arug_cas03.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. //= 2.0
  7. //===== Compatible With: =====================================
  8. //= eAthena SVN
  9. //===== Description: =========================================
  10. //= WoE SE Arunafeltz Castle 3
  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. //= 1.2 Fixed double message in defense investing. [L0ne_W0lf]
  15. //= Corrected a minor typo in the guild steward.
  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. //= Should take care of event-not-found error.
  21. //= 1.5 Fixed error with control devices. [L0ne_W0lf]
  22. //= 1.6 Corrected copy/paste error. [L0ne_W0lf]
  23. //= 1.7 Implemented new Wall System. [Zephyrus]
  24. //= 1.8 Replaced effect numerics with constants. [L0ne_W0lf]
  25. //= 1.9 Applied updated eco/def systems. [L0ne_W0lf]
  26. //= 2.0 Fixed eco/def not actually incrementing. [L0ne_W0lf]
  27. //= Can no longer gain eco/def higher than 100.
  28. //============================================================
  29. arug_cas03,1,1,0 script Manager#aru03_02 111,{
  30. end;
  31. OnInterIfInitOnce:
  32. GetCastleData "arug_cas03",0,"::OnRecvCastleAr03";
  33. end;
  34. OnRecvCastleAr03:
  35. RequestGuildInfo GetCastleData("arug_cas03",1);
  36. if (GetCastleData("arug_cas03",1) == 0) {
  37. donpcevent "Manager#aru03_02::Onstart";
  38. }
  39. end;
  40. OnAgitStart2:
  41. if (agitcheck2()) {
  42. MapRespawnGuildID "arug_cas03",GetCastleData("arug_cas03",1),2;
  43. GvgOn "arug_cas03";
  44. donpcevent "Manager#aru03_02::Onstart";
  45. }
  46. else {
  47. donpcevent "#aru03_RL00::OnDisable";
  48. donpcevent "#aru03_RL01::OnDisable";
  49. donpcevent "#aru03_RL02::OnDisable";
  50. donpcevent "#aru03_RL03::OnDisable";
  51. }
  52. end;
  53. OnAgitEnd2:
  54. GvgOff "arug_cas03";
  55. if (GetCastleData("arug_cas03",1)) {
  56. KillMonster "arug_cas03","Steward#aru03::OnStartArena";
  57. donpcevent "Manager#aru03_02::Onreset";
  58. donpcevent "Steward#aru03::Onstop";
  59. }
  60. end;
  61. Onstart:
  62. // 1st Guardian stone, 2nd Guardian stone, Barrier 1, Barrier 2, Barrier 3, Summon Guardians
  63. // Settings for all but Summon Guardians
  64. // 0 = Okay; 1 = Destroyed; 2 = Repairing
  65. // Summon Guardians
  66. // 0 = Do not Summon; 1 = Summon
  67. if (GetCastleData("arug_cas03",1)) {
  68. setarray $agit_ar03[0],0,0,0,0,0,0;
  69. donpcevent "#aru03_df01::OnEnable";
  70. donpcevent "#aru03_df02::OnEnable";
  71. donpcevent "#aru03_RL00::OnEnable";
  72. donpcevent "#aru03_RL01::OnEnable";
  73. donpcevent "#aru03_RL02::OnEnable";
  74. donpcevent "#aru03_RL03::OnEnable";
  75. }
  76. monster "arug_cas03",141,293,"Emperium",1288,1,"Steward#aru03::OnStartArena";
  77. end;
  78. Onreset:
  79. donpcevent "#aru03_df01::OnDisable";
  80. donpcevent "#aru03_df02::OnDisable";
  81. donpcevent "#aru03_gard01::Onreset";
  82. donpcevent "#aru03_gard02::Onreset";
  83. donpcevent "#aru03_RL00::OnDisable";
  84. donpcevent "#aru03_RL01::OnDisable";
  85. donpcevent "#aru03_RL02::OnDisable";
  86. donpcevent "#aru03_RL03::OnDisable";
  87. donpcevent "1st Guardian Stone#aru03::OnDisable";
  88. donpcevent "2nd Guardian Stone#aru03::OnDisable";
  89. donpcevent "Control Device01#aru03::OnDisable";
  90. donpcevent "Control Device02#aru03::OnDisable";
  91. donpcevent "Control Device03#aru03::OnDisable";
  92. if (agitcheck2()) {
  93. setarray $agit_ar03[0],0,0,1,1,1,0;
  94. }
  95. end;
  96. Onchange:
  97. setarray $agit_ar03[0],2,2,1,1,2,0;
  98. monster "arug_cas03",141,293,"Emperium",1288,1,"Steward#aru03::OnStartArena";
  99. donpcevent "Control Device03#aru03::OnEnable";
  100. donpcevent "1st Guardian Stone#aru03::OnEnable";
  101. donpcevent "2nd Guardian Stone#aru03::OnEnable";
  102. end;
  103. OnClock0001:
  104. if (!GetCastleData("arug_cas03",1)) end;
  105. killmonster "arug_cas03","Manager#aru03_02::OnTreasureDied";
  106. if (GetCastleData("arug_cas03",4)) {
  107. set .@Economy,GetCastleData("arug_cas03",2);
  108. SetCastleData "arug_cas03",2,.@Economy + GetCastleData("arug_cas03",4) + (rand(2) && getgdskilllv(.@GID,10014));
  109. if (GetCastleData("arug_cas03",2) > 100) SetCastleData "arug_cas03",2,100;
  110. setcastledata "arug_cas03",4,0;
  111. }
  112. if (GetCastleData("arug_cas03",5)) {
