arug_cas01.txt 88 KB

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  1. //===== eAthena Script =======================================
  2. //= War of Emperium Second Edition
  3. //===== By: ==================================================
  4. //= L0ne_W0lf
  5. //===== Current Version: =====================================
  6. //= 1.8
  7. //===== Compatible With: =====================================
  8. //= eAthena SVN
  9. //===== Description: =========================================
  10. //= WoE SE Arunafeltz Castle 1
  11. //===== Additional Comments: =================================
  12. //= 1.0 First Version [L0ne_W0lf]
  13. //= 1.1 Swaped an end for a close in eco investing. [L0ne_W0lf]
  14. //= Fixed improper label used in guaridan stone.
  15. //= 1.2 Fixed double message in defense investing. [L0ne_W0lf]
  16. //= 1.3 Fixed a guardian spawning NPCs. [L0ne_W0lf]
  17. //= 1.4 Fixed investment period not resetting. [L0ne_W0lf]
  18. //= Made it so treasure won't spawn if castle is empty.
  19. //= Treasure will now be killed before spawning.
  20. //= 1.5 Fixed error with control devices. [L0ne_W0lf]
  21. //= 1.6 Implemented new Wall System. [Zephyrus]
  22. //= 1.7 Replaced effect numerics with constants. [L0ne_W0lf]
  23. //= 1.8 Applied updated eco/def systems. [L0ne_W0lf]
  24. //= 1.9 Fixed eco/def not actually incrementing. [L0ne_W0lf]
  25. //= Can no longer gain eco/def higher than 100.
  26. //============================================================
  27. arug_cas01,1,1,0 script Manager#aru01_02 111,{
  28. end;
  29. OnInterIfInitOnce:
  30. GetCastleData "arug_cas01",0,"::OnRecvCastleAr01";
  31. end;
  32. OnRecvCastleAr01:
  33. RequestGuildInfo GetCastleData("arug_cas01",1);
  34. if (GetCastleData("arug_cas01",1) == 0) {
  35. donpcevent "Manager#aru01_02::Onstart";
  36. }
  37. end;
  38. OnAgitStart2:
  39. if (agitcheck2()) {
  40. MapRespawnGuildID "arug_cas01",GetCastleData("arug_cas01",1),2;
  41. GvgOn "arug_cas01";
  42. donpcevent "Manager#aru01_02::Onstart";
  43. }
  44. else {
  45. donpcevent "#aru01_RL00::OnDisable";
  46. donpcevent "#aru01_RL01::OnDisable";
  47. donpcevent "#aru01_RL02::OnDisable";
  48. donpcevent "#aru01_RL03::OnDisable";
  49. }
  50. end;
  51. OnAgitEnd2:
  52. GvgOff "arug_cas01";
  53. if (GetCastleData("arug_cas01",1)) {
  54. KillMonster "arug_cas01","Steward#aru01::OnStartArena";
  55. donpcevent "Manager#aru01_02::Onreset";
  56. donpcevent "Steward#aru01::Onstop";
  57. }
  58. end;
  59. Onstart:
  60. // 1st Guardian stone, 2nd Guardian stone, Barrier 1, Barrier 2, Barrier 3, Summon Guardians
  61. // Settings for all but Summon Guardians
  62. // 0 = Okay; 1 = Destroyed; 2 = Repairing
  63. // Summon Guardians
  64. // 0 = Do not Summon; 1 = Summon
  65. if (GetCastleData("arug_cas01",1)) {
  66. setarray $agit_ar01[0],0,0,0,0,0,0;
  67. donpcevent "#aru01_df01::OnEnable";
  68. donpcevent "#aru01_df02::OnEnable";
  69. donpcevent "#aru01_RL00::OnEnable";
  70. donpcevent "#aru01_RL01::OnEnable";
  71. donpcevent "#aru01_RL02::OnEnable";
  72. donpcevent "#aru01_RL03::OnEnable";
  73. }
  74. monster "arug_cas01",87,219,"Emperium",1288,1,"Steward#aru01::OnStartArena";
  75. end;
  76. Onreset:
  77. donpcevent "#aru01_df01::OnDisable";
  78. donpcevent "#aru01_df02::OnDisable";
  79. donpcevent "#aru01_gard01::Onreset";
  80. donpcevent "#aru01_gard02::Onreset";
  81. donpcevent "#aru01_RL00::OnDisable";
  82. donpcevent "#aru01_RL01::OnDisable";
  83. donpcevent "#aru01_RL02::OnDisable";
  84. donpcevent "#aru01_RL03::OnDisable";
  85. donpcevent "1st Guardian Stone#aru01::OnDisable";
  86. donpcevent "2nd Guardian Stone#aru01::OnDisable";
  87. donpcevent "Control Device01#aru01::OnDisable";
  88. donpcevent "Control Device02#aru01::OnDisable";
  89. donpcevent "Control Device03#aru01::OnDisable";
  90. if (agitcheck2()) {
  91. setarray $agit_ar01[0],0,0,1,1,1,0;
  92. }
  93. end;
  94. Onchange:
  95. setarray $agit_ar01[0],2,2,1,1,2,0;
  96. monster "arug_cas01",87,219,"Emperium",1288,1,"Steward#aru01::OnStartArena";
  97. donpcevent "Control Device03#aru01::OnEnable";
  98. donpcevent "1st Guardian Stone#aru01::OnEnable";
  99. donpcevent "2nd Guardian Stone#aru01::OnEnable";
  100. end;
  101. OnClock0001:
  102. if (!GetCastleData("arug_cas01",1)) end;
  103. killmonster "arug_cas01","Manager#aru01_02::OnTreasureDied";
  104. if (GetCastleData("arug_cas01",4)) {
  105. set .@Economy,GetCastleData("arug_cas01",2);
  106. SetCastleData "arug_cas01",2,.@Economy + GetCastleData("arug_cas01",4) + (rand(2) && getgdskilllv(.@GID,10014));
  107. if (GetCastleData("arug_cas01",2) > 100) SetCastleData "arug_cas01",2,100;
  108. setcastledata "arug_cas01",4,0;
  109. }
  110. if (GetCastleData("arug_cas01",5)) {
  111. set .@Defence,GetCastleData("arug_cas01",3);
  112. SetCastleData "arug_cas01",3,.@Defence + GetCastleData("arug_cas01",5);
  113. if (GetCastleData("arug_cas01",3) > 100) SetCastleData "arug_cas01",3,100;
  114. setcastledata "arug_cas01",5,0;
  115. }
  116. set .@Treasure,GetCastleData("arug_cas01",2)/5+4;
  117. if (.@Treasure) {
  118. monster "arug_cas01",251,369,"Treasure Chest",1943,1,"Manager#aru01_02::OnTreasureDied";
  119. monster "arug_cas01",251,369,"Treasure Chest",1324,1,"Manager#aru01_02::OnTreasureDied";
  120. monster "arug_cas01",253,369,"Treasure Chest",1943,1,"Manager#aru01_02::OnTreasureDied";
  121. monster "arug_cas01",254,369,"Treasure Chest",1324,1,"Manager#aru01_02::OnTreasureDied";
  122. if (.@Treasure < 5) end;
  123. monster "arug_cas01",255,368,"Treasure Chest",1943,1,"Manager#aru01_02::OnTreasureDied";
  124. if (.@Treasure < 6) end;
  125. monster "arug_cas01",256,368,"Treasure Chest",1324,1,"Manager#aru01_02::OnTreasureDied";
  126. if (.@Treasure < 7) end;
  127. monster "arug_cas01",257,368,"Treasure Chest",1943,1,"Manager#aru01_02::OnTreasureDied";
  128. if (.@Treasure < 8) end;
  129. monster "arug_cas01",258,368,"Treasure Chest",1324,1,"Manager#aru01_02::OnTreasureDied";
  130. if (.@Treasure < 9) end;
  131. monster "arug_cas01",251,367,"Treasure Chest",1943,1,"Manager#aru01_02::OnTreasureDied";
  132. if (.@Treasure < 10) end;
  133. monster "arug_cas01",252,367,"Treasure Chest",1324,1,"Manager#aru01_02::OnTreasureDied";
  134. if (.@Treasure < 11) end;
  135. monster "arug_cas01",253,367,"Treasure Chest",1943,1,"Manager#aru01_02::OnTreasureDied";
  136. if (.@Treasure < 12) end;
  137. monster "arug_cas01",254,367,"Treasure Chest",1324,1,"Manager#aru01_02::OnTreasureDied";
  138. if (.@Treasure < 13) end;
  139. monster "arug_cas01",255,366,"Treasure Chest",1943,1,"Manager#aru01_02::OnTreasureDied";
  140. if (.@Treasure < 14) end;
  141. monster "arug_cas01",256,366,"Treasure Chest",1324,1,"Manager#aru01_02::OnTreasureDied";
  142. if (.@Treasure < 15) end;
  143. monster "arug_cas01",257,366,"Treasure Chest",1943,1,"Manager#aru01_02::OnTreasureDied";
  144. if (.@Treasure < 16) end;
  145. monster "arug_cas01",258,366,"Treasure Chest",1324,1,"Manager#aru01_02::OnTreasureDied";
  146. if (.@Treasure < 17) end;
  147. monster "arug_cas01",251,365,"Treasure Chest",1943,1,"Manager#aru01_02::OnTreasureDied";
  148. if (.@Treasure < 18) end;
  149. monster "arug_cas01",252,365,"Treasure Chest",1324,1,"Manager#aru01_02::OnTreasureDied";
  150. if (.@Treasure < 19) end;
  151. monster "arug_cas01",253,365,"Treasure Chest",1943,1,"Manager#aru01_02::OnTreasureDied";
  152. if (.@Treasure < 20) end;
  153. monster "arug_cas01",254,365,"Treasure Chest",1324,1,"Manager#aru01_02::OnTreasureDied";
  154. if (.@Treasure < 21) end;
  155. monster "arug_cas01",255,364,"Treasure Chest",1943,1,"Manager#aru01_02::OnTreasureDied";
  156. if (.@Treasure < 22) end;
  157. monster "arug_cas01",256,364,"Treasure Chest",1324,1,"Manager#aru01_02::OnTreasureDied";
  158. if (.@Treasure < 23) end;
  159. monster "arug_cas01",257,364,"Treasure Chest",1943,1,"Manager#aru01_02::OnTreasureDied";
  160. if (.@Treasure < 24) end;
  161. monster "arug_cas01",258,364,"Treasure Chest",1324,1,"Manager#aru01_02::OnTreasureDied";
  162. }
  163. end;
  164. OnTreasureDied:
  165. end;
  166. }
  167. arug_cas01,112,193,1 script Brace#aru01_01 868,{
  168. set .@GID, GetCastleData("arug_cas01",1);
  169. if (.@GID == 0) {
  170. mes "[Brace]";
  171. mes "Great job. Now, all you";
  172. mes "need to do is destroy this";
  173. mes "Emperium to gain ownership";
  174. mes "over this stronghold.";
  175. close;
  176. }
  177. if (getcharid(2) == .@GID) {
  178. if (strcharinfo(0) != getguildmaster(.@GID)) {
  179. mes "[Brace]";
  180. mes "As guardian of this";
  181. mes "stronghold, I answer only";
  182. mes "to the master of the guild";
  183. mes "that controls this place.";
  184. close;
  185. }
  186. else {
  187. if (agitcheck2() == 0) {
  188. mes "[Brace]";
  189. mes "I am Brace, guardian of";
  190. mes "this stronghold. For now,";
  191. mes "all is quiet in this place.";
  192. next;
  193. switch(select("Converse:Cancel")) {
  194. case 1:
  195. mes "[Brace]";
  196. mes "Do you have any questions";
  197. mes "about this stronghold?";
  198. next;
  199. switch(select("Guardian Stones:Fortress Gates:Link Flags:Battle Strategy:Cancel")) {
  200. case 1:
  201. mes "[Brace]";
  202. mes "There is one Emperium";
  203. mes "and two Guardian Stones in";
  204. mes "each fortress. These stones";
  205. mes "are the first line of defense,";
  206. mes "and must be destroyed before";
  207. mes "enemies can even enter.";
  208. next;
  209. mes "[Brace]";
  210. mes "The stones are located in";
  211. mes "^4D4DFFGate Houses^000000 which must be";
  212. mes "protected to prevent enemies";
  213. mes "from reaching the Emperium.";
  214. mes "Guardian Stones can ^4D4DFFrecall";
  215. mes "your Guardians^000000 for protection.";
  216. next;
  217. mes "[Brace]";
  218. mes "Fortresses with higher levels";
  219. mes "of defense can summon more";
  220. mes "Guardians: this is why it is";
  221. mes "so important for guilds to";
  222. mes "invest in Defense Growth.";
  223. next;
  224. mes "[Brace]";
  225. mes "Guardian Stones that have";
  226. mes "been destroyed can be revived";
  227. mes "after a certain time, but one of^FFFFFF ^000000 the guild members must give";
  228. mes "me the order. I can also report^FFFFFF ^000000 the status of the Guardian Stones.";
  229. close;
  230. case 2:
  231. mes "[Brace]";
  232. mes "^4D4DFFFortress Gates^000000 are the second ^FFFFFF ^000000 line of guild stronghold defense,";
  233. mes "and are protected by extra barricades activated by the Guardian Stones.";
  234. mes "These gates are located in three different parts of the fortress.";
  235. next;
  236. mes "[Brace]";
  237. mes "Barricades are protected by";
  238. mes "Guardian Stones, and are";
  239. mes "restored when the Guardian";
  240. mes "Stones are retrieved. However,";
  241. mes "it is not as easy to restore";
  242. mes "destroyed Fortress Gates.";
  243. next;
  244. mes "[Brace]";
  245. mes "Fortress Gates can only be";
  246. mes "restored when the ^4D4DFFguild";
  247. mes "master of a stronghold";
  248. mes "changes^000000, or if ^4D4DFFrestoration";
  249. mes "is requested by the guild";
  250. mes "master of the stronghold^000000.";
  251. close;
  252. case 3:
  253. mes "[Brace]";
  254. mes "Strongholds have many";
  255. mes "Link Flags that allow you";
  256. mes "to access vital areas within";
  257. mes "restrictions placed by the";
  258. mes "Barricades. Usually, ^4D4DFFFlag 1";
  259. mes "links to the Gate House^000000.";
  260. next;
  261. mes "[Brace]";
  262. mes "Many flags link directly to";
  263. mes "the flag near the Emperium.";
  264. mes "The final numbered flag is";
  265. mes "linked to the Convenience";
  266. mes "Facility of the stronghold's";
  267. mes "owner. Keep this in mind.";
  268. close;
  269. case 4:
  270. mes "[Brace]";
  271. mes "Strategy? It would be better";
