enough zeny to pay";
|
|
|
+ mes "the warp fee. Would you";
|
|
|
+ mes "please check your funds again?";
|
|
|
+ close2;
|
|
|
+ cutin "kafra_01",255;
|
|
|
+ end;
|
|
|
+ }
|
|
|
+ set zeny,zeny-200;
|
|
|
+ warp "yuno",158,125;
|
|
|
+ end;
|
|
|
+ case 2:
|
|
|
+ cutin "kafra_01",255;
|
|
|
+ }
|
|
|
+ break;
|
|
|
+ case 3:
|
|
|
+ if (BaseClass != Job_Merchant) {
|
|
|
+ mes "[Kafra Employee]";
|
|
|
+ mes "I'm sorry, but the Pushcart";
|
|
|
+ mes "rental service can only be";
|
|
|
+ mes "used by Merchant, Blacksmith,";
|
|
|
+ mes "and Alchemist class characters.";
|
|
|
+ }
|
|
|
+ else if (checkcart() == 1) {
|
|
|
+ mes "[Kafra Employee]";
|
|
|
+ mes "Hm? You've already";
|
|
|
+ mes "rented a Pushcart.";
|
|
|
+ }
|
|
|
+ else {
|
|
|
+ mes "[Kafra Employee]";
|
|
|
+ mes "The Pushcart rental fee";
|
|
|
+ mes "is 800 zeny. Would you";
|
|
|
+ mes "like to rent a Pushcart?";
|
|
|
+ next;
|
|
|
+ switch(select("Rent Pushcart:Cancel")) {
|
|
|
+ case 1:
|
|
|
+ if (Zeny < 800) {
|
|
|
+ mes "[Kafra Employee]";
|
|
|
+ mes "I'm sorry, but you don't";
|
|
|
+ mes "have enough zeny to rent";
|
|
|
+ mes "one of our Pushcarts.";
|
|
|
+ close2;
|
|
|
+ cutin "kafra_01",255;
|
|
|
+ end;
|
|
|
+ }
|
|
|
+ set zeny,zeny-800;
|
|
|
+ setcart;
|
|
|
+ break;
|
|
|
+ case 2:
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ break;
|
|
|
+ case 4:
|
|
|
+ mes "[Kafra Employee]";
|
|
|
+ mes "Thank you for using the";
|
|
|
+ mes "Kafra Service. Wherever";
|
|
|
+ mes "you go, Kafra will be";
|
|
|
+ mes "there to support you!";
|
|
|
+ close2;
|
|
|
+ cutin "kafra_01",255;
|
|
|
+ end;
|
|
|
+ }
|
|
|
+ close2;
|
|
|
+ cutin "kafra_01",255;
|
|
|
+ end;
|
|
|
+ }
|
|
|
+ else {
|
|
|
+ mes "[Kafra Employee]";
|
|
|
+ mes "I'm sorry, but I've been";
|
|
|
+ mes "exclusively contracted";
|
|
|
+ mes "to the members of the";
|
|
|
+ mes "^FF0000" + GetGuildName(.@GID) + "^000000 Guild.";
|
|
|
+ mes "You'll have to ask another";
|
|
|
+ mes "Kafra Employee to help you...";
|
|
|
+ close2;
|
|
|
+ cutin "kafra_01",255;
|
|
|
+ end;
|
|
|
+ }
|
|
|
+
|
|
|
+OnRecvCastlesc05:
|
|
|
+ if (GetCastleData("schg_cas05",1) == 0) {
|
|
|
+ monster "schg_cas05",0,0,"Evil Druid",1117,10;
|
|
|
+ monster "schg_cas05",0,0,"Khalitzburg",1132,4;
|
|
|
+ monster "schg_cas05",0,0,"Abysmal Knight",1219,3;
|
|
|
+ monster "schg_cas05",0,0,"Executioner",1205,1;
|
|
|
+ monster "schg_cas05",0,0,"Penomena",1216,10;
|
|
|
+ monster "schg_cas05",0,0,"Alarm",1193,18;
|
|
|
+ monster "schg_cas05",0,0,"Clock",1269,9;
|
|
|
+ monster "schg_cas05",0,0,"Raydric Archer",1276,12;
|
|
|
+ monster "schg_cas05",0,0,"Wanderer",1208,3;