  113. set .@Defence,GetCastleData("arug_cas03",3);
  114. SetCastleData "arug_cas03",3,.@Defence + GetCastleData("arug_cas03",5);
  115. if (GetCastleData("arug_cas03",3) > 100) SetCastleData "arug_cas03",3,100;
  116. setcastledata "arug_cas03",5,0;
  117. }
  118. set .@Treasure,GetCastleData("arug_cas03",2)/5+4;
  119. if (.@Treasure) {
  120. monster "arug_cas03",291,276,"Treasure Chest",1945,1,"Manager#aru03_02::OnTreasureDied";
  121. monster "arug_cas03",292,276,"Treasure Chest",1324,1,"Manager#aru03_02::OnTreasureDied";
  122. monster "arug_cas03",293,276,"Treasure Chest",1945,1,"Manager#aru03_02::OnTreasureDied";
  123. monster "arug_cas03",294,276,"Treasure Chest",1324,1,"Manager#aru03_02::OnTreasureDied";
  124. if (.@Treasure < 5) end;
  125. monster "arug_cas03",295,276,"Treasure Chest",1945,1,"Manager#aru03_02::OnTreasureDied";
  126. if (.@Treasure < 6) end;
  127. monster "arug_cas03",296,276,"Treasure Chest",1324,1,"Manager#aru03_02::OnTreasureDied";
  128. if (.@Treasure < 7) end;
  129. monster "arug_cas03",293,274,"Treasure Chest",1945,1,"Manager#aru03_02::OnTreasureDied";
  130. if (.@Treasure < 8) end;
  131. monster "arug_cas03",294,274,"Treasure Chest",1324,1,"Manager#aru03_02::OnTreasureDied";
  132. if (.@Treasure < 9) end;
  133. monster "arug_cas03",295,274,"Treasure Chest",1945,1,"Manager#aru03_02::OnTreasureDied";
  134. if (.@Treasure < 10) end;
  135. monster "arug_cas03",296,274,"Treasure Chest",1324,1,"Manager#aru03_02::OnTreasureDied";
  136. if (.@Treasure < 11) end;
  137. monster "arug_cas03",297,274,"Treasure Chest",1945,1,"Manager#aru03_02::OnTreasureDied";
  138. if (.@Treasure < 12) end;
  139. monster "arug_cas03",298,274,"Treasure Chest",1324,1,"Manager#aru03_02::OnTreasureDied";
  140. if (.@Treasure < 13) end;
  141. monster "arug_cas03",291,272,"Treasure Chest",1945,1,"Manager#aru03_02::OnTreasureDied";
  142. if (.@Treasure < 14) end;
  143. monster "arug_cas03",292,272,"Treasure Chest",1324,1,"Manager#aru03_02::OnTreasureDied";
  144. if (.@Treasure < 15) end;
  145. monster "arug_cas03",293,272,"Treasure Chest",1945,1,"Manager#aru03_02::OnTreasureDied";
  146. if (.@Treasure < 16) end;
  147. monster "arug_cas03",294,272,"Treasure Chest",1324,1,"Manager#aru03_02::OnTreasureDied";
  148. if (.@Treasure < 17) end;
  149. monster "arug_cas03",295,272,"Treasure Chest",1945,1,"Manager#aru03_02::OnTreasureDied";
  150. if (.@Treasure < 18) end;
  151. monster "arug_cas03",296,272,"Treasure Chest",1324,1,"Manager#aru03_02::OnTreasureDied";
  152. if (.@Treasure < 19) end;
  153. monster "arug_cas03",293,269,"Treasure Chest",1945,1,"Manager#aru03_02::OnTreasureDied";
  154. if (.@Treasure < 20) end;
  155. monster "arug_cas03",294,269,"Treasure Chest",1324,1,"Manager#aru03_02::OnTreasureDied";
  156. if (.@Treasure < 21) end;
  157. monster "arug_cas03",295,269,"Treasure Chest",1945,1,"Manager#aru03_02::OnTreasureDied";
  158. if (.@Treasure < 22) end;
  159. monster "arug_cas03",296,269,"Treasure Chest",1324,1,"Manager#aru03_02::OnTreasureDied";
  160. if (.@Treasure < 23) end;
  161. monster "arug_cas03",297,269,"Treasure Chest",1945,1,"Manager#aru03_02::OnTreasureDied";
  162. if (.@Treasure < 24) end;
  163. monster "arug_cas03",298,269,"Treasure Chest",1324,1,"Manager#aru03_02::OnTreasureDied";
  164. }
  165. end;
  166. OnTreasureDied:
  167. end;
  168. }
  169. arug_cas03,146,315,3 script Yehsus#aru03_01 868,{
  170. set .@GID, GetCastleData("arug_cas03",1);
  171. if (.@GID == 0) {
  172. mes "[Yehsus]";
  173. mes "Great job. Now, all you";
  174. mes "need to do is destroy this";
  175. mes "Emperium to gain ownership";
  176. mes "over this stronghold.";
  177. close;
  178. }
  179. if (getcharid(2) == .@GID) {
  180. if (strcharinfo(0) != getguildmaster(.@GID)) {
  181. mes "[Yehsus]";
  182. mes "As guardian of this";
  183. mes "stronghold, I answer only";
  184. mes "to the master of the guild";
  185. mes "that controls this place.";
  186. close;
  187. }
  188. else {
  189. if (agitcheck2() == 0) {
  190. mes "[Yehsus]";
  191. mes "I am Yehsus, guardian of";
  192. mes "this stronghold. For now,";
  193. mes "all is quiet in this place.";
  194. next;
  195. switch(select("Converse:Cancel")) {
  196. case 1:
  197. mes "[Yehsus]";