  272. mes "to develop your battle plan to";
  273. mes "exploit your guild's advantages";
  274. mes "and your enemies' weaknesses.";
  275. mes "Use the Gate Houses and Barricades, and rebuild as quickly as you can!";
  276. close;
  277. case 5:
  278. mes "[Brace]";
  279. mes "You have no questions";
  280. mes "to ask of me? Well, I'm";
  281. mes "here to serve your needs.";
  282. close;
  283. }
  284. case 2:
  285. mes "[Brace]";
  286. mes "I'm always here, so";
  287. mes "feel free to request my";
  288. mes "assistance whenever";
  289. mes "the need arises.";
  290. close;
  291. }
  292. }
  293. else {
  294. mes "[Brace]";
  295. mes "Greetings, "+strcharinfo(0)+".";
  296. mes "What are your orders?";
  297. next;
  298. switch(select("Increase Stronghold Defense:Situational Briefing:Cancel")) {
  299. case 1:
  300. if ($agit_ar01[5] == 0) {
  301. if (getgdskilllv(.@GID,10002) == 0) {
  302. mes "[Brace]";
  303. mes "I'm sorry, but the Guardian";
  304. mes "Stones aren't powerful enough";
  305. mes "to summon Guardians yet. We";
  306. mes "need to accumulate more";
  307. mes "knowledge before they can";
  308. mes "summon any Guardians.";
  309. close;
  310. }
  311. else {
  312. mes "[Brace]";
  313. mes "I shall endeavor to summon";
  314. mes "a Guardian through a Guardian";
  315. mes "Stone. However, keep in mind";
  316. mes "that this will not work if the";
  317. mes "Guardian Stone is destroyed.";
  318. setarray $agit_ar01[5],1;
  319. if ($agit_ar01[0] == 0) {
  320. donpcevent "#aru01_gard01::OnEnable";
  321. }
  322. if ($agit_ar01[1] == 0) {
  323. donpcevent "#aru01_gard02::OnEnable";
  324. }
  325. close;
  326. }
  327. }
  328. else {
  329. mes "[Brace]";
  330. mes "You've already commanded";
  331. mes "me to summon a Guardian";
  332. mes "to defend the stronghold.";
  333. close;
  334. }
  335. case 2:
  336. mes "[Brace]";
  337. mes "Our defense status is...";
  338. if ($agit_ar01[0] == 1) {
  339. mes "1st Guardian Stone: ^FF0000Destroyed^000000";
  340. }
  341. else if ($agit_ar01[0] == 2) {
  342. mes "1st Guardian Stone: ^008000Repairing^000000";
  343. }
  344. else {
  345. mes "1st Guardian Stone: ^4D4DFFOperational^000000";
  346. }
  347. if ($agit_ar01[1] == 1) {
  348. mes "2nd Guardian Stone: ^FF0000Destroyed^000000";
  349. }
  350. else if ($agit_ar01[1] == 2) {
  351. mes "2nd Guardian Stone: ^008000Repairing^000000";
  352. }
  353. else {
  354. mes "2nd Guardian Stone: ^4D4DFFOperational^000000";
  355. }
  356. if ($agit_ar01[2] == 1) {
  357. mes "1st Fortress Gate: ^FF0000Destroyed^000000";
  358. }
  359. else if ($agit_ar01[2] == 2) {
  360. mes "1st Fortress Gate: ^008000Repairing^000000";
  361. }
  362. else {
  363. mes "1st Fortress Gate: ^4D4DFFOperational^000000";
  364. }
  365. if ($agit_ar01[3] == 1) {
  366. mes "2nd Fortress Gate: ^FF0000Destroyed^000000";
  367. }
  368. else if ($agit_ar01[3] == 2) {
  369. mes "2nd Fortress Gate: ^008000Repairing^000000";
  370. }
  371. else {
  372. mes "2nd Fortress Gate: ^4D4DFFOperational^000000";
  373. }
  374. if ($agit_ar01[4] == 1) {
  375. mes "3rd Fortress Gate: ^FF0000Destroyed^000000";
  376. }
  377. else if ($agit_ar01[4] == 2) {
  378. mes "3rd Fortress Gate: ^008000Repairing^000000";
  379. }
  380. else {
  381. mes "3rd Fortress Gate: ^4D4DFFOperational^000000";
  382. }
  383. close;
  384. case 3:
  385. mes "[Brace]";
  386. mes "I'll be standing by,";
  387. mes "awaiting your orders.";
  388. close;
  389. }
  390. }
  391. }
  392. }
  393. else {
  394. mes "[Brace]";
  395. mes "Who are you? Scoundrel!";
  396. mes "Leave this stronghold now!";
  397. close;
  398. }
  399. OnInit:
  400. setarray $agit_ar01[0],0,0,0,0,0,0;
  401. end;
  402. }
  403. arug_cas01,1,1,0 script #aru01_gard01 -1,{
  404. OnEnable:
  405. set .@defence,GetCastleData("arug_cas01",3);
  406. guardian "arug_cas01",233,83,"Guardian Soldier",1899,"#aru01_gard01::OnGuardianDied"; //0;
  407. if ((.@defence > 10) && (.@defence < 31)) {
  408. set .MyMobCount,2;
  409. guardian "arug_cas01",252,81,"Guardian Soldier",1899,"#aru01_gard01::OnGuardianDied"; //1;
  410. }
  411. else if ((.@defence > 30) && (.@defence < 51)) {
  412. set .MyMobCount,3;
  413. guardian "arug_cas01",252,81,"Guardian Soldier",1899,"#aru01_gard01::OnGuardianDied"; //1;
  414. guardian "arug_cas01",232,108,"Guardian Soldier",1899,"#aru01_gard01::OnGuardianDied"; //2;
  415. }
  416. else if ((.@defence > 50) && (.@defence < 71)) {
  417. set .MyMobCount,4;
  418. guardian "arug_cas01",252,81,"Guardian Soldier",1899,"#aru01_gard01::OnGuardianDied"; //1;
  419. guardian "arug_cas01",232,108,"Guardian Soldier",1899,"#aru01_gard01::OnGuardianDied"; //2;
  420. guardian "arug_cas01",201,130,"Guardian Soldier",1899,"#aru01_gard01::OnGuardianDied"; //3;
  421. }
  422. else if (.@defence > 70) {
  423. set .MyMobCount,5;
  424. guardian "arug_cas01",252,81,"Guardian Soldier",1899,"#aru01_gard01::OnGuardianDied"; //1;
  425. guardian "arug_cas01",232,108,"Guardian Soldier",1899,"#aru01_gard01::OnGuardianDied"; //2;
  426. guardian "arug_cas01",201,130,"Guardian Soldier",1899,"#aru01_gard01::OnGuardianDied"; //3;
  427. guardian "arug_cas01",224,168,"Guardian Soldier",1899,"#aru01_gard01::OnGuardianDied"; //4;
  428. }
  429. else {
  430. set .MyMobCount,2;
  431. guardian "arug_cas01",195,250,"Guardian Soldier",1899,"#aru01_gard01::OnGuardianDied"; //1;
  432. }
  433. initnpctimer;
  434. end;
  435. OnTimer300000:
  436. set .MyMobCount,.MyMobCount+1;
  437. guardian "arug_cas01",196,137,"Guardian Soldier",1899,"#aru01_gard01::OnGuardianDied"; //5;
  438. mapannounce "arug_cas01","The 1st Guardian has been summoned from the Gate House.",bc_map,"0xff4500";
  439. end;
  440. OnTimer900000:
  441. set .MyMobCount,.MyMobCount+1;
  442. guardian "arug_cas01",269,89,"Guardian Soldier",1899,"#aru01_gard01::OnGuardianDied"; //6;
  443. mapannounce "arug_cas01","The 2nd Guardian has been summoned from the Gate House.",bc_map,"0xff4500";
  444. end;
  445. OnTimer1800000:
  446. set .MyMobCount,.MyMobCount+1;
  447. guardian "arug_cas01",252,81,"Guardian Soldier",1899,"#aru01_gard01::OnGuardianDied"; //7;
  448. mapannounce "arug_cas01","The 3rd Guardian has been summoned from the Gate House.",bc_map,"0xff4500";
  449. end;
  450. OnTimer2700000:
  451. set .MyMobCount,.MyMobCount+1;
  452. guardian "arug_cas01",201,130,"Guardian Soldier",1899,"#aru01_gard01::OnGuardianDied"; //8;
  453. mapannounce "arug_cas01","The 4th Guardian has been summoned from the Gate House.",bc_map,"0xff4500";
  454. end;
  455. OnTimer3600000:
  456. set .MyMobCount,.MyMobCount+1;
  457. guardian "arug_cas01",224,168,"Guardian Soldier",1899,"#aru01_gard01::OnGuardianDied"; //9;
  458. mapannounce "arug_cas01","The 5th Guardian has been summoned from the Gate House.",bc_map,"0xff4500";
  459. stopnpctimer;
  460. end;
  461. OnGuardianDied:
  462. set .MyMobCount,.MyMobCount-1;
  463. if (.MyMobCount < 2) {
  464. set .MyMobCount,.MyMobCount+1;
  465. guardian "arug_cas01",222,129,"Guardian Soldier",1899,"#aru01_gard01::OnGuardianDied"; //10;
  466. }
  467. end;
  468. Onreset:
  469. stopnpctimer;
  470. killmonster "arug_cas01","#aru01_gard01::OnGuardianDied";
  471. end;
  472. }
  473. arug_cas01,1,2,0 script #aru01_gard02 -1,{
  474. OnEnable:
  475. set .@defence,GetCastleData("arug_cas01",3);
  476. guardian "arug_cas01",294,210,"Guardian Soldier",1899,"#aru01_gard02::OnGuardianDied"; //11;
  477. if ((.@defence > 10) && (.@defence < 31)) {
  478. set .MyMobCount,2;
  479. guardian "arug_cas01",256,203,"Guardian Soldier",1899,"#aru01_gard02::OnGuardianDied"; //12;
  480. }
  481. else if ((.@defence > 30) && (.@defence < 51)) {
  482. set .MyMobCount,3;
  483. guardian "arug_cas01",256,203,"Guardian Soldier",1899,"#aru01_gard02::OnGuardianDied"; //12;
  484. guardian "arug_cas01",240,133,"Guardian Soldier",1899,"#aru01_gard02::OnGuardianDied"; //13;
  485. }
  486. else if ((.@defence > 50) && (.@defence < 71)) {
  487. set .MyMobCount,4;
  488. guardian "arug_cas01",256,203,"Guardian Soldier",1899,"#aru01_gard02::OnGuardianDied"; //12;
  489. guardian "arug_cas01",240,133,"Guardian Soldier",1899,"#aru01_gard02::OnGuardianDied"; //13;
  490. guardian "arug_cas01",246,92,"Guardian Soldier",1899,"#aru01_gard02::OnGuardianDied"; //14;
  491. }
  492. else if (.@defence > 70) {
  493. set .MyMobCount,5;
  494. guardian "arug_cas01",256,203,"Guardian Soldier",1899,"#aru01_gard02::OnGuardianDied"; //12;
  495. guardian "arug_cas01",240,133,"Guardian Soldier",1899,"#aru01_gard02::OnGuardianDied"; //13;
  496. guardian "arug_cas01",246,92,"Guardian Soldier",1899,"#aru01_gard02::OnGuardianDied"; //14;
  497. guardian "arug_cas01",235,132,"Guardian Soldier",1899,"#aru01_gard02::OnGuardianDied"; //15;
  498. }
  499. else {
  500. set .MyMobCount,2;
  501. guardian "arug_cas01",292,188,"Guardian Soldier",1899,"#aru01_gard02::OnGuardianDied"; //12;
  502. }
  503. initnpctimer;
  504. end;
  505. OnTimer600000:
  506. set .MyMobCount,.MyMobCount+1;
  507. guardian "arug_cas01",235,132,"Guardian Soldier",1899,"#aru01_gard02::OnGuardianDied"; //16;
  508. end;
  509. OnTimer1200000:
  510. set .MyMobCount,.MyMobCount+1;
  511. guardian "arug_cas01",246,92,"Guardian Soldier",1899,"#aru01_gard02::OnGuardianDied"; //17;
  512. end;
  513. OnTimer2100000:
  514. set .MyMobCount,.MyMobCount+1;
  515. guardian "arug_cas01",240,133,"Guardian Soldier",1899,"#aru01_gard02::OnGuardianDied"; //18;
  516. end;
  517. OnTimer3000000:
  518. set .MyMobCount,.MyMobCount+1;
  519. guardian "arug_cas01",256,203,"Guardian Soldier",1899,"#aru01_gard02::OnGuardianDied"; //19;
  520. end;
  521. OnTimer3900000:
  522. set .MyMobCount,.MyMobCount+1;
  523. guardian "arug_cas01",254,95,"Guardian Soldier",1899,"#aru01_gard02::OnGuardianDied"; //20;
  524. stopnpctimer;
  525. end;
  526. OnGuardianDied:
  527. set .MyMobCount,.MyMobCount-1;
  528. if (.MyMobCount < 2) {
  529. set .MyMobCount,.MyMobCount+1;
  530. guardian "arug_cas01",242,151,"Guardian Soldier",1899,"#aru01_gard02::OnGuardianDied"; //21;
  531. }
  532. end;
  533. Onreset:
  534. stopnpctimer;
  535. killmonster "arug_cas01","#aru01_gard02::OnGuardianDied";
  536. end;
  537. }
  538. arug_cas01,1,3,0 script #aru01_df01 -1,{
  539. OnEnable:
  540. guardian "arug_cas01",210,234,"1st Guardian Stone",1907,"#aru01_df01::OnGuardianStoneDied"; //22;
  541. end;
  542. OnDisable:
  543. killmonster "arug_cas01","#aru01_df01::OnGuardianStoneDied";
  544. setarray $agit_ar01[0],1; //Global Variable
  545. stopnpctimer;
  546. end;
  547. OnGuardianStoneDied:
  548. // 1st Guardian Stone is Destroyed
  549. setarray $agit_ar01[0],1;
  550. if (($agit_ar01[0] == 1) || ($agit_ar01[0] == 2)) {
  551. set .@destroyed,.@destroyed + 1;
  552. }
  553. if (($agit_ar01[1] == 1) || ($agit_ar01[1] == 2)) {
  554. set .@destroyed,.@destroyed + 1;
  555. }
  556. if (.@destroyed == 2) {
  557. mapannounce "arug_cas01","All of the Guardian Stones have been destroyed!",bc_map,"0x00ff00";
  558. donpcevent "#aru01_RL00::OnDisable";
  559. donpcevent "#aru01_gard01::Onreset";
  560. }
  561. else {
  562. mapannounce "arug_cas01","The 1st Guardian Stone has been destroyed!",bc_map,"0x00ff00";
  563. donpcevent "#aru01_gard01::Onreset";
  564. }
  565. initnpctimer;
  566. end;
  567. OnTimer300000:
  568. donpcevent "1st Guardian Stone#aru01::OnEnable";
  569. setarray $agit_ar01[0],2; //Global Variable
  570. stopnpctimer;
  571. end;
  572. }
  573. arug_cas01,211,234,0 script 1st Guardian Stone#aru01 844,{
  574. set .@GID, GetCastleData("arug_cas01",1);
  575. if (getcharid(2) == .@GID) {
  576. mes "^3355FFYou will need the";
  577. mes "following materials to";
  578. mes "rebuild a destroyed";
  579. mes "Guardian Stone.^000000";
  580. next;
  581. mes "1 Oridecon";
  582. mes "1 Elunium";
  583. mes "30 Stones";
  584. mes "5 Blue Gemstones";
  585. mes "5 Yellow Gemstones";
  586. mes "5 Red Gemstones";