|
|
|
+ monster "schg_cas05",0,0,"Alice",1275,1;
|
|
|
+ monster "schg_cas05",0,0,"Bloody Knight",1268,2;
|
|
|
+ monster "schg_cas05",0,0,"Dark Lord",1272,2;
|
|
|
+ monster "schg_cas05",0,0,"Tower Keeper",1270,4;
|
|
|
+ disablenpc "Kafra Employee#sch05";
|
|
|
+ }
|
|
|
+ end;
|
|
|
+}
|
|
|
+
|
|
|
+schg_cas05,391,391,0 script #sch05_switch 111,{
|
|
|
+ mes " ";
|
|
|
+ mes "^3355FFWill you pull";
|
|
|
+ mes "this small lever?^000000";
|
|
|
+ next;
|
|
|
+ switch(select("Pull Lever:Cancel")) {
|
|
|
+ case 1:
|
|
|
+ warp "schg_cas05",275,244;
|
|
|
+ end;
|
|
|
+ case 2:
|
|
|
+ close;
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+sch_gld,101,284,4 script Skidbladnir#flag_sc05_1::sc05_Flag 722,{
|
|
|
+ set .@GID, GetCastleData("schg_cas05",1);
|
|
|
+ if (.@GID == 0) {
|
|
|
+ mes "[ Schwaltzvalt Royal Edict ]";
|
|
|
+ mes "The Holy Kingdom of";
|
|
|
+ mes "Schwaltzvalt declares that";
|
|
|
+ mes "one has yet to claim lordship";
|
|
|
+ mes "over this stronghold. The one";
|
|
|
+ mes "that breaks the Emperium will";
|
|
|
+ mes "be recognized as its new owner.";
|
|
|
+ close;
|
|
|
+ }
|
|
|
+ else {
|
|
|
+ if (getcharid(2) == .@GID) {
|
|
|
+ mes "[ Ringing Voice ]";
|
|
|
+ mes "Courageous one,";
|
|
|
+ mes "do you wish to return";
|
|
|
+ mes "to your stronghold?";
|
|
|
+ next;
|
|
|
+ switch(select("Return to the Stronghold:Cancel")) {
|
|
|
+ case 1:
|
|
|
+ set .@GID, GetCastleData("schg_cas05",1);
|
|
|
+ if (getcharid(2) == .@GID) {
|
|
|
+ warp "schg_cas05",120,290;
|
|
|
+ end;
|
|
|
+ }
|
|
|
+ close;
|
|
|
+ case 2:
|
|
|
+ close;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ mes "[ Schwaltzvalt Royal Edict ]";
|
|
|
+ mes "The Holy Kingdom of";
|
|
|
+ mes "Schwaltzvalt decrees that";
|
|
|
+ mes "this stronghold is owned";
|
|
|
+ mes "by the ^FF0000" + GetGuildName(.@GID) + "^000000 Guild.";
|
|
|
+ next;
|
|
|
+ mes "[ Schwaltzvalt Royal Edict ]";
|
|
|
+ mes "^FF0000" + GetGuildMaster(.@GID) + "^000000 is";
|
|
|
+ mes "Guild Master of ^FF0000" + GetGuildName(.@GID) + "^000000.";
|
|
|
+ mes "Any that object must claim this";
|
|
|
+ mes "stronghold through strength of";
|
|
|
+ mes "steel and magic during the";
|
|
|
+ mes "appointed Guild Siege times.";
|
|
|
+ close;
|
|
|
+ }
|
|
|
+
|
|
|
+OnRecvCastlesc05:
|
|
|
+ FlagEmblem GetCastleData("schg_cas05",1);
|
|
|
+ end;
|
|
|
+}
|
|
|
+
|
|
|
+sch_gld,91,284,4 duplicate(sc05_Flag) Skidbladnir#flag_sc05_2 722
|
|
|
+
|
|
|
+sch_gld,66,320,6 duplicate(sc05_Flag) Skidbladnir#flag_sc05_3 722
|
|
|
+
|
|
|
+sch_gld,66,310,6 duplicate(sc05_Flag) Skidbladnir#flag_sc05_4 722
|