  198. mes "Do you have any questions";
  199. mes "about this stronghold?";
  200. next;
  201. switch(select("Guardian Stones:Fortress Gates:Link Flags:Battle Strategy:Cancel")) {
  202. case 1:
  203. mes "[Yehsus]";
  204. mes "There is one Emperium";
  205. mes "and two Guardian Stones in";
  206. mes "each fortress. These stones";
  207. mes "are the first line of defense,";
  208. mes "and must be destroyed before";
  209. mes "enemies can even enter.";
  210. next;
  211. mes "[Yehsus]";
  212. mes "The stones are located in";
  213. mes "^4D4DFFGate Houses^000000 which must be";
  214. mes "protected to prevent enemies";
  215. mes "from reaching the Emperium.";
  216. mes "Guardian Stones can ^4D4DFFrecall";
  217. mes "your Guardians^000000 for protection.";
  218. next;
  219. mes "[Yehsus]";
  220. mes "Fortresses with higher levels";
  221. mes "of defense can summon more";
  222. mes "Guardians: this is why it is";
  223. mes "so important for guilds to";
  224. mes "invest in Defense Growth.";
  225. next;
  226. mes "[Yehsus]";
  227. mes "Guardian Stones that have";
  228. mes "been destroyed can be revived";
  229. mes "after a certain time, but one of^FFFFFF ^000000 the guild members must give";
  230. mes "me the order. I can also report^FFFFFF ^000000 the status of the Guardian Stones.";
  231. close;
  232. case 2:
  233. mes "[Yehsus]";
  234. mes "^4D4DFFFortress Gates^000000 are the second ^FFFFFF ^000000 line of guild stronghold defense,";
  235. mes "and are protected by extra barricades activated by the Guardian Stones.";
  236. mes "These gates are located in three different parts of the fortress.";
  237. next;
  238. mes "[Yehsus]";
  239. mes "Barricades are protected by";
  240. mes "Guardian Stones, and are";
  241. mes "restored when the Guardian";
  242. mes "Stones are retrieved. However,";
  243. mes "it is not as easy to restore";
  244. mes "destroyed Fortress Gates.";
  245. next;
  246. mes "[Yehsus]";
  247. mes "Fortress Gates can only be";
  248. mes "restored when the ^4D4DFFguild";
  249. mes "master of a stronghold";
  250. mes "changes^000000, or if ^4D4DFFrestoration";
  251. mes "is requested by the guild";
  252. mes "master of the stronghold^000000.";
  253. close;
  254. case 3:
  255. mes "[Yehsus]";
  256. mes "Strongholds have many";
  257. mes "Link Flags that allow you";
  258. mes "to access vital areas within";
  259. mes "restrictions placed by the";
  260. mes "Barricades. Usually, ^4D4DFFFlag 1";
  261. mes "links to the Gate House^000000.";
  262. next;
  263. mes "[Yehsus]";
  264. mes "Many flags link directly to";
  265. mes "the flag near the Emperium.";
  266. mes "The final numbered flag is";
  267. mes "linked to the Convenience";
  268. mes "Facility of the stronghold's";
  269. mes "owner. Keep this in mind.";
  270. close;
  271. case 4:
  272. mes "[Yehsus]";
  273. mes "Strategy? It would be better";
  274. mes "to develop your battle plan to";
  275. mes "exploit your guild's advantages";
  276. mes "and your enemies' weaknesses.";
  277. mes "Use the Gate Houses and Barricades, and rebuild as quickly as you can!";
  278. close;
  279. case 5:
  280. mes "[Yehsus]";
  281. mes "You have no questions";
  282. mes "to ask of me? Well, I'm";
  283. mes "here to serve your needs.";
  284. close;
  285. }
  286. case 2:
  287. mes "[Yehsus]";
  288. mes "I'm always here, so";
  289. mes "feel free to request my";
  290. mes "assistance whenever";
  291. mes "the need arises.";
  292. close;
  293. }
  294. }
  295. else {
  296. mes "[Yehsus]";
  297. mes "Greetings, "+strcharinfo(0)+".";
  298. mes "What are your orders?";
  299. next;
  300. switch(select("Increase Stronghold Defense:Situational Briefing:Cancel")) {
  301. case 1:
  302. if ($agit_ar03[5] == 0) {
  303. if (getgdskilllv(.@GID,10002) == 0) {
  304. mes "[Yehsus]";
  305. mes "I'm sorry, but the Guardian";
  306. mes "Stones aren't powerful enough";
  307. mes "to summon Guardians yet. We";
  308. mes "need to accumulate more";
  309. mes "knowledge before they can";
  310. mes "summon any Guardians.";
  311. close;
  312. }
  313. else {
  314. mes "[Yehsus]";
  315. mes "I shall endeavor to summon";
  316. mes "a Guardian through a Guardian";
  317. mes "Stone. However, keep in mind";