  587. next;
  588. mes "^3355FFDo you want to continue?^000000";
  589. switch(select("No:Continue")) {
  590. case 1:
  591. mes "^3355FFWork canceled.^000000";
  592. close;
  593. case 2:
  594. if ((countitem(984) > 0) && (countitem(985) > 0) && (countitem(7049) > 29) && (countitem(717) > 4) && (countitem(715) > 4) && (countitem(716) > 4)) {
  595. mes "^3355FFArrange Stones, Elunium, and";
  596. mes "Oridecon, in that order, in the";
  597. mes "center. Then you must arrange";
  598. mes "the enchanted Gemstones to";
  599. mes "rebuild the Guardian Stone.^000000";
  600. next;
  601. switch(select("Elunium:Oridecon:Stone")) {
  602. case 1:
  603. mes "^3355FFElunium has been";
  604. mes "placed in the center.^000000";
  605. next;
  606. break;
  607. case 2:
  608. mes "^3355FFOridecon has been";
  609. mes "placed in the center.^000000";
  610. next;
  611. break;
  612. case 3:
  613. mes "^3355FFStones have been";
  614. mes "placed in the center.^000000";
  615. set .@nice,.@nice+10;
  616. next;
  617. break;
  618. }
  619. switch(select("Elunium:Oridecon:Stone")) {
  620. case 1:
  621. mes "^3355FFYou have lined the";
  622. mes "outside of the center";
  623. mes "with some Elunium.^000000";
  624. set .@nice,.@nice+10;
  625. next;
  626. break;
  627. case 2:
  628. mes "^3355FFYou have lined the";
  629. mes "outside of the center";
  630. mes "with some Oridecon.^000000";
  631. next;
  632. break;
  633. case 3:
  634. mes "^3355FFYou have lined the";
  635. mes "outside of the center";
  636. mes "with some Stones.^000000";
  637. next;
  638. break;
  639. }
  640. switch(select("Elunium:Oridecon:Stone")) {
  641. case 1:
  642. mes "^3355FFYou covered the";
  643. mes "rest of the materials";
  644. mes "with some Elunium.^000000";
  645. next;
  646. break;
  647. case 2:
  648. mes "^3355FFYou covered the";
  649. mes "rest of the materials";
  650. mes "with some Oridecon.^000000";
  651. set .@nice,.@nice+10;
  652. next;
  653. break;
  654. case 3:
  655. mes "^3355FFYou covered the";
  656. mes "rest of the materials";
  657. mes "with some Stones.^000000";
  658. next;
  659. break;
  660. }
  661. mes "^3355FFNow you need to arrange";
  662. mes "the enchanted Gemstones";
  663. mes "accordingly. You can identify";
  664. mes "their Magic properties by";
  665. mes "their casting effect.^000000";
  666. next;
  667. while(1) {
  668. if (.@roof0 > 7) {
  669. break;
  670. }
  671. else {
  672. switch(rand(1,3)) {
  673. case 1:
  674. specialeffect EF_BEGINSPELL2;
  675. mes "^3355FFThe Gemstones must";
  676. mes "be arranged in the correct";
  677. mes "order according to their";
  678. mes "magic properties and power.^000000";
  679. next;
  680. switch(select("Red Gemstone:Yellow Gemstone:Blue Gemstone")) {
  681. case 1:
  682. mes "^3355FFYou placed the Red Gemstone.";
  683. mes "However, the Guardian Stone";
  684. mes "Repair System failed because";
  685. mes "of a magic power conflict.^000000";
  686. close;
  687. case 2:
  688. mes "^3355FFYou placed the Yellow Gemstone.";
  689. mes "However, the Guardian Stone";
  690. mes "Repair System failed because";
  691. mes "of a magic power conflict.^000000";
  692. close;
  693. case 3:
  694. mes "^3355FFYou placed the Blue Gemstone.^000000";
  695. set .@nice,.@nice+10;
  696. set .@roof0,.@roof0 + 1;
  697. specialeffect EF_STEAL;
  698. next;
  699. break;
  700. }
  701. break;
  702. case 2:
  703. specialeffect EF_VOLCANO;
  704. mes "^3355FFThe Gemstones must";
  705. mes "be arranged in the correct";
  706. mes "order according to their";
  707. mes "magic properties and power.^000000";
  708. next;
  709. switch(select("Red Gemstone:Yellow Gemstone:Blue Gemstone")) {
  710. case 1:
  711. mes "^3355FFYou placed the Red Gemstone.^000000";
  712. set .@nice,.@nice+10;
  713. set .@roof0,.@roof0 + 1;
  714. specialeffect EF_STEAL;
  715. next;
  716. break;
  717. case 2:
  718. mes "^3355FFYou placed the Yellow Gemstone.";
  719. mes "However, the Guardian Stone";
  720. mes "Repair System failed because";
  721. mes "of a magic power conflict.^000000";
  722. close;
  723. case 3:
  724. mes "^3355FFYou placed the Blue Gemstone.";
  725. mes "However, the Guardian Stone";
  726. mes "Repair System failed because";
  727. mes "of a magic power conflict.^000000";
  728. close;
  729. }
  730. break;
  731. case 3:
  732. specialeffect EF_BEGINSPELL4;
  733. mes "^3355FFThe Gemstones must";
  734. mes "be arranged in the correct";
  735. mes "order according to their";
  736. mes "magic properties and power.^000000";
  737. next;
  738. switch(select("Red Gemstone:Yellow Gemstone:Blue Gemstone")) {
  739. case 1:
  740. mes "^3355FFYou placed the Red Gemstone.";
  741. mes "However, the Guardian Stone";
  742. mes "Repair System failed because";
  743. mes "of a magic power conflict.^000000";
  744. close;
  745. case 2:
  746. mes "^3355FFYou placed the Yellow Gemstone.^000000";
  747. set .@nice,.@nice+10;
  748. set .@roof0,.@roof0 + 1;
  749. specialeffect EF_STEAL;
  750. next;
  751. break;
  752. case 3:
  753. mes "^3355FFYou placed the Blue Gemstone.";
  754. mes "However, the Guardian Stone";
  755. mes "Repair System failed because";
  756. mes "of a magic power conflict.^000000";
  757. close;
  758. }
  759. }
  760. }
  761. }
  762. if (.@nice > 90) {
  763. if ($agit_ar01[0] == 0) {
  764. mes "^3355FFThe Guardian Stone";
  765. mes "Repair System has";
  766. mes "already completed.^000000";
  767. close;
  768. }
  769. else {
  770. if (agitcheck2() == 0) {
  771. mes "^3355FFIt is impossible to";
  772. mes "rebuild the Guardian";
  773. mes "Stone because the";
  774. mes "Emperium is not present.^000000";
  775. close;
  776. }
  777. else {
  778. mes "^3355FFThe Gemstones have been";
  779. mes "arranged, and the Guardian";
  780. mes "Stone is successfully repaired.^000000";
  781. delitem 984,1; //Oridecon
  782. delitem 985,1; //Elunium
  783. delitem 7049,30; //Stone
  784. delitem 717,5; //Blue_Gemstone
  785. delitem 715,5; //Yellow_Gemstone
  786. delitem 716,5; //Red_Gemstone
  787. close2;
  788. donpcevent "#aru01_df01::OnEnable";
  789. specialeffect EF_ICECRASH;
  790. disablenpc "1st Guardian Stone#aru01";
  791. setarray $agit_ar01[0],0;
  792. set .@df_all,$agit_ar01[0]+$agit_ar01[1];
  793. if (.@df_all == 0) {
  794. mapannounce "arug_cas01","Both Guardian Stones have been erected, bolstering this stronghold's defenses!",bc_map,"0x00ff00";
  795. donpcevent "#aru01_RL00::OnEnable";
  796. }
  797. else {
  798. mapannounce "arug_cas01","The 1st Guardian Stone has been repaired successfully.",bc_map,"0x00ff00";
  799. }
  800. if ($agit_ar01[5] == 1) {
  801. donpcevent "#aru01_gard01::OnEnable";
  802. }
  803. end;
  804. }
  805. }
  806. }
  807. else {
  808. mes "^3355FFAfter all of that work...";
  809. mes "It looks like you failed";
  810. mes "to fix the Guardian Stone,";
  811. mes "and lost some materials.^000000";
  812. delitem 7049,10; //Stone
  813. delitem 717,2; //Blue_Gemstone
  814. delitem 715,2; //Yellow_Gemstone
  815. delitem 716,2; //Red_Gemstone
  816. close;
  817. }
  818. }
  819. else {
  820. mes "^3355FFYou don't have enough";
  821. mes "materials to repair";
  822. mes "the Guardian Stone.^000000";
  823. close;
  824. }
  825. }
  826. }
  827. end;
  828. OnInit:
  829. disablenpc "1st Guardian Stone#aru01";
  830. end;
  831. OnEnable:
  832. enablenpc "1st Guardian Stone#aru01";
  833. specialeffect EF_MAPPILLAR2;
  834. end;
  835. OnDisable:
  836. disablenpc "1st Guardian Stone#aru01";
  837. end;
  838. }
  839. arug_cas01,1,4,0 script #aru01_df02 -1,{
  840. OnEnable:
  841. guardian "arug_cas01",308,189,"2nd Guardian Stone",1908,"#aru01_df02::OnGuardianStoneDied"; //23;
  842. end;
  843. OnDisable:
  844. killmonster "arug_cas01","#aru01_df02::OnGuardianStoneDied";
  845. setarray $agit_ar01[1],1; //Global Variable
  846. stopnpctimer;
  847. end;
  848. OnGuardianStoneDied:
  849. // 2nd Guardian Stone is Destroyed
  850. setarray $agit_ar01[1],1;
  851. if (($agit_ar01[0] == 1) || ($agit_ar01[0] == 2)) {
  852. set .@destroyed,.@destroyed + 1;
  853. }
  854. if (($agit_ar01[1] == 1) || ($agit_ar01[1] == 2)) {
  855. set .@destroyed,.@destroyed + 1;
  856. }
  857. if (.@destroyed == 2) {
  858. mapannounce "arug_cas01","All of the Guardian Stones have been destroyed!",bc_map,"0x00ff00";
  859. donpcevent "#aru01_RL00::OnDisable";
  860. donpcevent "#aru01_gard02::Onreset";
  861. }
  862. else {
  863. mapannounce "arug_cas01","The 2nd Guardian Stone have been destroyed!",bc_map,"0x00ff00";
  864. donpcevent "#aru01_gard02::Onreset";
  865. }
  866. initnpctimer;
  867. end;
  868. OnTimer300000:
  869. donpcevent "2nd Guardian Stone#aru01::OnEnable";
  870. setarray $agit_ar01[1],2; //Global Variable
  871. stopnpctimer;
  872. end;
  873. }
  874. arug_cas01,308,189,0 script 2nd Guardian Stone#aru01 844,{
  875. set .@GID, GetCastleData("arug_cas01",1);
  876. if (getcharid(2) == .@GID) {
  877. mes "^3355FFYou will need the";
  878. mes "following materials to";
  879. mes "rebuild a destroyed";
  880. mes "Guardian Stone.^000000";
  881. next;
  882. mes "1 Oridecon";
  883. mes "1 Elunium";
  884. mes "30 Stones";
  885. mes "5 Blue Gemstones";
  886. mes "5 Yellow Gemstones";
  887. mes "5 Red Gemstones";
  888. next;
  889. mes "^3355FFDo you want to continue?^000000";
  890. switch(select("No:Continue")) {
  891. case 1:
  892. mes "^3355FFWork canceled.^000000";
  893. close;
  894. case 2:
  895. if ((countitem(984) > 0) && (countitem(985) > 0) && (countitem(7049) > 29) && (countitem(717) > 4) && (countitem(715) > 4) && (countitem(716) > 4)) {
  896. mes "^3355FFArrange Stones, Elunium, and";
  897. mes "Oridecon, in that order, in the";
  898. mes "center. Then you must arrange";
  899. mes "the enchanted Gemstones to";
  900. mes "rebuild the Guardian Stone.^000000";
  901. next;
  902. switch(select("Elunium:Oridecon:Stone")) {
  903. case 1:
  904. mes "^3355FFElunium has been";
  905. mes "placed in the center.^000000";
  906. next;
  907. break;
  908. case 2:
  909. mes "^3355FFOridecon has been";
  910. mes "placed in the center.^000000";
  911. next;
  912. break;
  913. case 3:
  914. mes "^3355FFStones have been";
  915. mes "placed in the center.^000000";
  916. set .@nice,.@nice+10;
  917. next;
  918. break;
  919. }
  920. switch(select("Elunium:Oridecon:Stone")) {
  921. case 1:
  922. mes "^3355FFYou have lined the";
  923. mes "outside of the center";
  924. mes "with some Elunium.^000000";
  925. set .@nice,.@nice+10;
  926. next;
  927. break;
  928. case 2:
  929. mes "^3355FFYou have lined the";
  930. mes "outside of the center";
  931. mes "with some Oridecon.^000000";
  932. next;
  933. break;
  934. case 3:
  935. mes "^3355FFYou have lined the";
  936. mes "outside of the center";
  937. mes "with some Stones.^000000";
  938. next;
  939. break;
  940. }
  941. switch(select("Elunium:Oridecon:Stone")) {
  942. case 1:
  943. mes "^3355FFYou covered the";
  944. mes "rest of the materials";
  945. mes "with some Elunium.^000000";
  946. next;
  947. break;
  948. case 2:
  949. mes "^3355FFYou covered the";
  950. mes "rest of the materials";
  951. mes "with some Oridecon.^000000";
  952. set .@nice,.@nice+10;
  953. next;
  954. break;
  955. case 3:
  956. mes "^3355FFYou covered the";
  957. mes "rest of the materials";
  958. mes "with some Stones.^000000";
  959. next;
  960. break;
  961. }
  962. mes "^3355FFNow you need to arrange";
  963. mes "the enchanted Gemstones";
  964. mes "accordingly. You can identify";
  965. mes "their Magic properties by";
  966. mes "their casting effect.^000000";
  967. next;
  968. while(1) {
  969. if (.@roof0 > 7) {
  970. break;
  971. }
  972. else {
  973. switch(rand(1,3)) {
  974. case 1:
  975. specialeffect EF_BEGINSPELL2;
  976. mes "^3355FFThe Gemstones must";
  977. mes "be arranged in the correct";
  978. mes "order according to their";
  979. mes "magic properties and power.^000000";
  980. next;
  981. switch(select("Red Gemstone:Yellow Gemstone:Blue Gemstone")) {
  982. case 1:
  983. mes "^3355FFYou placed the Red Gemstone.";
  984. mes "However, the Guardian Stone";
  985. mes "Repair System failed because";
  986. mes "of a magic power conflict.^000000";
  987. close;
  988. case 2:
  989. mes "^3355FFYou placed the Yellow Gemstone.";
  990. mes "However, the Guardian Stone";
  991. mes "Repair System failed because";
  992. mes "of a magic power conflict.^000000";
  993. close;
  994. case 3:
  995. mes "^3355FFYou placed the Blue Gemstone.^000000";
  996. set .@nice,.@nice+10;
  997. set .@roof0,.@roof0 + 1;
  998. specialeffect EF_STEAL;
  999. next;
  1000. break;
  1001. }
  1002. break;
  1003. case 2:
  1004. specialeffect EF_VOLCANO;
  1005. mes "^3355FFThe Gemstones must";
  1006. mes "be arranged in the correct";
  1007. mes "order according to their";
  1008. mes "magic properties and power.^000000";
  1009. next;
  1010. switch(select("Red Gemstone:Yellow Gemstone:Blue Gemstone")) {
  1011. case 1:
  1012. mes "^3355FFYou placed the Red Gemstone.^000000";
  1013. set .@nice,.@nice+10;
  1014. set .@roof0,.@roof0 + 1;
  1015. specialeffect EF_STEAL;
  1016. next;
  1017. break;
  1018. case 2:
  1019. mes "^3355FFYou placed the Yellow Gemstone.";
  1020. mes "However, the Guardian Stone";
  1021. mes "Repair System failed because";
  1022. mes "of a magic power conflict.^000000";
  1023. close;
  1024. case 3:
  1025. mes "^3355FFYou placed the Blue Gemstone.";
  1026. mes "However, the Guardian Stone";
  1027. mes "Repair System failed because";
  1028. mes "of a magic power conflict.^000000";
  1029. close;
  1030. }
  1031. break;
  1032. case 3:
  1033. specialeffect EF_BEGINSPELL4;
  1034. mes "^3355FFThe Gemstones must";
  1035. mes "be arranged in the correct";
  1036. mes "order according to their";
  1037. mes "magic properties and power.^000000";
  1038. next;
  1039. switch(select("Red Gemstone:Yellow Gemstone:Blue Gemstone")) {
  1040. case 1:
  1041. mes "^3355FFYou placed the Red Gemstone.";
  1042. mes "However, the Guardian Stone";
  1043. mes "Repair System failed because";
  1044. mes "of a magic power conflict.^000000";
  1045. close;
  1046. case 2:
  1047. mes "^3355FFYou placed the Yellow Gemstone.^000000";
  1048. set .@nice,.@nice+10;
  1049. set .@roof0,.@roof0 + 1;
  1050. specialeffect EF_STEAL;
  1051. next;
  1052. break;
  1053. case 3:
  1054. mes "^3355FFYou placed the Blue Gemstone.";
  1055. mes "However, the Guardian Stone";
  1056. mes "Repair System failed because";
  1057. mes "of a magic power conflict.^000000";
  1058. close;
  1059. }
  1060. }
  1061. }
  1062. }
  1063. if (.@nice > 90) {
  1064. if ($agit_ar01[1] == 0) {
  1065. mes "^3355FFThe Guardian Stone";
  1066. mes "Repair System has";
  1067. mes "successfully completed.^000000";
  1068. close;
  1069. }
  1070. else {
  1071. if (agitcheck2() == 0) {
  1072. mes "^3355FFIt is impossible to";
  1073. mes "rebuild the Guardian";
  1074. mes "Stone because the";
  1075. mes "Emperium is not present.^000000";
  1076. close;
  1077. }
  1078. else {
  1079. mes "^3355FFThe Gemstones have been";
  1080. mes "arranged, and the Guardian";
  1081. mes "Stone is successfully repaired.^000000";
  1082. delitem 984,1; //Oridecon
  1083. delitem 985,1; //Elunium
  1084. delitem 7049,30; //Stone
  1085. delitem 717,5; //Blue_Gemstone
  1086. delitem 715,5; //Yellow_Gemstone
  1087. delitem 716,5; //Red_Gemstone
  1088. close2;
  1089. donpcevent "#aru01_df02::OnEnable";
  1090. specialeffect EF_ICECRASH;
  1091. disablenpc "2nd Guardian Stone#aru01";
  1092. setarray $agit_ar01[1],0;
  1093. set .@df_all,$agit_ar01[0]+$agit_ar01[1];
  1094. if (.@df_all == 0) {
  1095. mapannounce "arug_cas01","Both Guardian Stones have been erected, bolstering this stronghold's defenses!",bc_map,"0x00ff00";
  1096. donpcevent "#aru01_RL00::OnEnable";
  1097. }
  1098. else {
  1099. mapannounce "arug_cas01","The 2nd Guardian Stone has been repaired successfully.",bc_map,"0x00ff00";
  1100. }
  1101. if ($agit_ar01[5] == 1) {
  1102. donpcevent "#aru01_gard02::OnEnable";
  1103. }
  1104. end;
  1105. }
  1106. }
  1107. }
  1108. else {
  1109. mes "^3355FFAfter all of that work...";
  1110. mes "It looks like you failed";
  1111. mes "to fix the Guardian Stone,";
  1112. mes "and lost some materials.^000000";
  1113. delitem 7049,10; //Stone
  1114. delitem 717,2; //Blue_Gemstone
  1115. delitem 715,2; //Yellow_Gemstone
  1116. delitem 716,2; //Red_Gemstone
  1117. close;
  1118. }
  1119. }
  1120. else {
  1121. mes "^3355FFYou don't have enough";
  1122. mes "materials to repair";
  1123. mes "the Guardian Stone.^000000";
  1124. close;
  1125. }
  1126. }
  1127. }
  1128. end;
  1129. OnInit:
  1130. disablenpc "2nd Guardian Stone#aru01";
  1131. end;
  1132. OnEnable:
  1133. enablenpc "2nd Guardian Stone#aru01";
  1134. specialeffect EF_MAPPILLAR2;
  1135. end;
  1136. OnDisable:
  1137. disablenpc "2nd Guardian Stone#aru01";
  1138. end;
  1139. }
  1140. arug_cas01,2,1,0 script #aru01_RL00 -1,{
  1141. OnEnable:
  1142. setwall "arug_cas01",238,74,8,6,0,"aru01_RL00";
  1143. guardian "arug_cas01",239,73," ",1905,"#aru01_RL00::OnBarrierDestroyed"; //24;
  1144. guardian "arug_cas01",241,73," ",1905,"#aru01_RL00::OnBarrierDestroyed"; //25;
  1145. guardian "arug_cas01",243,73," ",1905,"#aru01_RL00::OnBarrierDestroyed"; //26;
  1146. guardian "arug_cas01",245,73," ",1905,"#aru01_RL00::OnBarrierDestroyed"; //27;
  1147. end;
  1148. OnDisable:
  1149. delwall "aru01_RL00";
  1150. killmonster "arug_cas01","#aru01_RL00::OnBarrierDestroyed";
  1151. end;
  1152. OnBarrierDestroyed:
  1153. end;
  1154. }
  1155. arug_cas01,2,2,0 script #aru01_RL01 -1,{
  1156. OnEnable:
  1157. set .MyMobCount,6;
  1158. setwall "arug_cas01",239,53,8,6,1,"aru01_RL01";
  1159. guardian "arug_cas01",239,55," ",1905,"#aru01_RL01::OnBarrierDestroyed"; //28;
  1160. guardian "arug_cas01",241,55," ",1905,"#aru01_RL01::OnBarrierDestroyed"; //29;
  1161. guardian "arug_cas01",243,55," ",1905,"#aru01_RL01::OnBarrierDestroyed"; //30;
  1162. guardian "arug_cas01",240,54," ",1905,"#aru01_RL01::OnBarrierDestroyed"; //31;
  1163. guardian "arug_cas01",242,54," ",1905,"#aru01_RL01::OnBarrierDestroyed"; //32;
  1164. guardian "arug_cas01",244,54," ",1905,"#aru01_RL01::OnBarrierDestroyed"; //33;
  1165. end;
  1166. OnBarrierDestroyed:
  1167. set .MyMobCount,.MyMobCount-1;
  1168. if (.MyMobCount == 0) {
  1169. setarray $agit_ar01[2],1;
  1170. mapannounce "arug_cas01","The 1st Fortress Gate is destroyed.",bc_map,"0x00ff00";
  1171. delwall "aru01_RL01";
  1172. }
  1173. end;
  1174. OnDisable:
  1175. delwall "aru01_RL01";
  1176. killmonster "arug_cas01","#aru01_RL01::OnBarrierDestroyed";
  1177. end;
  1178. }
  1179. arug_cas01,2,3,0 script #aru01_RL02 -1,{
  1180. OnEnable:
  1181. set .MyMobCount,6;
  1182. setwall "arug_cas01",107,124,6,6,1,"aru01_RL02";
  1183. guardian "arug_cas01",107,122," ",1905,"#aru01_RL02::OnBarrierDestroyed"; //34;
  1184. guardian "arug_cas01",109,122," ",1905,"#aru01_RL02::OnBarrierDestroyed"; //35;
  1185. guardian "arug_cas01",111,122," ",1905,"#aru01_RL02::OnBarrierDestroyed"; //36;
  1186. guardian "arug_cas01",108,123," ",1905,"#aru01_RL02::OnBarrierDestroyed"; //37;
  1187. guardian "arug_cas01",110,123," ",1905,"#aru01_RL02::OnBarrierDestroyed"; //38;
  1188. guardian "arug_cas01",112,123," ",1905,"#aru01_RL02::OnBarrierDestroyed"; //39;
  1189. end;
  1190. OnBarrierDestroyed:
  1191. set .MyMobCount,.MyMobCount-1;
  1192. if (.MyMobCount == 0) {
  1193. setarray $agit_ar01[3],1;
  1194. mapannounce "arug_cas01","The 2nd Fortress Gate is destroyed.",bc_map,"0x00ff00";
  1195. delwall "aru01_RL02";
  1196. }
  1197. end;
  1198. OnDisable:
  1199. delwall "aru01_RL02";
  1200. killmonster "arug_cas01","#aru01_RL02::OnBarrierDestroyed";
  1201. end;
  1202. }
  1203. arug_cas01,2,4,0 script #aru01_RL03 -1,{
  1204. OnEnable:
  1205. set .MyMobCount,4;
  1206. setwall "arug_cas01",84,171,8,6,1,"aru01_RL03";
  1207. guardian "arug_cas01",84,170," ",1905,"#aru01_RL03::OnBarrierDestroyed"; //40;
  1208. guardian "arug_cas01",86,170," ",1905,"#aru01_RL03::OnBarrierDestroyed"; //41;
  1209. guardian "arug_cas01",88,170," ",1905,"#aru01_RL03::OnBarrierDestroyed"; //42;
  1210. guardian "arug_cas01",90,170," ",1905,"#aru01_RL03::OnBarrierDestroyed"; //43;
  1211. end;
  1212. OnBarrierDestroyed:
  1213. set .MyMobCount,.MyMobCount-1;
  1214. if (.MyMobCount == 0) {
  1215. setarray $agit_ar01[4],1;
  1216. mapannounce "arug_cas01","The 3rd Fortress Gate is destroyed!",bc_map,"0x00ff00";
  1217. delwall "aru01_RL03";
  1218. }
  1219. end;
  1220. OnDisable:
  1221. delwall "aru01_RL03";
  1222. killmonster "arug_cas01","#aru01_RL03::OnBarrierDestroyed";
  1223. end;
  1224. }
  1225. arug_cas01,247,52,0 script Control Device01#aru01 111,{
  1226. set .@GID, GetCastleData("arug_cas01",1);
  1227. if (getcharid(2) == .@GID) {
  1228. if (strcharinfo(0) == getguildmaster(.@GID)) {
  1229. if ($agit_ar01[2] == 2) {
  1230. mes "^3355FFDemolished Fortress";
  1231. mes "Gates can be repaired,";
  1232. mes "but you will need to gather";
  1233. mes "the following materials.^000000";
  1234. next;
  1235. mes "^4D4DFF10 Steel^000000,";
  1236. mes "^4D4DFF30 Trunks^000000,";
  1237. mes "^4D4DFF5 Oridecon^000000, and";
  1238. mes "^4D4DFF10 Emveretarcon^000000.";
  1239. next;
  1240. select("Continue");
  1241. if ((countitem(1019) > 29) && (countitem(999) > 9) && (countitem(1011) > 9) && (countitem(984) > 4)) {
  1242. mes "^3355FFYou will need Trunks to";
  1243. mes "repair the support frame,";
  1244. mes "Oridecon to enhance the";
  1245. mes "gate's endurance, and";
  1246. mes "Emveretarcon to basically";
  1247. mes "hold everything together.^000000";
  1248. next;
  1249. set .@ro_of01,rand(10,15);
  1250. while(1) {
  1251. if (.@ro_of02 == .@ro_of01) {
  1252. break;
  1253. }
  1254. else {
  1255. switch(rand(1,4)) {
  1256. case 1:
  1257. mes "^3355FFThe support frame";
  1258. mes "is badly damaged:";
  1259. mes "fixing this part";
  1260. mes "is a top priority.^000000";
  1261. next;
  1262. switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
  1263. case 1:
  1264. mes "^3355FFThe frame has been";
  1265. mes "reinforced with wood.^000000";
  1266. set .@rp_temp,.@rp_temp + 1;
  1267. set .@ro_of02,.@ro_of02 + 1;
  1268. specialeffect2 EF_REPAIRWEAPON;
  1269. next;
  1270. break;
  1271. case 2:
  1272. mes "^3355FFYou tried using steel,";
  1273. mes "but it's not working very";
  1274. mes "well. You'll have to try";
  1275. mes "something else.^000000";
  1276. close;
  1277. case 3:
  1278. mes "^3355FFYou tried using emveretarcon,";
  1279. mes "but it's not working very well.^FFFFFF ^3355FF You'll have to try something else.";
  1280. close;
  1281. case 4:
  1282. mes "^3355FFYou tried using oridecon,";
  1283. mes "but it's not working very";
  1284. mes "well. You'll have to try";
  1285. mes "something else.^000000";
  1286. close;
  1287. }
  1288. break;
  1289. case 2:
  1290. mes "^3355FFIt looks like the gate's";
  1291. mes "overall endurance needs to";
  1292. mes "be reinforced with something.^000000";
  1293. next;
  1294. switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
  1295. case 1:
  1296. mes "^3355FFYou tried using wood";
  1297. mes "to reinforce the gate.^000000";
  1298. set .@ro_of02,.@ro_of02 + 1;
  1299. next;
  1300. break;
  1301. case 2:
  1302. mes "^3355FFYou tried using steel";
  1303. mes "to reinforce the gate, but";
  1304. mes "it's not working well at all.";
  1305. mes "You'll have to start over.^000000";
  1306. close;
  1307. case 3:
  1308. mes "^3355FFYou tried using emveretarcon";
  1309. mes "to reinforce the gate, but it's";
  1310. mes "not working well at all.";