  318. mes "that this will not work if the";
  319. mes "Guardian Stone is destroyed.";
  320. setarray $agit_ar03[5],1;
  321. if ($agit_ar03[0] == 0) {
  322. donpcevent "#aru03_gard01::OnEnable";
  323. }
  324. if ($agit_ar03[1] == 0) {
  325. donpcevent "#aru03_gard02::OnEnable";
  326. }
  327. close;
  328. }
  329. }
  330. else {
  331. mes "[Yehsus]";
  332. mes "You've already commanded";
  333. mes "me to summon a Guardian";
  334. mes "to defend the stronghold.";
  335. close;
  336. }
  337. case 2:
  338. mes "[Yehsus]";
  339. mes "Our defense status is...";
  340. if ($agit_ar03[0] == 1) {
  341. mes "1st Guardian Stone: ^FF0000Destroyed^000000";
  342. }
  343. else if ($agit_ar03[0] == 2) {
  344. mes "1st Guardian Stone: ^008000Repairing^000000";
  345. }
  346. else {
  347. mes "1st Guardian Stone: ^4D4DFFOperational^000000";
  348. }
  349. if ($agit_ar03[1] == 1) {
  350. mes "2nd Guardian Stone: ^FF0000Destroyed^000000";
  351. }
  352. else if ($agit_ar03[1] == 2) {
  353. mes "2nd Guardian Stone: ^008000Repairing^000000";
  354. }
  355. else {
  356. mes "2nd Guardian Stone: ^4D4DFFOperational^000000";
  357. }
  358. if ($agit_ar03[2] == 1) {
  359. mes "1st Fortress Gate: ^FF0000Destroyed^000000";
  360. }
  361. else if ($agit_ar03[2] == 2) {
  362. mes "1st Fortress Gate: ^008000Repairing^000000";
  363. }
  364. else {
  365. mes "1st Fortress Gate: ^4D4DFFOperational^000000";
  366. }
  367. if ($agit_ar03[3] == 1) {
  368. mes "2nd Fortress Gate: ^FF0000Destroyed^000000";
  369. }
  370. else if ($agit_ar03[3] == 2) {
  371. mes "2nd Fortress Gate: ^008000Repairing^000000";
  372. }
  373. else {
  374. mes "2nd Fortress Gate: ^4D4DFFOperational^000000";
  375. }
  376. if ($agit_ar03[4] == 1) {
  377. mes "3rd Fortress Gate: ^FF0000Destroyed^000000";
  378. }
  379. else if ($agit_ar03[4] == 2) {
  380. mes "3rd Fortress Gate: ^008000Repairing^000000";
  381. }
  382. else {
  383. mes "3rd Fortress Gate: ^4D4DFFOperational^000000";
  384. }
  385. close;
  386. case 3:
  387. mes "[Yehsus]";
  388. mes "I'll be standing by,";
  389. mes "awaiting your orders.";
  390. close;
  391. }
  392. }
  393. }
  394. }
  395. else {
  396. mes "[Yehsus]";
  397. mes "Who are you? Scoundrel!";
  398. mes "Leave this stronghold now!";
  399. close;
  400. }
  401. OnInit:
  402. setarray $agit_ar03[0],0,0,0,0,0,0;
  403. end;
  404. }
  405. arug_cas03,1,1,0 script #aru03_gard01 -1,{
  406. OnEnable:
  407. set .@defence,GetCastleData("arug_cas03",3);
  408. guardian "arug_cas03",130,60,"Guardian",1899,"#aru03_gard01::OnGuardianDied"; //0;
  409. if ((.@defence > 10) && (.@defence < 31)) {
  410. set .MyMobCount,2;
  411. guardian "arug_cas03",128,77,"Guardian",1899,"#aru03_gard01::OnGuardianDied"; //1;
  412. }
  413. else if ((.@defence > 30) && (.@defence < 51)) {
  414. set .MyMobCount,3;
  415. guardian "arug_cas03",128,77,"Guardian",1899,"#aru03_gard01::OnGuardianDied"; //1;
  416. guardian "arug_cas03",128,90,"Guardian",1899,"#aru03_gard01::OnGuardianDied"; //2;
  417. }
  418. else if ((.@defence > 50) && (.@defence < 71)) {
  419. set .MyMobCount,4;
  420. guardian "arug_cas03",128,77,"Guardian",1899,"#aru03_gard01::OnGuardianDied"; //1;
  421. guardian "arug_cas03",128,90,"Guardian",1899,"#aru03_gard01::OnGuardianDied"; //2;
  422. guardian "arug_cas03",128,100,"Guardian",1899,"#aru03_gard01::OnGuardianDied"; //3;
  423. }
  424. else if (.@defence > 70) {
  425. set .MyMobCount,5;
  426. guardian "arug_cas03",128,77,"Guardian",1899,"#aru03_gard01::OnGuardianDied"; //1;
  427. guardian "arug_cas03",128,90,"Guardian",1899,"#aru03_gard01::OnGuardianDied"; //2;
  428. guardian "arug_cas03",128,100,"Guardian",1899,"#aru03_gard01::OnGuardianDied"; //3;
  429. guardian "arug_cas03",110,96,"Guardian",1899,"#aru03_gard01::OnGuardianDied"; //4;
  430. }
  431. else {
  432. set .MyMobCount,2;
  433. guardian "arug_cas03",66,157,"Guardian",1899,"#aru03_gard01::OnGuardianDied"; //1;
  434. }
  435. initnpctimer;
  436. end;
  437. OnTimer300000:
  438. set .MyMobCount,.MyMobCount+1;
  439. guardian "arug_cas03",91,53,"Guardian",1899,"#aru03_gard01::OnGuardianDied"; //5;
  440. mapannounce "arug_cas03","The 1st Guardian has been summoned from the Gate House.",bc_map,"0xff4500";
  441. end;
  442. OnTimer900000:
  443. set .MyMobCount,.MyMobCount+1;
  444. guardian "arug_cas03",65,71,"Guardian",1899,"#aru03_gard01::OnGuardianDied"; //6;
  445. mapannounce "arug_cas03","The 2nd Guardian has been summoned from the Gate House.",bc_map,"0xff4500";
  446. end;
  447. OnTimer1800000:
  448. set .MyMobCount,.MyMobCount+1;
  449. guardian "arug_cas03",65,103,"Guardian",1899,"#aru03_gard01::OnGuardianDied"; //7;
  450. mapannounce "arug_cas03","The 3rd Guardian has been summoned from the Gate House.",bc_map,"0xff4500";
  451. end;
  452. OnTimer2700000:
  453. set .MyMobCount,.MyMobCount+1;
  454. guardian "arug_cas03",110,96,"Guardian",1899,"#aru03_gard01::OnGuardianDied"; //8;
  455. mapannounce "arug_cas03","The 4th Guardian has been summoned from the Gate House.",bc_map,"0xff4500";
  456. end;
  457. OnTimer3600000:
  458. set .MyMobCount,.MyMobCount+1;
  459. guardian "arug_cas03",128,100,"Guardian",1899,"#aru03_gard01::OnGuardianDied"; //9;
  460. mapannounce "arug_cas03","The 5th Guardian has been summoned from the Gate House.",bc_map,"0xff4500";
  461. stopnpctimer;
  462. end;
  463. OnGuardianDied:
  464. set .MyMobCount,.MyMobCount-1;
  465. if (.MyMobCount < 2) {
  466. set .MyMobCount,.MyMobCount+1;
  467. guardian "arug_cas03",128,77,"Guardian",1899,"#aru03_gard01::OnGuardianDied"; //10;
  468. }
  469. end;
  470. Onreset:
  471. stopnpctimer;
  472. killmonster "arug_cas03","#aru03_gard01::OnGuardianDied";
  473. end;
  474. }
  475. arug_cas03,1,2,0 script #aru03_gard02 -1,{
  476. OnEnable:
  477. set .@defence,GetCastleData("arug_cas03",3);
  478. guardian "arug_cas03",156,101,"Guardian",1899,"#aru03_gard02::OnGuardianDied"; //11;
  479. if ((.@defence > 10) && (.@defence < 31)) {
  480. set .MyMobCount,2;
  481. guardian "arug_cas03",172,95,"Guardian",1899,"#aru03_gard02::OnGuardianDied"; //12;
  482. }
  483. else if ((.@defence > 30) && (.@defence < 51)) {
  484. set .MyMobCount,3;
  485. guardian "arug_cas03",172,95,"Guardian",1899,"#aru03_gard02::OnGuardianDied"; //12;
  486. guardian "arug_cas03",154,90,"Guardian",1899,"#aru03_gard02::OnGuardianDied"; //13;
  487. }
  488. else if ((.@defence > 50) && (.@defence < 71)) {
  489. set .MyMobCount,4;
  490. guardian "arug_cas03",172,95,"Guardian",1899,"#aru03_gard02::OnGuardianDied"; //12;
  491. guardian "arug_cas03",154,90,"Guardian",1899,"#aru03_gard02::OnGuardianDied"; //13;
  492. guardian "arug_cas03",156,77,"Guardian",1899,"#aru03_gard02::OnGuardianDied"; //14;
  493. }
  494. else if (.@defence > 70) {
  495. set .MyMobCount,5;
  496. guardian "arug_cas03",172,95,"Guardian",1899,"#aru03_gard02::OnGuardianDied"; //12;
  497. guardian "arug_cas03",154,90,"Guardian",1899,"#aru03_gard02::OnGuardianDied"; //13;
  498. guardian "arug_cas03",156,77,"Guardian",1899,"#aru03_gard02::OnGuardianDied"; //14;
  499. guardian "arug_cas03",155,60,"Guardian",1899,"#aru03_gard02::OnGuardianDied"; //15;
  500. }
  501. else {
  502. set .MyMobCount,2;
  503. guardian "arug_cas03",211,159,"Guardian",1899,"#aru03_gard02::OnGuardianDied"; //12;
  504. }
  505. initnpctimer;
  506. end;
  507. OnTimer600000:
  508. set .MyMobCount,.MyMobCount+1;
  509. guardian "arug_cas03",187,54,"Guardian",1899,"#aru03_gard02::OnGuardianDied"; //16;
  510. end;
  511. OnTimer1200000:
  512. set .MyMobCount,.MyMobCount+1;
  513. guardian "arug_cas03",212,67,"Guardian",1899,"#aru03_gard02::OnGuardianDied"; //17;
  514. end;
  515. OnTimer2100000:
  516. set .MyMobCount,.MyMobCount+1;
  517. guardian "arug_cas03",211,105,"Guardian",1899,"#aru03_gard02::OnGuardianDied"; //18;
  518. end;
  519. OnTimer3000000:
  520. set .MyMobCount,.MyMobCount+1;
  521. guardian "arug_cas03",155,60,"Guardian",1899,"#aru03_gard02::OnGuardianDied"; //19;
  522. end;
  523. OnTimer3900000:
  524. set .MyMobCount,.MyMobCount+1;
  525. guardian "arug_cas03",156,77,"Guardian",1899,"#aru03_gard02::OnGuardianDied"; //20;
  526. stopnpctimer;
  527. end;
  528. OnGuardianDied:
  529. set .MyMobCount,.MyMobCount-1;
  530. if (.MyMobCount < 2) {
  531. set .MyMobCount,.MyMobCount+1;
  532. guardian "arug_cas03",172,95,"Guardian",1899,"#aru03_gard02::OnGuardianDied"; //21;
  533. }
  534. end;
  535. Onreset:
  536. stopnpctimer;
  537. killmonster "arug_cas03","#aru03_gard02::OnGuardianDied";
  538. end;
  539. }