  1311. mes "You'll have to start over.^000000";
  1312. close;
  1313. case 4:
  1314. mes "^3355FFYou hammered the";
  1315. mes "oridecon: it looks";
  1316. mes "like this will work.^000000";
  1317. set .@rp_temp,.@rp_temp + 1;
  1318. set .@ro_of02,.@ro_of02 + 1;
  1319. specialeffect2 EF_REPAIRWEAPON;
  1320. next;
  1321. break;
  1322. }
  1323. break;
  1324. case 3:
  1325. mes "^3355FFThe damage to the gate";
  1326. mes "has caused all these";
  1327. mes "cracks. You'll have to";
  1328. mes "weld them solid somehow.^000000";
  1329. next;
  1330. switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
  1331. case 1:
  1332. mes "^3355FFYou tried using wood to fix";
  1333. mes "this problem, but it seems";
  1334. mes "to have made it worse.";
  1335. mes "You'll have to start all over.^000000";
  1336. close;
  1337. case 2:
  1338. mes "^3355FFYou used steel to weld";
  1339. mes "all the cracks: the gate is";
  1340. mes "is starting to look more solid.^000000";
  1341. set .@rp_temp,.@rp_temp + 1;
  1342. set .@ro_of02,.@ro_of02 + 1;
  1343. specialeffect2 EF_REPAIRWEAPON;
  1344. next;
  1345. break;
  1346. case 3:
  1347. mes "^3355FFYou tried using emveretarcon";
  1348. mes "to reinforce the gate, but it's";
  1349. mes "not working well at all.";
  1350. mes "You'll have to start over.^000000";
  1351. close;
  1352. case 4:
  1353. mes "^3355FFYou tried using oridecon,";
  1354. mes "but it's not working very";
  1355. mes "well. You'll have to try";
  1356. mes "something else.^000000";
  1357. close;
  1358. }
  1359. break;
  1360. case 4:
  1361. mes "^3355FFNow you need to make";
  1362. mes "sure that the gate is held";
  1363. mes "together pretty solidly.^000000";
  1364. next;
  1365. switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
  1366. case 1:
  1367. mes "^3355FFYou tried using wood to fix";
  1368. mes "this problem, but it seems";
  1369. mes "to have made it worse.";
  1370. mes "You'll have to start all over.^000000";
  1371. close;
  1372. case 2:
  1373. mes "^3355FFYou tried using steel,";
  1374. mes "but it's not working very";
  1375. mes "well. You'll have to try";
  1376. mes "something else.^000000";
  1377. close;
  1378. case 3:
  1379. mes "^3355FFYou successfully used";
  1380. mes "the emveretarcon to repair";
  1381. mes "much of the gate's damage.^000000";
  1382. set .@rp_temp,.@rp_temp + 1;
  1383. set .@ro_of02,.@ro_of02 + 1;
  1384. specialeffect2 EF_REPAIRWEAPON;
  1385. next;
  1386. break;
  1387. case 4:
  1388. mes "^3355FFYou tried using oridecon,";
  1389. mes "but it's not working very";
  1390. mes "well. You'll have to try";
  1391. mes "something else.^000000";
  1392. close;
  1393. }
  1394. }
  1395. }
  1396. }
  1397. mes "^3355FFWell, it looks like";
  1398. mes "you're just about done";
  1399. mes "with repairing the gate.^000000";
  1400. next;
  1401. if (agitcheck2() == 0) {
  1402. mes "^3355FFUnfortunately, the Fortress";
  1403. mes "Gate can't be reconstructed:";
  1404. mes "the Emperium is no longer here.^000000";
  1405. close;
  1406. }
  1407. else {
  1408. if (.@rp_temp == .@ro_of01) {
  1409. mes "^3355FFThe Fortress Gate has";
  1410. mes "been successfully repaired!^000000";
  1411. delitem 1019,30; //Wooden_Block
  1412. delitem 999,10; //Steel
  1413. delitem 1011,10; //Emveretarcon
  1414. delitem 984,5; //Oridecon
  1415. close2;
  1416. donpcevent "#aru01_RL01::OnEnable";
  1417. disablenpc "Control Device01#aru01";
  1418. mapannounce "arug_cas01","The 1st Fortress Gate has been reconstructed!",bc_map,"0x00ff00";
  1419. setarray $agit_ar01[2],0;
  1420. end;
  1421. }
  1422. else {
  1423. mes "^3355FFThe wall has been breached,";
  1424. mes "and the attempt to repair the";
  1425. mes "Fortress Gate has failed.";
  1426. mes "You lost some of your";
  1427. mes "repair resources...^000000";
  1428. delitem 984,2; //Oridecon
  1429. delitem 999,4; //Steel
  1430. delitem 1019,14; //Wooden_Block
  1431. delitem 1011,3; //Emveretarcon
  1432. close;
  1433. }
  1434. }
  1435. }
  1436. else {
  1437. mes "^3355FFYou can't attempt to repair";
  1438. mes "the Fortress Gate if you don't";
  1439. mes "have all the needed materials.^000000";
  1440. close;
  1441. }
  1442. }
  1443. }
  1444. }
  1445. end;
  1446. OnInit:
  1447. disablenpc "Control Device01#aru01";
  1448. end;
  1449. OnEnable:
  1450. enablenpc "Control Device01#aru01";
  1451. end;
  1452. OnDisable:
  1453. disablenpc "Control Device01#aru01";
  1454. end;
  1455. }
  1456. arug_cas01,118,131,0 script Control Device02#aru01 111,{
  1457. set .@GID, GetCastleData("arug_cas01",1);
  1458. if (getcharid(2) == .@GID) {
  1459. if (strcharinfo(0) == getguildmaster(.@GID)) {
  1460. if ($agit_ar01[3] == 2) {
  1461. mes "^3355FFDemolished Fortress";
  1462. mes "Gates can be repaired,";
  1463. mes "but you will need to gather";
  1464. mes "the following materials.^000000";
  1465. next;
  1466. mes "^4D4DFF10 Steel^000000,";
  1467. mes "^4D4DFF30 Trunks^000000,";
  1468. mes "^4D4DFF5 Oridecon^000000, and";
  1469. mes "^4D4DFF10 Emveretarcon^000000.";
  1470. next;
  1471. select("Continue");
  1472. if ((countitem(1019) > 29) && (countitem(999) > 9) && (countitem(1011) > 9) && (countitem(984) > 4)) {
  1473. mes "^3355FFYou will need Trunks to";
  1474. mes "repair the support frame,";
  1475. mes "Oridecon to enhance the";
  1476. mes "gate's endurance, and";
  1477. mes "Emveretarcon to basically";
  1478. mes "hold everything together.^000000";
  1479. next;
  1480. set .@ro_of01,rand(10,15);
  1481. while(1) {
  1482. if (.@ro_of02 == .@ro_of01) {
  1483. break;
  1484. }
  1485. else {
  1486. switch(rand(1,4)) {
  1487. case 1:
  1488. mes "^3355FFThe support frame";
  1489. mes "is badly damaged:";
  1490. mes "fixing this part";
  1491. mes "is a top priority.^000000";
  1492. next;
  1493. switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
  1494. case 1:
  1495. mes "^3355FFThe frame has been";
  1496. mes "reinforced with wood.^000000";
  1497. set .@rp_temp,.@rp_temp + 1;
  1498. set .@ro_of02,.@ro_of02 + 1;
  1499. specialeffect2 EF_REPAIRWEAPON;
  1500. next;
  1501. break;
  1502. case 2:
  1503. mes "^3355FFYou tried using steel,";
  1504. mes "but it's not working very";
  1505. mes "well. You'll have to try";
  1506. mes "something else.^000000";
  1507. close;
  1508. case 3:
  1509. mes "^3355FFYou tried using emveretarcon";
  1510. mes "to reinforce the gate, but it's";
  1511. mes "not working well at all.";
  1512. mes "You'll have to start over.^000000";
  1513. close;
  1514. case 4:
  1515. mes "^3355FFYou tried using oridecon,";
  1516. mes "but it's not working very";
  1517. mes "well. You'll have to try";
  1518. mes "something else.^000000";
  1519. close;
  1520. }
  1521. break;
  1522. case 2:
  1523. mes "^3355FFIt looks like the gate's";
  1524. mes "overall endurance needs to";
  1525. mes "be reinforced with something.^000000";
  1526. next;
  1527. switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
  1528. case 1:
  1529. mes "^3355FFYou tried using wood";
  1530. mes "to reinforce the gate.^000000";
  1531. set .@ro_of02,.@ro_of02 + 1;
  1532. next;
  1533. break;
  1534. case 2:
  1535. mes "^3355FFYou tried using steel";
  1536. mes "to reinforce the gate, but";
  1537. mes "it's not working well at all.";
  1538. mes "You'll have to start over.^000000";
  1539. close;
  1540. case 3:
  1541. mes "^3355FFYou tried using emveretarcon";
  1542. mes "to reinforce the gate, but it's";
  1543. mes "not working well at all.";
  1544. mes "You'll have to start over.^000000";
  1545. close;
  1546. case 4:
  1547. mes "^3355FFYou hammered the";
  1548. mes "oridecon: it looks";
  1549. mes "like this will work.^000000";
  1550. set .@rp_temp,.@rp_temp + 1;
  1551. set .@ro_of02,.@ro_of02 + 1;
  1552. specialeffect2 EF_REPAIRWEAPON;
  1553. next;
  1554. break;
  1555. }
  1556. break;
  1557. case 3:
  1558. mes "^3355FFThe damage to the gate";
  1559. mes "has caused all these";
  1560. mes "cracks. You'll have to";
  1561. mes "weld them solid somehow.^000000";
  1562. next;
  1563. switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
  1564. case 1:
  1565. mes "^3355FFYou tried using wood to fix";
  1566. mes "this problem, but it seems";
  1567. mes "to have made it worse.";
  1568. mes "You'll have to start all over.^000000";
  1569. close;
  1570. case 2:
  1571. mes "^3355FFYou used steel to weld";
  1572. mes "all the cracks: the gate is";
  1573. mes "is starting to look more solid.^000000";
  1574. set .@rp_temp,.@rp_temp + 1;
  1575. set .@ro_of02,.@ro_of02 + 1;
  1576. specialeffect2 EF_REPAIRWEAPON;
  1577. next;
  1578. break;
  1579. case 3:
  1580. mes "^3355FFYou tried using emveretarcon";
  1581. mes "to reinforce the gate, but it's";
  1582. mes "not working well at all.";
  1583. mes "You'll have to start over.^000000";
  1584. close;
  1585. case 4:
  1586. mes "^3355FFYou tried using oridecon,";
  1587. mes "but it's not working very";
  1588. mes "well. You'll have to try";
  1589. mes "something else.^000000";
  1590. close;
  1591. }
  1592. break;
  1593. case 4:
  1594. mes "^3355FFNow you need to make";
  1595. mes "sure that the gate is held";
  1596. mes "together pretty solidly.^000000";
  1597. next;
  1598. switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
  1599. case 1:
  1600. mes "^3355FFYou tried using wood to fix";
  1601. mes "this problem, but it seems";
  1602. mes "to have made it worse.";
  1603. mes "You'll have to start all over.^000000";
  1604. close;
  1605. case 2:
  1606. mes "^3355FFYou tried using steel,";
  1607. mes "but it's not working very";
  1608. mes "well. You'll have to try";
  1609. mes "something else.^000000";
  1610. close;
  1611. case 3:
  1612. mes "^3355FFYou successfully used";
  1613. mes "the emveretarcon to repair";
  1614. mes "much of the gate's damage.^000000";
  1615. set .@rp_temp,.@rp_temp + 1;
  1616. set .@ro_of02,.@ro_of02 + 1;
  1617. specialeffect2 EF_REPAIRWEAPON;
  1618. next;
  1619. break;
  1620. case 4:
  1621. mes "^3355FFYou tried using oridecon,";
  1622. mes "but it's not working very";
  1623. mes "well. You'll have to try";
  1624. mes "something else.^000000";
  1625. close;
  1626. }
  1627. }
  1628. }
  1629. }
  1630. mes "^3355FFWell, it looks like";
  1631. mes "you're just about done";
  1632. mes "with repairing the gate.^000000";
  1633. next;
  1634. if (agitcheck2() == 0) {
  1635. mes "^3355FFUnfortunately, the Fortress";
  1636. mes "Gate can't be reconstructed:";
  1637. mes "the Emperium is no longer here.^000000";
  1638. close;
  1639. }
  1640. else {
  1641. if (.@rp_temp == .@ro_of01) {
  1642. mes "^3355FFThe Fortress Gate has";
  1643. mes "been successfully repaired!^000000";
  1644. delitem 1019,30; //Wooden_Block
  1645. delitem 999,10; //Steel
  1646. delitem 1011,10; //Emveretarcon
  1647. delitem 984,5; //Oridecon
  1648. close2;
  1649. donpcevent "#aru01_RL02::OnEnable";
  1650. disablenpc "Control Device02#aru01";
  1651. mapannounce "arug_cas01","The 2nd Fortress Gate has been reconstructed!",bc_map,"0x00ff00";
  1652. setarray $agit_ar01[3],0; //Global Variable
  1653. setarray $agit_ar01[2],2; //Global Variable
  1654. donpcevent "Control Device01#aru01::OnEnable";
  1655. end;
  1656. }
  1657. else {
  1658. mes "^3355FFThe wall has been breached,";
  1659. mes "and the attempt to repair the";
  1660. mes "Fortress Gate has failed.";
  1661. mes "You lost some of your";
  1662. mes "repair resources...^000000";
  1663. delitem 984,2; //Oridecon
  1664. delitem 999,4; //Steel
  1665. delitem 1019,14; //Wooden_Block
  1666. delitem 1011,3; //Emveretarcon
  1667. close;
  1668. }
  1669. }
  1670. }
  1671. else {
  1672. mes "^3355FFYou can't attempt to repair";
  1673. mes "the Fortress Gate if you don't";
  1674. mes "have all the needed materials.^000000";
  1675. close;
  1676. }
  1677. }
  1678. }
  1679. }
  1680. end;
  1681. OnInit:
  1682. disablenpc "Control Device02#aru01";
  1683. end;
  1684. OnEnable:
  1685. enablenpc "Control Device02#aru01";
  1686. end;
  1687. OnDisable:
  1688. disablenpc "Control Device02#aru01";
  1689. end;
  1690. }
  1691. arug_cas01,82,172,0 script Control Device03#aru01 111,{
  1692. set .@GID, GetCastleData("arug_cas01",1);
  1693. if (getcharid(2) == .@GID) {
  1694. if (strcharinfo(0) == getguildmaster(.@GID)) {
  1695. if ($agit_ar01[4] == 2) {
  1696. mes "^3355FFDemolished Fortress";
  1697. mes "Gates can be repaired,";
  1698. mes "but you will need to gather";
  1699. mes "the following materials.^000000";
  1700. next;
  1701. mes "^4D4DFF10 Steel^000000,";
  1702. mes "^4D4DFF30 Trunks^000000,";
  1703. mes "^4D4DFF5 Oridecon^000000, and";
  1704. mes "^4D4DFF10 Emveretarcon^000000.";
  1705. next;
  1706. select("Continue");
  1707. if ((countitem(1019) > 29) && (countitem(999) > 9) && (countitem(1011) > 9) && (countitem(984) > 4)) {
  1708. mes "^3355FFYou will need Trunks to";
  1709. mes "repair the support frame,";
  1710. mes "Oridecon to enhance the";
  1711. mes "gate's endurance, and";
  1712. mes "Emveretarcon to basically";
  1713. mes "hold everything together.^000000";
  1714. next;
  1715. set .@ro_of01,rand(10,15);
  1716. while(1) {
  1717. if (.@ro_of02 == .@ro_of01) {
  1718. break;
  1719. }
  1720. else {
  1721. switch(rand(1,4)) {
  1722. case 1:
  1723. mes "^3355FFThe support frame";
  1724. mes "is badly damaged:";
  1725. mes "fixing this part";
  1726. mes "is a top priority.^000000";
  1727. next;
  1728. switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
  1729. case 1:
  1730. mes "^3355FFThe frame has been";
  1731. mes "reinforced with wood.^000000";
  1732. set .@rp_temp,.@rp_temp + 1;
  1733. set .@ro_of02,.@ro_of02 + 1;
  1734. specialeffect2 EF_REPAIRWEAPON;
  1735. next;
  1736. break;
  1737. case 2:
  1738. mes "^3355FFYou tried using steel,";
  1739. mes "but it's not working very";
  1740. mes "well. You'll have to try";
  1741. mes "something else.^000000";
  1742. close;
  1743. case 3:
  1744. mes "^3355FFYou tried using emveretarcon";
  1745. mes "to reinforce the gate, but it's";
  1746. mes "not working well at all.";
  1747. mes "You'll have to start over.^000000";
  1748. close;
  1749. case 4:
  1750. mes "^3355FFYou tried using oridecon,";
  1751. mes "but it's not working very";
  1752. mes "well. You'll have to try";
  1753. mes "something else.^000000";
  1754. close;
  1755. }
  1756. break;
  1757. case 2:
  1758. mes "^3355FFIt looks like the gate's";
  1759. mes "overall endurance needs to";
  1760. mes "be reinforced with something.^000000";
  1761. next;
  1762. switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
  1763. case 1:
  1764. mes "^3355FFYou tried using wood";
  1765. mes "to reinforce the gate.^000000";
  1766. set .@ro_of02,.@ro_of02 + 1;
  1767. next;
  1768. break;
  1769. case 2:
  1770. mes "^3355FFYou tried using steel";
  1771. mes "to reinforce the gate, but";
  1772. mes "it's not working well at all.";
  1773. mes "You'll have to start over.^000000";
  1774. close;
  1775. case 3:
  1776. mes "^3355FFYou tried using emveretarcon";
  1777. mes "to reinforce the gate, but it's";
  1778. mes "not working well at all.";
  1779. mes "You'll have to start over.^000000";
  1780. close;
  1781. case 4:
  1782. mes "^3355FFYou hammered the";
  1783. mes "oridecon: it looks";
  1784. mes "like this will work.^000000";
  1785. set .@rp_temp,.@rp_temp + 1;
  1786. set .@ro_of02,.@ro_of02 + 1;
  1787. specialeffect2 EF_REPAIRWEAPON;
  1788. next;
  1789. break;
  1790. }
  1791. break;
  1792. case 3:
  1793. mes "^3355FFThe damage to the gate";
  1794. mes "has caused all these";
  1795. mes "cracks. You'll have to";
  1796. mes "weld them solid somehow.^000000";
  1797. next;
  1798. switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
  1799. case 1:
  1800. mes "^3355FFYou tried using wood to fix";
  1801. mes "this problem, but it seems";
  1802. mes "to have made it worse.";
  1803. mes "You'll have to start all over.^000000";
  1804. close;
  1805. case 2:
  1806. mes "^3355FFYou used steel to weld";
  1807. mes "all the cracks: the gate is";
  1808. mes "is starting to look more solid.^000000";
  1809. set .@rp_temp,.@rp_temp + 1;
  1810. set .@ro_of02,.@ro_of02 + 1;
  1811. specialeffect2 EF_REPAIRWEAPON;
  1812. next;
  1813. break;
  1814. case 3:
  1815. mes "^3355FFYou tried using emveretarcon";
  1816. mes "to reinforce the gate, but it's";
  1817. mes "not working well at all.";
  1818. mes "You'll have to start over.^000000";
  1819. close;
  1820. case 4:
  1821. mes "^3355FFYou tried using oridecon,";
  1822. mes "but it's not working very";
  1823. mes "well. You'll have to try";
  1824. mes "something else.^000000";
  1825. close;
  1826. }
  1827. break;
  1828. case 4:
  1829. mes "^3355FFNow you need to make";
  1830. mes "sure that the gate is held";
  1831. mes "together pretty solidly.^000000";
  1832. next;
  1833. switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
  1834. case 1:
  1835. mes "^3355FFYou tried using wood to fix";
  1836. mes "this problem, but it seems";
  1837. mes "to have made it worse.";
  1838. mes "You'll have to start all over.^000000";
  1839. close;
  1840. case 2:
  1841. mes "^3355FFYou tried using steel,";
  1842. mes "but it's not working very";
  1843. mes "well. You'll have to try";
  1844. mes "something else.^000000";
  1845. close;
  1846. case 3:
  1847. mes "^3355FFYou successfully used";
  1848. mes "the emveretarcon to repair";
  1849. mes "much of the gate's damage.^000000";
  1850. set .@rp_temp,.@rp_temp + 1;
  1851. set .@ro_of02,.@ro_of02 + 1;
  1852. specialeffect2 EF_REPAIRWEAPON;
  1853. next;
  1854. break;
  1855. case 4:
  1856. mes "^3355FFYou tried using oridecon,";
  1857. mes "but it's not working very";
  1858. mes "well. You'll have to try";
  1859. mes "something else.^000000";
  1860. close;
  1861. }
  1862. }
  1863. }
  1864. }
  1865. mes "^3355FFWell, it looks like";
  1866. mes "you're just about done";
  1867. mes "with repairing the gate.^000000";
  1868. next;
  1869. if (agitcheck2() == 0) {
  1870. mes "^3355FFUnfortunately, the Fortress";
  1871. mes "Gate can't be reconstructed:";
  1872. mes "the Emperium is no longer here.^000000";
  1873. close;
  1874. }
  1875. else {
  1876. if (.@rp_temp == .@ro_of01) {
  1877. mes "^3355FFThe Fortress Gate has";
  1878. mes "been successfully repaired!^000000";
  1879. delitem 1019,30; //Wooden_Block
  1880. delitem 999,10; //Steel
  1881. delitem 1011,10; //Emveretarcon
  1882. delitem 984,5; //Oridecon
  1883. close2;
  1884. donpcevent "#aru01_RL03::OnEnable";
  1885. disablenpc "Control Device03#aru01";
  1886. mapannounce "arug_cas01","The 3rd Fortress Gate has been reconstructed!",bc_map,"0x00ff00";
  1887. setarray $agit_ar01[4],0;
  1888. setarray $agit_ar01[3],2;
  1889. donpcevent "Control Device02#aru01::OnEnable";
  1890. end;
  1891. }
  1892. else {
  1893. mes "^3355FFThe wall has been breached,";
  1894. mes "and the attempt to repair the";
  1895. mes "Fortress Gate has failed.";
  1896. mes "You lost some of your";
  1897. mes "repair resources...^000000";
  1898. delitem 984,2; //Oridecon
  1899. delitem 999,4; //Steel
  1900. delitem 1019,14; //Wooden_Block
  1901. delitem 1011,3; //Emveretarcon
  1902. close;
  1903. }
  1904. }
  1905. }
  1906. else {
  1907. mes "^3355FFYou can't attempt to repair";
  1908. mes "the Fortress Gate if you don't";
  1909. mes "have all the needed materials.^000000";
  1910. close;
  1911. }
  1912. }
  1913. }
  1914. }
  1915. end;
  1916. OnInit:
  1917. disablenpc "Control Device03#aru01";
  1918. end;
  1919. OnEnable:
  1920. enablenpc "Control Device03#aru01";
  1921. end;
  1922. OnDisable:
  1923. disablenpc "Control Device03#aru01";
  1924. end;
  1925. }
  1926. // Link Flags
  1927. arug_cas01,74,232,0 script LF-01#arug_cas01 111,{
  1928. set .@GID, GetCastleData("arug_cas01",1);
  1929. if (getcharid(2) == .@GID) {
  1930. mes "^3355FFThis is the Stronghold";
  1931. mes "Teleport Service. Please";
  1932. mes "choose a destination";
  1933. mes "within the stronghold.^000000";
  1934. switch(select("First Gate House:Second Gate House:Cancel")) {
  1935. case 1:
  1936. warp "arug_cas01",158,237;
  1937. end;
  1938. case 2:
  1939. warp "arug_cas01",297,248;
  1940. end;
  1941. case 3:
  1942. close;
  1943. }
  1944. }
  1945. end;
  1946. }
  1947. arug_cas01,77,232,0 script LF-02#arug_cas01 111,{
  1948. set .@GID, GetCastleData("arug_cas01",1);
  1949. if (getcharid(2) == .@GID) {
  1950. mes "^3355FFThis is the Stronghold";
  1951. mes "Teleport Service. Please";
  1952. mes "choose a destination";
  1953. mes "within the stronghold.^000000";
  1954. switch(select("Defense Area 1-1:Defense Area 1-2:Cancel")) {
  1955. case 1:
  1956. warp "arug_cas01",197,144;
  1957. end;
  1958. case 2:
  1959. warp "arug_cas01",245,103;
  1960. end;
  1961. case 3:
  1962. close;
  1963. }
  1964. }
  1965. end;
  1966. }
  1967. arug_cas01,80,232,0 script LF-03#arug_cas01 111,{
  1968. set .@GID, GetCastleData("arug_cas01",1);
  1969. if (getcharid(2) == .@GID) {
  1970. mes "^3355FFThis is the Stronghold";
  1971. mes "Teleport Service. Please";
  1972. mes "choose a destination";
  1973. mes "within the stronghold.^000000";
  1974. switch(select("Defense Area 2-1:Defense Area 2-2:Cancel")) {
  1975. case 1:
  1976. warp "arug_cas01",256,35;
  1977. end;
  1978. case 2:
  1979. warp "arug_cas01",186,26;
  1980. end;
  1981. case 3:
  1982. close;
  1983. }
  1984. }
  1985. end;
  1986. }
  1987. arug_cas01,83,232,0 script LF-04#arug_cas01 111,{
  1988. set .@GID, GetCastleData("arug_cas01",1);
  1989. if (getcharid(2) == .@GID) {
  1990. mes "^3355FFThis is the Stronghold";
  1991. mes "Teleport Service. Please";
  1992. mes "choose a destination";
  1993. mes "within the stronghold.^000000";
  1994. switch(select("Defense Area 2-3:Defense Area 2-4:Cancel")) {
  1995. case 1:
  1996. warp "arug_cas01",146,65;
  1997. end;
  1998. case 2:
  1999. warp "arug_cas01",176,111;
  2000. end;
  2001. case 3:
  2002. close;
  2003. }
  2004. }
  2005. end;
  2006. }
  2007. arug_cas01,86,232,0 script LF-05#arug_cas01 111,{
  2008. set .@GID, GetCastleData("arug_cas01",1);
  2009. if (getcharid(2) == .@GID) {
  2010. mes "^3355FFThis is the Stronghold";
  2011. mes "Teleport Service. Please";
  2012. mes "choose a destination";
  2013. mes "within the stronghold.^000000";
  2014. switch(select("Defense Area 3-1:Defense Area 3-2:Cancel")) {
  2015. case 1:
  2016. warp "arug_cas01",94,126;
  2017. end;
  2018. case 2:
  2019. warp "arug_cas01",126,126;
  2020. end;
  2021. case 3:
  2022. close;
  2023. }
  2024. }
  2025. end;
  2026. }
  2027. arug_cas01,89,232,0 script LF-06#arug_cas01 111,{
  2028. set .@GID, GetCastleData("arug_cas01",1);
  2029. if (getcharid(2) == .@GID) {
  2030. mes "^3355FFThis is the Stronghold";
  2031. mes "Teleport Service. Please";
  2032. mes "choose a destination";
  2033. mes "within the stronghold.^000000";
  2034. switch(select("Defense Area 3-3:Defense Area 3-4:Cancel")) {
  2035. case 1:
  2036. warp "arug_cas01",68,171;
  2037. end;
  2038. case 2:
  2039. warp "arug_cas01",105,182;
  2040. end;
  2041. case 3:
  2042. close;
  2043. }
  2044. }
  2045. end;
  2046. }
  2047. arug_cas01,92,232,0 script LF-07#arug_cas01 111,{
  2048. set .@GID, GetCastleData("arug_cas01",1);
  2049. if (getcharid(2) == .@GID) {
  2050. mes "^3355FFThis is the Stronghold";
  2051. mes "Teleport Service. Please";
  2052. mes "choose a destination";
  2053. mes "within the stronghold.^000000";
  2054. switch(select("Gate House Fork:Cancel")) {
  2055. case 1:
  2056. warp "arug_cas01",233,130;
  2057. end;
  2058. case 2:
  2059. close;
  2060. }
  2061. }
  2062. end;
  2063. }
  2064. arug_cas01,95,232,0 script LF-08#arug_cas01 111,{