  540. arug_cas03,1,3,0 script #aru03_df01 -1,{
  541. OnEnable:
  542. guardian "arug_cas03",65,171,"1st Guardian Stone",1907,"#aru03_df01::OnGuardianStoneDied"; //22;
  543. end;
  544. OnDisable:
  545. killmonster "arug_cas03","#aru03_df01::OnGuardianStoneDied";
  546. setarray $agit_ar03[0],1; //Global Variable
  547. stopnpctimer;
  548. end;
  549. OnGuardianStoneDied:
  550. // 1st Guardian Stone is Destroyed
  551. setarray $agit_ar03[0],1;
  552. if (($agit_ar03[0] == 1) || ($agit_ar03[0] == 2)) {
  553. set .@destroyed,.@destroyed + 1;
  554. }
  555. if (($agit_ar03[1] == 1) || ($agit_ar03[1] == 2)) {
  556. set .@destroyed,.@destroyed + 1;
  557. }
  558. if (.@destroyed == 2) {
  559. mapannounce "arug_cas03","All of the Guardian Stones have been destroyed!",bc_map,"0x00ff00";
  560. donpcevent "#aru03_RL00::OnDisable";
  561. donpcevent "#aru03_gard01::Onreset";
  562. }
  563. else {
  564. mapannounce "arug_cas03","The 1st Guardian Stone has been destroyed!",bc_map,"0x00ff00";
  565. donpcevent "#aru03_gard01::Onreset";
  566. }
  567. initnpctimer;
  568. end;
  569. OnTimer300000:
  570. donpcevent "1st Guardian Stone#aru03::OnEnable";
  571. setarray $agit_ar03[0],2; //Global Variable
  572. stopnpctimer;
  573. end;
  574. }
  575. arug_cas03,65,171,0 script 1st Guardian Stone#aru03 844,{
  576. set .@GID, GetCastleData("arug_cas03",1);
  577. if (getcharid(2) == .@GID) {
  578. mes "^3355FFYou will need the";
  579. mes "following materials to";
  580. mes "rebuild a destroyed";
  581. mes "Guardian Stone.^000000";
  582. next;
  583. mes "1 Oridecon";
  584. mes "1 Elunium";
  585. mes "30 Stones";
  586. mes "5 Blue Gemstones";
  587. mes "5 Yellow Gemstones";
  588. mes "5 Red Gemstones";
  589. next;
  590. mes "^3355FFDo you want to continue?^000000";
  591. switch(select("No:Continue")) {
  592. case 1:
  593. mes "^3355FFWork canceled.^000000";
  594. close;
  595. case 2:
  596. if ((countitem(984) > 0) && (countitem(985) > 0) && (countitem(7049) > 29) && (countitem(717) > 4) && (countitem(715) > 4) && (countitem(716) > 4)) {
  597. mes "^3355FFArrange Stones, Elunium, and";
  598. mes "Oridecon, in that order, in the";
  599. mes "center. Then you must arrange";
  600. mes "the enchanted Gemstones to";
  601. mes "rebuild the Guardian Stone.^000000";
  602. next;
  603. switch(select("Elunium:Oridecon:Stone")) {
  604. case 1:
  605. mes "^3355FFElunium has been";
  606. mes "placed in the center.^000000";
  607. next;
  608. break;
  609. case 2:
  610. mes "^3355FFOridecon has been";
  611. mes "placed in the center.^000000";
  612. next;
  613. break;
  614. case 3:
  615. mes "^3355FFStones have been";
  616. mes "placed in the center.^000000";
  617. set .@nice,.@nice+10;
  618. next;
  619. break;
  620. }
  621. switch(select("Elunium:Oridecon:Stone")) {
  622. case 1:
  623. mes "^3355FFYou have lined the";
  624. mes "outside of the center";
  625. mes "with some Elunium.^000000";
  626. set .@nice,.@nice+10;
  627. next;
  628. break;
  629. case 2:
  630. mes "^3355FFYou have lined the";
  631. mes "outside of the center";
  632. mes "with some Oridecon.^000000";
  633. next;
  634. break;
  635. case 3:
  636. mes "^3355FFYou have lined the";
  637. mes "outside of the center";
  638. mes "with some Stones.^000000";
  639. next;
  640. break;
  641. }
  642. switch(select("Elunium:Oridecon:Stone")) {
  643. case 1:
  644. mes "^3355FFYou covered the";
  645. mes "rest of the materials";
  646. mes "with some Elunium.^000000";
  647. next;
  648. break;
  649. case 2:
  650. mes "^3355FFYou covered the";
  651. mes "rest of the materials";
  652. mes "with some Oridecon.^000000";
  653. set .@nice,.@nice+10;
  654. next;
  655. break;
  656. case 3:
  657. mes "^3355FFYou covered the";
  658. mes "rest of the materials";
  659. mes "with some Stones.^000000";
  660. next;
  661. break;
  662. }
  663. mes "^3355FFNow you need to arrange";
  664. mes "the enchanted Gemstones";
  665. mes "accordingly. You can identify";
  666. mes "their Magic properties by";
  667. mes "their casting effect.^000000";
  668. next;
  669. while(1) {
  670. if (.@roof0 > 7) {
  671. break;
  672. }
  673. else {
  674. switch(rand(1,3)) {
  675. case 1:
  676. specialeffect EF_BEGINSPELL2;