  2065. set .@GID, GetCastleData("arug_cas01",1);
  2066. if (getcharid(2) == .@GID) {
  2067. mes "^3355FFThis is the Stronghold";
  2068. mes "Teleport Service. Please";
  2069. mes "choose a destination";
  2070. mes "within the stronghold.^000000";
  2071. switch(select("Area 1-1:Area 2-1:Area 3-1:Cancel")) {
  2072. case 1:
  2073. warp "arug_cas01",197,144;
  2074. end;
  2075. case 2:
  2076. warp "arug_cas01",256,35;
  2077. end;
  2078. case 3:
  2079. warp "arug_cas01",146,65;
  2080. end;
  2081. case 4:
  2082. close;
  2083. }
  2084. }
  2085. end;
  2086. }
  2087. arug_cas01,98,232,0 script LF-09#arug_cas01 111,{
  2088. set .@GID, GetCastleData("arug_cas01",1);
  2089. if (getcharid(2) == .@GID) {
  2090. mes "^3355FFThis is the Stronghold";
  2091. mes "Teleport Service. Please";
  2092. mes "choose a destination";
  2093. mes "within the stronghold.^000000";
  2094. switch(select("Area 1-2:Area 2-2:Area 3-3:Cancel")) {
  2095. case 1:
  2096. warp "arug_cas01",245,103;
  2097. end;
  2098. case 2:
  2099. warp "arug_cas01",186,26;
  2100. end;
  2101. case 3:
  2102. warp "arug_cas01",68,171;
  2103. end;
  2104. case 4:
  2105. close;
  2106. }
  2107. }
  2108. end;
  2109. }
  2110. arug_cas01,101,232,0 script LF-10#arug_cas01 111,{
  2111. set .@GID, GetCastleData("arug_cas01",1);
  2112. if (getcharid(2) == .@GID) {
  2113. mes "^3355FFThis is the Stronghold";
  2114. mes "Teleport Service. Would";
  2115. mes "you like to teleport to the";
  2116. mes "Convenience Facility for";
  2117. mes "guild members?^000000";
  2118. switch(select("Go to Convenience Facility:Cancel")) {
  2119. case 1:
  2120. warp "arug_cas01",121,357;
  2121. end;
  2122. case 2:
  2123. close;
  2124. }
  2125. }
  2126. end;
  2127. }
  2128. arug_cas01,72,176,0 script Mardol#LF_ar01_1::LF_ar01_1 111,{
  2129. set .@GID, GetCastleData("arug_cas01",1);
  2130. if (getcharid(2) == .@GID) {
  2131. mes "^3355FFThis is the Stronghold";
  2132. mes "Teleport Service. Would";
  2133. mes "you like to teleport to";
  2134. mes "the Emperium Center?^000000";
  2135. switch(select("Teleport:Cancel")) {
  2136. case 1:
  2137. warp "arug_cas01",67,193;
  2138. end;
  2139. case 2:
  2140. close;
  2141. }
  2142. }
  2143. end;
  2144. }
  2145. arug_cas01,103,186,0 duplicate(LF_ar01_1) Mardol#LF_ar01_2 111,{
  2146. arug_cas01,92,126,4 script Mardol#LF_ar01_3::LF_ar01_2 111,{
  2147. set .@GID, GetCastleData("arug_cas01",1);
  2148. if (getcharid(2) == .@GID) {
  2149. mes "^3355FFThis is the Stronghold";
  2150. mes "Teleport Service. Would";
  2151. mes "you like to teleport to";
  2152. mes "the Emperium Center?^000000";
  2153. switch(select("Teleport:Cancel")) {
  2154. case 1:
  2155. warp "arug_cas01",67,193;
  2156. end;
  2157. case 2:
  2158. close;
  2159. }
  2160. }
  2161. end;
  2162. OnRecvCastleAr01:
  2163. FlagEmblem GetCastleData("arug_cas01",1);
  2164. end;
  2165. }
  2166. arug_cas01,127,126,4 duplicate(LF_ar01_2) Mardol#LF_ar01_3 111
  2167. arug_cas01,150,102,0 duplicate(LF_ar01_1) Mardol#LF_ar01_4 111
  2168. arug_cas01,208,68,0 duplicate(LF_ar01_1) Mardol#LF_ar01_5 111
  2169. arug_cas01,249,52,0 duplicate(LF_ar01_1) Mardol#LF_ar01_6 111
  2170. arug_cas01,234,76,0 duplicate(LF_ar01_1) Mardol#LF_ar01_7 111
  2171. arug_cas01,249,76,0 duplicate(LF_ar01_1) Mardol#LF_ar01_8 111
  2172. arug_cas01,204,142,0 duplicate(LF_ar01_1) Mardol#LF_ar01_9 111
  2173. arug_cas01,183,244,0 duplicate(LF_ar01_1) Mardol#LF_ar01_10 111
  2174. arug_cas01,292,219,0 duplicate(LF_ar01_1) Mardol#LF_ar01_11 111
  2175. arug_cas01,102,120,4 duplicate(LF_ar01_2) Mardol#LF_ar01_12 722
  2176. arug_cas01,117,120,4 duplicate(LF_ar01_2) Mardol#LF_ar01_13 722
  2177. arug_cas01,233,140,4 duplicate(LF_ar01_2) Mardol#LF_ar01_14 722
  2178. // Guild Manager
  2179. arug_cas01,92,380,3 script Steward#aru01 55,{
  2180. set .@GID, GetCastleData("arug_cas01",1);
  2181. if (.@GID == 0) {
  2182. mes "[ Steward ]";
  2183. mes "I await for the master";
  2184. mes "whom destiny will choose";
  2185. mes "for me. Do you think you";
  2186. mes "have to courage and strength";
  2187. mes "to conquer this stronghold?";
  2188. close;
  2189. }
  2190. if (getcharid(2) != .@GID || strcharinfo(0) != getguildmaster(.@GID)) {
  2191. mes "[ Steward ]";
  2192. mes "Hmpf. Your threats don't";
  2193. mes "scare me! Guardians, drive";
  2194. mes "this infidel away from here!";
  2195. mes "I will always be loyal to the";
  2196. mes "master of this stronghold,";
  2197. mes "the one and only ^FF0000" + getguildmaster(.@GID) + "^000000.";
  2198. close;
  2199. }
  2200. mes "[ Steward ]";
  2201. mes "Ah, Master ^FF0000" + getguildmaster(.@GID) + "^000000...";
  2202. mes "How shall I serve you today?";
  2203. mes "Was there an aspect of this";
  2204. mes "stronghold's maintenance";
  2205. mes "you wanted to discuss?";
  2206. next;
  2207. switch(select("Stronghold Briefing:Invest in Commercial Growth:Invest in Defense growth:Hire/Fire Storage Staff:Go to Master's room")) {
  2208. case 1:
  2209. mes "[ Steward ]";
  2210. mes "The Commercial Growth";
  2211. mes "Level of the stronghold is ^0000ff" + GetCastleData("arug_cas01",2) + ".";
  2212. if (GetCastleData("arug_cas01",4) > 0) {
  2213. mes "Last time, you invested in";
  2214. mes "Commercial Growth " + GetCastleData("arug_cas01",4) + ".";
  2215. }
  2216. next;
  2217. mes "[ Steward ]";
  2218. mes "Our stronghold's";
  2219. mes "safeguard level is " + GetCastleData("arug_cas01",3) + ".";
  2220. if (GetCastleData("arug_cas01",5) > 0) {
  2221. mes "Last time, you invested";
  2222. mes "in defense " + GetCastleData("arug_cas01",5) + " times.";
  2223. }
  2224. mes " ";
  2225. mes "That is all, master.";
  2226. close;
  2227. case 2:
  2228. set .@Economy,GetCastleData("arug_cas01",2);
  2229. if (.@Economy < 6) { set .@eco_invest,5000; }
  2230. else if ((.@Economy >= 6) && (.@Economy <= 10)) { set .@eco_invest,10000; }
  2231. else if ((.@Economy >= 11) && (.@Economy <= 15)) { set .@eco_invest,20000; }
  2232. else if ((.@Economy >= 16) && (.@Economy <= 20)) { set .@eco_invest,35000; }
  2233. else if ((.@Economy >= 21) && (.@Economy <= 25)) { set .@eco_invest,55000; }
  2234. else if ((.@Economy >= 26) && (.@Economy <= 30)) { set .@eco_invest,80000; }
  2235. else if ((.@Economy >= 31) && (.@Economy <= 35)) { set .@eco_invest,110000; }
  2236. else if ((.@Economy >= 36) && (.@Economy <= 40)) { set .@eco_invest,145000; }
  2237. else if ((.@Economy >= 41) && (.@Economy <= 45)) { set .@eco_invest,185000; }
  2238. else if ((.@Economy >= 46) && (.@Economy <= 50)) { set .@eco_invest,230000; }
  2239. else if ((.@Economy >= 51) && (.@Economy <= 55)) { set .@eco_invest,280000; }
  2240. else if ((.@Economy >= 56) && (.@Economy <= 60)) { set .@eco_invest,335000; }
  2241. else if ((.@Economy >= 61) && (.@Economy <= 65)) { set .@eco_invest,395000; }
  2242. else if ((.@Economy >= 66) && (.@Economy <= 70)) { set .@eco_invest,460000; }
  2243. else if ((.@Economy >= 71) && (.@Economy <= 75)) { set .@eco_invest,530000; }
  2244. else if ((.@Economy >= 76) && (.@Economy <= 80)) { set .@eco_invest,605000; }
  2245. else if ((.@Economy >= 81) && (.@Economy <= 85)) { set .@eco_invest,685000; }
  2246. else if ((.@Economy >= 86) && (.@Economy <= 90)) { set .@eco_invest,770000; }
  2247. else if ((.@Economy >= 91) && (.@Economy <= 95)) { set .@eco_invest,860000; }
  2248. else if ((.@Economy >= 96) && (.@Economy <= 100)) { set .@eco_invest,955000; }
  2249. //Quadruple the cost of investing if you've already invested once.
  2250. if (GetCastleData("arug_cas01",4)) {
  2251. set .@eco_invest,.@eco_invest*4;
  2252. }
  2253. mes "[ Steward ]";
  2254. mes "Raising the stronghold's";
  2255. mes "commercial growth will";
  2256. mes "increase the quantity of";
  2257. mes "goods produced for the guild.";
  2258. mes "Investing in commercial growth";
  2259. mes "will help the guild's future.";
  2260. next;
  2261. mes "[ Steward ]";
  2262. mes "You can make one investment";
  2263. mes "each day, but if you can make";
  2264. mes "two investments if you pay";
  2265. mes "more zeny: this will speed";
  2266. mes "up commercial development,";
  2267. mes "but can be quite expensive.";
  2268. next;
  2269. if (.@Economy == 100) {
  2270. mes "[ Steward ]";
  2271. mes "However, our stronghold's";
  2272. mes "commerical growth level is";
  2273. mes "at 100%. It's not possible to";
  2274. mes "develop commercial growth";
  2275. mes "any further than that.";
  2276. close;
  2277. }
  2278. if (GetCastleData("arug_cas01",4) == 2) {
  2279. mes "[ Steward ]";
  2280. mes "You've already made two";
  2281. mes "investments today, so you'll";
  2282. mes "have to wait until tomorrow";
  2283. mes "to make another investment.";
  2284. close;
  2285. }
  2286. if (GetCastleData("arug_cas01",4) == 0) {
  2287. mes "[ Steward ]";
  2288. mes "You must pay ^FF0000" + .@eco_invest + "^000000 zeny";
  2289. mes "to make an investment";
  2290. mes "Will you invest in this";
  2291. mes "stronghold's commerical";
  2292. mes "development now?";
  2293. }
  2294. else {
  2295. mes "[ Steward ]";
  2296. mes "You must pay ^FF0000" + .@eco_invest + "^000000";
  2297. mes "more zeny to make a second";
  2298. mes "investment today. Will you";
  2299. mes "invest one more time?";
  2300. }
  2301. next;
  2302. switch(select("Invest in Commercial Growth:Cancel")) {
  2303. case 1:
  2304. if (Zeny < .@eco_invest) {
  2305. mes "[ Steward ]";
  2306. mes "I'm sorry, Master, but";
  2307. mes "you do not have enough";
  2308. mes "zeny to make an investment";
  2309. mes "for the guild today.";
  2310. close;
  2311. }
  2312. set zeny,zeny-.@eco_invest;
  2313. SetCastleData "arug_cas01",4,GetCastleData("arug_cas01",4)+1;
  2314. mes "[ Steward ]";
  2315. mes "A wise use of the guild's";
  2316. mes "funds, Master. We can expect";
  2317. mes "to see the results of this";
  2318. mes "investment by tomorrow.";
  2319. close;
  2320. case 2:
  2321. mes "[ Steward ]";
  2322. mes "As you command, Master.";
  2323. close;
  2324. }
  2325. case 3:
  2326. set .@Defence,GetCastleData("arug_cas01",3);
  2327. if (.@Defence < 6) { set .@def_invest,10000; }
  2328. else if ((.@Defence >= 6) && (.@Defence <= 10)) { set .@def_invest,20000; }
  2329. else if ((.@Defence >= 11) && (.@Defence <= 15)) { set .@def_invest,40000; }
  2330. else if ((.@Defence >= 16) && (.@Defence <= 20)) { set .@def_invest,70000; }
  2331. else if ((.@Defence >= 21) && (.@Defence <= 25)) { set .@def_invest,110000; }
  2332. else if ((.@Defence >= 26) && (.@Defence <= 30)) { set .@def_invest,160000; }
  2333. else if ((.@Defence >= 31) && (.@Defence <= 35)) { set .@def_invest,220000; }
  2334. else if ((.@Defence >= 36) && (.@Defence <= 40)) { set .@def_invest,290000; }
  2335. else if ((.@Defence >= 41) && (.@Defence <= 45)) { set .@def_invest,370000; }
  2336. else if ((.@Defence >= 46) && (.@Defence <= 50)) { set .@def_invest,460000; }
  2337. else if ((.@Defence >= 51) && (.@Defence <= 55)) { set .@def_invest,560000; }
  2338. else if ((.@Defence >= 56) && (.@Defence <= 60)) { set .@def_invest,670000; }
  2339. else if ((.@Defence >= 61) && (.@Defence <= 65)) { set .@def_invest,790000; }
  2340. else if ((.@Defence >= 66) && (.@Defence <= 70)) { set .@def_invest,920000; }
  2341. else if ((.@Defence >= 71) && (.@Defence <= 75)) { set .@def_invest,1060000; }
  2342. else if ((.@Defence >= 76) && (.@Defence <= 80)) { set .@def_invest,1210000; }
  2343. else if ((.@Defence >= 81) && (.@Defence <= 85)) { set .@def_invest,1370000; }
  2344. else if ((.@Defence >= 86) && (.@Defence <= 90)) { set .@def_invest,1540000; }
  2345. else if ((.@Defence >= 91) && (.@Defence <= 95)) { set .@def_invest,1720000; }
  2346. else if ((.@Defence >= 96) && (.@Defence <= 100)) { set .@def_invest,1910000; }
  2347. //Quadruple the cost of investing if you've already invested once.
  2348. if (GetCastleData("arug_cas01",5)) {
  2349. set .@def_invest,.@def_invest*4;
  2350. }
  2351. mes "[ Steward ]";
  2352. mes "Investing in our stronghold's";
  2353. mes "defense will enhance the";
  2354. mes "durability of our Guardians";
  2355. mes "and the Emperium. We'll need";
  2356. mes "every advantage to protect";
  2357. mes "ourselves from our enemies.";
  2358. next;
  2359. mes "[ Steward ]";
  2360. mes "You can invest in defense";
  2361. mes "once per day, but if you pay";
  2362. mes "more zeny, you can invest";
  2363. mes "a maximum of two times daily.";
  2364. next;
  2365. mes "[ Steward ]";
  2366. if (GetCastleData("arug_cas01",3) == 100) {
  2367. mes "The Defense Level of this";
  2368. mes "stronghold is 100%, and";
  2369. mes "cannot be increased further.";
  2370. close;
  2371. }
  2372. if (GetCastleData("arug_cas01",5) == 2) {
  2373. mes "Master, you've already";
  2374. mes "invested in Defense twice";
  2375. mes "today. You'll need to wait";
  2376. mes "until tomorrow if you really";
  2377. mes "want to increase our defenses.";
  2378. close;
  2379. }
  2380. if (GetCastleData("arug_cas01",5) == 0) {
  2381. mes "We need ^FF0000" + .@def_invest + "^000000";
  2382. mes "zeny to invest in our";
  2383. mes "stronghold's defenses.";
  2384. mes "Will you invest now?";
  2385. }
  2386. else {
  2387. mes "We need ^FF0000" + .@def_invest + "^000000";
  2388. mes "zeny to invest in our";
  2389. mes "stronghold's defenses";
  2390. mes "a second time today.";
  2391. mes "Will you invest now?";
  2392. }
  2393. next;
  2394. switch(select("Invest in Defense:Cancel")) {
  2395. case 1:
  2396. if (Zeny < .@def_invest) {
  2397. mes "[ Steward ]";
  2398. mes "I'm sorry, Master, but";
  2399. mes "you do not have enough";
  2400. mes "zeny to make an investment";
  2401. mes "for the guild today.";
  2402. close;
  2403. }
  2404. set zeny,zeny-.@def_invest;
  2405. SetCastleData "arug_cas01",5,GetCastleData("arug_cas01",5)+1;
  2406. mes "[ Steward ]";
  2407. mes "A wise use of the guild's";
  2408. mes "funds, Master. Increasing";
  2409. mes "the frequency of treasure";
  2410. mes "procured by the guild will";
  2411. mes "definitely help us all.";
  2412. close;
  2413. case 2:
  2414. mes "[ Steward ]";
  2415. mes "As you command, Master.";
  2416. close;
  2417. }
  2418. case 4:
  2419. if (GetCastleData("arug_cas01",9) == 1) {
  2420. mes "[ Steward ]";
  2421. mes "Do you wish to dismiss";
  2422. mes "the Kafra Employee that";
  2423. mes "we've hired for the guild?";
  2424. next;
  2425. switch(select("Dismiss:Cancel")) {
  2426. case 1:
  2427. cutin "kafra_01",2;
  2428. mes "[ Hired Kafra Employee ]";
  2429. mes "Master, please reconsider!";
  2430. mes "I've been working very hard";
  2431. mes "for the success of the guild!";
  2432. mes "I'll try harder to serve the";
  2433. mes "guild members of this";
  2434. mes "stronghold, I promise!";
  2435. next;
  2436. switch(select("Dismiss:Cancel")) {
  2437. case 1:
  2438. mes "[ Hired Kafra Employee ]";
  2439. mes "Why?! What have I done";
  2440. mes "to deserve this? Waaah~!";
  2441. next;
  2442. cutin "kafra_01",255;
  2443. break;
  2444. case 2:
  2445. mes "[ Hired Kafra Employee ]";
  2446. mes "Thank you, Master!";
  2447. mes "I'll obey your every";
  2448. mes "command as best I can!";
  2449. mes "You won't regret this!";
  2450. close;
  2451. }
  2452. break;
  2453. case 2:
  2454. mes "[ Steward ]";
  2455. mes "She works very hard,";
  2456. mes "in my opinion. It was in";
  2457. mes "all of our best interests to";
  2458. mes "allow her to stay with us.";
  2459. close;
  2460. }
  2461. disablenpc "Kafra Employee#aru01";
  2462. SetCastleData "arug_cas01",9,0;
  2463. mes "[ Steward ]";
  2464. mes "That Kafra Employee";
  2465. mes "has been dismissed.";
  2466. mes "Were really dissatisfied";
  2467. mes "by the quality of her service?";
  2468. close;
  2469. }
  2470. else {
  2471. mes "[ Steward ]";
  2472. mes "Will you hire a";
  2473. mes "Kafra Employee to serve";
  2474. mes "our stronghold? You must";
  2475. mes "pay ^FF000010,000 zeny^000000 to hire one.";
  2476. next;
  2477. switch(select("Hire:Cancel")) {
  2478. case 1:
  2479. if (getgdskilllv(.@GID,10001) == 0) {
  2480. mes "[ Steward ]";
  2481. mes "Master, we cannot hire a";
  2482. mes "Kafra Employee because";
  2483. mes "you have not yet attained";
  2484. mes "the ^FF0000Contract with Kafra^000000";
  2485. mes "guild skill.";
  2486. close;
  2487. }
  2488. if (Zeny < 10000) {
  2489. mes "[ Steward ]";
  2490. mes "Master, we cannot hire a";
  2491. mes "Kafra Employee because";
  2492. mes "we do not have enough";
  2493. mes "funds to pay the contract fee.";
  2494. close;
  2495. }
  2496. set zeny,zeny-10000;
  2497. enablenpc "Kafra Employee#aru01";
  2498. SetCastleData "arug_cas01",9,1;
  2499. mes "[ Steward ]";
  2500. mes "Very well. We have formed";
  2501. mes "a contract with the Kafra";
  2502. mes "Head Office, and hired a";
  2503. mes "Kafra Employee for our";
  2504. mes "stronghold. Here she is~";
  2505. next;
  2506. cutin "kafra_01",2;
  2507. mes "[ Hired Kafra Employee ]";
  2508. mes "How do you do? I've";
  2509. mes "been dispatched by the";
  2510. mes "Kafra Head Office to";
  2511. mes "serve your guild's needs.";
  2512. mes "I'll do my best to follow";
  2513. mes "your every command, Master.";
  2514. next;
  2515. cutin "kafra_01",255;
  2516. mes "[ Steward ]";
  2517. mes "Our contract will expire";
  2518. mes "after one month, so we must";
  2519. mes "pay additional fees to keep";
  2520. mes "this Kafra Employee in";
  2521. mes "the service of our guild.";
  2522. close;
  2523. case 2:
  2524. mes "[ Steward ]";
  2525. mes "As you command, Master.";
  2526. mes "However, I suggest hiring";
  2527. mes "a Kafra Employee as soon";
  2528. mes "as possible since our guild";
  2529. mes "would greatly benefit from";
  2530. mes "the convenient Kafra services.";
  2531. close;
  2532. }
  2533. }
  2534. case 5:
  2535. mes "[ Steward ]";
  2536. mes "Do you wish to enter the";
  2537. mes "Guild Treasure Room?";
  2538. mes "Only you, the Guild Master,";
  2539. mes "are permitted to enter.";
  2540. next;
  2541. mes "[ Steward ]";
  2542. mes "Please remember to open";
  2543. mes "the Treasure Boxes at the";
  2544. mes "proper time. Otherwise, the";
  2545. mes "treasure may disappear if";
  2546. mes "something unexpected happens.";
  2547. next;
  2548. switch(select("Go to Treasure Room:Cancel")) {
  2549. case 1:
  2550. mes "[ Steward ]";
  2551. mes "Allow me to guide you";
  2552. mes "on the secret path to";
  2553. mes "the Treasure Room.";
  2554. mes "Press the secret switch";
  2555. mes "when you wish to return here.";
  2556. close2;
  2557. warp "arug_cas01",250,363;
  2558. end;
  2559. case 2:
  2560. mes "[ Steward ]";
  2561. mes "Items in the Treasure Room";
  2562. mes "are produced once each day.";
  2563. mes "Therefore, you must obtain";
  2564. mes "the treasure items everyday.";
  2565. mes "For the sake of the guild,";
  2566. mes "prioritize treasure harvesting!";
  2567. close;
  2568. }
  2569. }
  2570. Onstop:
  2571. stopnpctimer;
  2572. end;
  2573. OnStartArena:
  2574. set .@GID,getcharid(2);
  2575. // Lower castle Economy
  2576. set .@Economy,GetCastleData("arug_cas01",2) - 5;
  2577. if (.@Economy < 0) set .@Economy, 0;
  2578. SetCastleData "arug_cas01", 2, .@Economy;
  2579. // Lower Castle Defence
  2580. set .@Defence,GetCastleData("arug_cas01",3) - 5;
  2581. if (.@Defence < 0) set .@Defence, 0;
  2582. SetCastleData "arug_cas01", 3, .@Defence;
  2583. // Set new owner
  2584. SetCastleData "arug_cas01",1, .@GID;
  2585. // Clear castle's data.
  2586. for( set .@i, 4; .@i <= 9; set .@i, .@i+1 )
  2587. SetCastleData "arug_cas01", .@i, 0;
  2588. // Disable Kafra
  2589. disablenpc "Kafra Employee#aru01";
  2590. set .msg,2;
  2591. if (.msg == 1) {
  2592. announce "Fortress [" + GetCastleName("arug_cas01") + "]'s 'Valfreyja' was captured by [" + getguildname(.@gid) + "] Guild.",bc_all|bc_woe;
  2593. donpcevent "Manager#aru01_02::Onstart";
  2594. }
  2595. else if (.msg == 2) {
  2596. announce "The [" + getguildname(.@gid) + "] conquered the [Valfreyja 1] stronghold of " + GetCastleName("arug_cas01"),bc_all|bc_woe;
  2597. mapannounce "arug_cas01","The emperium has been shattered!",bc_map,"0x00FF00",FW_NORMAL,20,0,40;
  2598. if (agitcheck2()) {
  2599. donpcevent "Manager#aru01_02::Onreset";
  2600. initnpctimer;
  2601. }
  2602. else {
  2603. donpcevent "Manager#aru01_02::Onreset";
  2604. stopnpctimer;
  2605. }
  2606. }
  2607. else if (.msg == 0) {
  2608. announce "Fortress [" + GetCastleName("arug_cas01") + "]'s 'Valfreyja' was captured by [" + getguildname(.@gid) + "] Guild.",bc_all|bc_woe;
  2609. donpcevent "Manager#aru01_02::Onreset";
  2610. stopnpctimer;
  2611. end;
  2612. }
  2613. MapRespawnGuildID "arug_cas01",GetCastleData("arug_cas01",1),2;
  2614. GetCastleData "arug_cas01",0,"::OnRecvCastleAr01";
  2615. end;
  2616. OnTimer10000:
  2617. donpcevent "Manager#aru01_02::Onchange";
  2618. mapannounce "arug_cas01","Rebuild this stronghold's Guardian Stones and Fortress Gates to secure your guild's new aquisition!",bc_map,"0x00FF00",FW_NORMAL,20,0,40;
  2619. end;
  2620. }
  2621. // Guild Kafra
  2622. arug_cas01,31,362,3 script Kafra Employee#aru01 117,{
  2623. cutin "kafra_01",2;
  2624. set .@GID, GetCastleData("arug_cas01",1);
  2625. if (getcharid(2) == .@GID && getgdskilllv(.@GID,10001)) {
  2626. mes "[Kafra Employee]";
  2627. mes "Welcome, proud member";
  2628. mes "of the ^FF0000" + GetGuildName(.@GID) + "^000000 Guild!";
  2629. mes "The Kafra Corporation is ready";
  2630. mes "to assist you wherever you go!";
  2631. next;
  2632. switch(select("Use Storage:Use Warp Service:Rent Pushcart:Cancel")) {
  2633. case 1:
  2634. if (basicskillcheck() && getskilllv("NV_BASIC") < 6) {
  2635. mes "[Kafra Employee]";
  2636. mes "I'm so sorry, but you must";
  2637. mes "have at least Novice Skill";
  2638. mes "Lv.6 to use the Storage.";
  2639. }
  2640. else {
  2641. openstorage;
  2642. }
  2643. break;
  2644. case 2:
  2645. mes "[Kafra Employee]";
  2646. mes "Please tell me your";
  2647. mes "Warp destination.";
  2648. next;
  2649. switch(select("Rachel -> 200 z:Cancel")) {
  2650. case 1:
  2651. if (Zeny < 200) {
  2652. mes "[Kafra Employee]";
  2653. mes "I'm sorry, but you don't";
  2654. mes "have enough zeny to pay";
  2655. mes "the warp fee. Would you";
  2656. mes "please check your funds again?";
  2657. close2;
  2658. cutin "kafra_01",255;
  2659. end;
  2660. }
  2661. set zeny,zeny-200;
  2662. warp "rachel",115,125;
  2663. end;
  2664. case 2:
  2665. cutin "kafra_01",255;
  2666. }
  2667. break;
  2668. case 3:
  2669. if (BaseClass != Job_Merchant) {
  2670. mes "[Kafra Employee]";
  2671. mes "I'm sorry, but the Pushcart";
  2672. mes "rental service can only be";
  2673. mes "used by Merchant, Blacksmith,";
  2674. mes "and Alchemist class characters.";
  2675. }
  2676. else if (checkcart() == 1) {
  2677. mes "[Kafra Employee]";
  2678. mes "Hm? You've already";
  2679. mes "rented a Pushcart.";
  2680. }
  2681. else {
  2682. mes "[Kafra Employee]";
  2683. mes "The Pushcart rental fee";
  2684. mes "is 800 zeny. Would you";
  2685. mes "like to rent a Pushcart?";
  2686. next;
  2687. switch(select("Rent Pushcart:Cancel")) {
  2688. case 1:
  2689. if (Zeny < 800) {
  2690. mes "[Kafra Employee]";
  2691. mes "I'm sorry, but you don't";
  2692. mes "have enough zeny to rent";
  2693. mes "one of our Pushcarts.";
  2694. close2;
  2695. cutin "kafra_01",255;
  2696. end;
  2697. }
  2698. set zeny,zeny-800;
  2699. setcart;
  2700. break;
  2701. case 2:
  2702. break;
  2703. }
  2704. }
  2705. break;
  2706. case 4:
  2707. mes "[Kafra Employee]";
  2708. mes "Thank you for using the";
  2709. mes "Kafra Service. Wherever";
  2710. mes "you go, Kafra will be";
  2711. mes "there to support you!";
  2712. close2;
  2713. cutin "kafra_01",255;
  2714. end;
  2715. }
  2716. close2;
  2717. cutin "kafra_01",255;
  2718. end;
  2719. }
  2720. else {
  2721. mes "[Kafra Employee]";
  2722. mes "I'm sorry, but I've been";
  2723. mes "exclusively contracted";
  2724. mes "to the members of the";
  2725. mes "^FF0000" + GetGuildName(.@GID) + "^000000 Guild.";
  2726. mes "You'll have to ask another";
  2727. mes "Kafra Employee to help you...";
  2728. close2;
  2729. cutin "kafra_01",255;
  2730. end;
  2731. }
  2732. OnRecvCastleAr01:
  2733. if (GetCastleData("arug_cas01",1) == 0) {
  2734. monster "arug_cas01",0,0,"Evil Druid",1117,10;
  2735. monster "arug_cas01",0,0,"Khalitzburg",1132,4;
  2736. monster "arug_cas01",0,0,"Abysmal Knight",1219,3;
  2737. monster "arug_cas01",0,0,"Executioner",1205,1;
  2738. monster "arug_cas01",0,0,"Penomena",1216,10;
  2739. monster "arug_cas01",0,0,"Alarm",1193,18;
  2740. monster "arug_cas01",0,0,"Clock",1269,9;
  2741. monster "arug_cas01",0,0,"Raydric Archer",1276,12;
  2742. monster "arug_cas01",0,0,"Wanderer",1208,3;
  2743. monster "arug_cas01",0,0,"Alice",1275,1;
  2744. monster "arug_cas01",0,0,"Bloody Knight",1268,2;
  2745. monster "arug_cas01",0,0,"Dark Lord",1272,2;
  2746. monster "arug_cas01",0,0,"Tower Keeper",1270,4;
  2747. }
  2748. if (GetCastleData("arug_cas01",9) < 1) {
  2749. disablenpc "Kafra Employee#aru01";
  2750. }
  2751. end;
  2752. }
  2753. arug_cas01,259,371,0 script #aru01_switch 111,{
  2754. mes " ";
  2755. mes "^3355FFWill you pull";
  2756. mes "this small lever?^000000";
  2757. next;
  2758. switch(select("Pull Lever:Cancel")) {
  2759. case 1:
  2760. warp "arug_cas01",121,357;
  2761. end;
  2762. case 2:
  2763. close;
  2764. }
  2765. }
  2766. aru_gld,164,270,4 script Mardol#flag_Ar01_1::Ar01_Flag 722,{
  2767. set .@GID, GetCastleData("arug_cas01",1);
  2768. if (.@GID == 0) {
  2769. mes "[ Arunafeltz Royal Edict ]";
  2770. mes "The Holy Kingdom of";
  2771. mes "Arunafeltz declares that";
  2772. mes "one has yet to claim lordship";
  2773. mes "over this stronghold. The one";
  2774. mes "that breaks the Emperium will";
  2775. mes "be recognized as its new owner.";
  2776. close;
  2777. }
  2778. else {
  2779. if (getcharid(2) == .@GID) {
  2780. mes "[ Ringing Voice ]";
  2781. mes "Courageous one,";
  2782. mes "do you wish to return";
  2783. mes "to your stronghold?";
  2784. next;
  2785. switch(select("Return to the Stronghold:Cancel")) {
  2786. case 1:
  2787. set .@GID, GetCastleData("arug_cas01",1);
  2788. if (getcharid(2) == .@GID) {
  2789. warp "arug_cas01",67,193;
  2790. end;
  2791. }
  2792. close;
  2793. case 2:
  2794. close;
  2795. }
  2796. }
  2797. mes "[ Arunafeltz Royal Edict ]";
  2798. mes "The Holy Kingdom of";
  2799. mes "Arunafeltz decrees that";
  2800. mes "this stronghold is owned";
  2801. mes "by the ^FF0000" + GetGuildName(.@GID) + "^000000 Guild.";
  2802. next;
  2803. mes "[ Arunafeltz Royal Edict ]";
  2804. mes "^FF0000" + GetGuildMaster(.@GID) + "^000000 is";
  2805. mes "Guild Master of ^FF0000" + GetGuildName(.@GID) + "^000000.";
  2806. mes "Any that object must claim this";
  2807. mes "stronghold through strength of";
  2808. mes "steel and magic during the";
  2809. mes "appointed Guild Siege times.";
  2810. close;
  2811. }
  2812. OnRecvCastleAr01:
  2813. FlagEmblem GetCastleData("arug_cas01",1);
  2814. end;
  2815. }
  2816. aru_gld,142,235,4 duplicate(Ar01_Flag) Mardol#flag_Ar01_2 722
  2817. aru_gld,164,245,5 duplicate(Ar01_Flag) Mardol#flag_Ar01_3 722
  2818. aru_gld,182,255,5 duplicate(Ar01_Flag) Mardol#flag_Ar01_4 722