  677. mes "^3355FFThe Gemstones must";
  678. mes "be arranged in the correct";
  679. mes "order according to their";
  680. mes "magic properties and power.^000000";
  681. next;
  682. switch(select("Red Gemstone:Yellow Gemstone:Blue Gemstone")) {
  683. case 1:
  684. mes "^3355FFYou placed the Red Gemstone.";
  685. mes "However, the Guardian Stone";
  686. mes "Repair System failed because";
  687. mes "of a magic power conflict.^000000";
  688. close;
  689. case 2:
  690. mes "^3355FFYou placed the Yellow Gemstone.";
  691. mes "However, the Guardian Stone";
  692. mes "Repair System failed because";
  693. mes "of a magic power conflict.^000000";
  694. close;
  695. case 3:
  696. mes "^3355FFYou placed the Blue Gemstone.^000000";
  697. set .@nice,.@nice+10;
  698. set .@roof0,.@roof0 + 1;
  699. specialeffect EF_STEAL;
  700. next;
  701. break;
  702. }
  703. break;
  704. case 2:
  705. specialeffect EF_VOLCANO;
  706. mes "^3355FFThe Gemstones must";
  707. mes "be arranged in the correct";
  708. mes "order according to their";
  709. mes "magic properties and power.^000000";
  710. next;
  711. switch(select("Red Gemstone:Yellow Gemstone:Blue Gemstone")) {
  712. case 1:
  713. mes "^3355FFYou placed the Red Gemstone.^000000";
  714. set .@nice,.@nice+10;
  715. set .@roof0,.@roof0 + 1;
  716. specialeffect EF_STEAL;
  717. next;
  718. break;
  719. case 2:
  720. mes "^3355FFYou placed the Yellow Gemstone.";
  721. mes "However, the Guardian Stone";
  722. mes "Repair System failed because";
  723. mes "of a magic power conflict.^000000";
  724. close;
  725. case 3:
  726. mes "^3355FFYou placed the Blue Gemstone.";
  727. mes "However, the Guardian Stone";
  728. mes "Repair System failed because";
  729. mes "of a magic power conflict.^000000";
  730. close;
  731. }
  732. break;
  733. case 3:
  734. specialeffect EF_BEGINSPELL4;
  735. mes "^3355FFThe Gemstones must";
  736. mes "be arranged in the correct";
  737. mes "order according to their";
  738. mes "magic properties and power.^000000";
  739. next;
  740. switch(select("Red Gemstone:Yellow Gemstone:Blue Gemstone")) {
  741. case 1:
  742. mes "^3355FFYou placed the Red Gemstone.";
  743. mes "However, the Guardian Stone";
  744. mes "Repair System failed because";
  745. mes "of a magic power conflict.^000000";
  746. close;
  747. case 2:
  748. mes "^3355FFYou placed the Yellow Gemstone.^000000";
  749. set .@nice,.@nice+10;
  750. set .@roof0,.@roof0 + 1;
  751. specialeffect EF_STEAL;
  752. next;
  753. break;
  754. case 3:
  755. mes "^3355FFYou placed the Blue Gemstone.";
  756. mes "However, the Guardian Stone";
  757. mes "Repair System failed because";
  758. mes "of a magic power conflict.^000000";
  759. close;
  760. }
  761. }
  762. }
  763. }
  764. if (.@nice > 90) {
  765. if ($agit_ar03[0] == 0) {
  766. mes "^3355FFThe Guardian Stone";
  767. mes "Repair System has";
  768. mes "already completed.^000000";
  769. close;
  770. }
  771. else {
  772. if (agitcheck2() == 0) {
  773. mes "^3355FFIt is impossible to";
  774. mes "rebuild the Guardian";
  775. mes "Stone because the";
  776. mes "Emperium is not present.^000000";
  777. close;
  778. }
  779. else {
  780. mes "^3355FFThe Gemstones have been";
  781. mes "arranged, and the Guardian";
  782. mes "Stone is successfully repaired.^000000";
  783. delitem 984,1; //Oridecon
  784. delitem 985,1; //Elunium
  785. delitem 7049,30; //Stone
  786. delitem 717,5; //Blue_Gemstone
  787. delitem 715,5; //Yellow_Gemstone
  788. delitem 716,5; //Red_Gemstone
  789. close2;
  790. donpcevent "#aru03_df01::OnEnable";
  791. specialeffect EF_ICECRASH;
  792. disablenpc "1st Guardian Stone#aru03";
  793. setarray $agit_ar03[0],0;
  794. set .@df_all,$agit_ar03[0]+$agit_ar03[1];
  795. if (.@df_all == 0) {
  796. mapannounce "arug_cas03","Both Guardian Stones have been erected, bolstering this stronghold's defenses!",bc_map,"0x00ff00";
  797. donpcevent "#aru03_RL00::OnEnable";
  798. }
  799. else {
  800. mapannounce "arug_cas03","The 1st Guardian Stone has been repaired successfully.",bc_map,"0x00ff00";
  801. }
  802. if ($agit_ar03[5] == 1) {
  803. donpcevent "#aru03_gard01::OnEnable";
  804. }
  805. end;
  806. }
  807. }
  808. }
  809. else {
  810. mes "^3355FFAfter all of that work...";
  811. mes "It looks like you failed";
  812. mes "to fix the Guardian Stone,";
  813. mes "and lost some materials.^000000";
  814. delitem 7049,10; //Stone
  815. delitem 717,2; //Blue_Gemstone
  816. delitem 715,2; //Yellow_Gemstone
  817. delitem 716,2; //Red_Gemstone
  818. close;
  819. }
  820. }
  821. else {
  822. mes "^3355FFYou don't have enough";
  823. mes "materials to repair";
  824. mes "the Guardian Stone.^000000";
  825. close;
  826. }
  827. }
  828. }
  829. end;
  830. OnInit:
  831. disablenpc "1st Guardian Stone#aru03";
  832. end;
  833. OnEnable:
  834. enablenpc "1st Guardian Stone#aru03";
  835. specialeffect EF_MAPPILLAR2;
  836. end;
  837. OnDisable:
  838. disablenpc "1st Guardian Stone#aru03";
  839. end;
  840. }
  841. arug_cas03,1,4,0 script #aru03_df02 -1,{
  842. OnEnable:
  843. guardian "arug_cas03",212,149,"2nd Guardian Stone",1908,"#aru03_df02::OnGuardianStoneDied"; //23;
  844. end;
  845. OnDisable:
  846. killmonster "arug_cas03","#aru03_df02::OnGuardianStoneDied";
  847. setarray $agit_ar03[1],1; //Global Variable
  848. stopnpctimer;
  849. end;
  850. OnGuardianStoneDied:
  851. // 2nd Guardian Stone is Destroyed
  852. setarray $agit_ar03[1],1;
  853. if (($agit_ar03[0] == 1) || ($agit_ar03[0] == 2)) {
  854. set .@destroyed,.@destroyed + 1;
  855. }
  856. if (($agit_ar03[1] == 1) || ($agit_ar03[1] == 2)) {
  857. set .@destroyed,.@destroyed + 1;
  858. }
  859. if (.@destroyed == 2) {
  860. mapannounce "arug_cas03","All of the Guardian Stones have been destroyed!",bc_map,"0x00ff00";
  861. donpcevent "#aru03_RL00::OnDisable";
  862. donpcevent "#aru03_gard02::Onreset";
  863. }
  864. else {
  865. mapannounce "arug_cas03","The 2nd Guardian Stone has been destroyed!",bc_map,"0x00ff00";
  866. donpcevent "#aru03_gard02::Onreset";
  867. }
  868. initnpctimer;
  869. end;
  870. OnTimer300000:
  871. donpcevent "2nd Guardian Stone#aru03::OnEnable";
  872. setarray $agit_ar03[1],2; //Global Variable
  873. stopnpctimer;
  874. end;
  875. }
  876. arug_cas03,212,149,0 script 2nd Guardian Stone#aru03 844,{
  877. set .@GID, GetCastleData("arug_cas03",1);
  878. if (getcharid(2) == .@GID) {
  879. mes "^3355FFYou will need the";
  880. mes "following materials to";
  881. mes "rebuild a destroyed";
  882. mes "Guardian Stone.^000000";
  883. next;
  884. mes "1 Oridecon";
  885. mes "1 Elunium";
  886. mes "30 Stones";
  887. mes "5 Blue Gemstones";
  888. mes "5 Yellow Gemstones";
  889. mes "5 Red Gemstones";
  890. next;
  891. mes "^3355FFDo you want to continue?^000000";
  892. switch(select("No:Continue")) {
  893. case 1:
  894. mes "^3355FFWork canceled.^000000";
  895. close;
  896. case 2:
  897. if ((countitem(984) > 0) && (countitem(985) > 0) && (countitem(7049) > 29) && (countitem(717) > 4) && (countitem(715) > 4) && (countitem(716) > 4)) {
  898. mes "^3355FFArrange Stones, Elunium, and";
  899. mes "Oridecon, in that order, in the";
  900. mes "center. Then you must arrange";
  901. mes "the enchanted Gemstones to";
  902. mes "rebuild the Guardian Stone.^000000";
  903. next;
  904. switch(select("Elunium:Oridecon:Stone")) {
  905. case 1:
  906. mes "^3355FFElunium has been";
  907. mes "placed in the center.^000000";
  908. next;
  909. break;
  910. case 2:
  911. mes "^3355FFOridecon has been";
  912. mes "placed in the center.^000000";
  913. next;
  914. break;
  915. case 3:
  916. mes "^3355FFStones have been";
  917. mes "placed in the center.^000000";
  918. set .@nice,.@nice+10;
  919. next;
  920. break;
  921. }
  922. switch(select("Elunium:Oridecon:Stone")) {
  923. case 1:
  924. mes "^3355FFYou have lined the";
  925. mes "outside of the center";
  926. mes "with some Elunium.^000000";
  927. set .@nice,.@nice+10;
  928. next;
  929. break;
  930. case 2:
  931. mes "^3355FFYou have lined the";
  932. mes "outside of the center";
  933. mes "with some Oridecon.^000000";
  934. next;
  935. break;
  936. case 3:
  937. mes "^3355FFYou have lined the";
  938. mes "outside of the center";
  939. mes "with some Stones.^000000";
  940. next;
  941. break;
  942. }
  943. switch(select("Elunium:Oridecon:Stone")) {
  944. case 1:
  945. mes "^3355FFYou covered the";
  946. mes "rest of the materials";
  947. mes "with some Elunium.^000000";
  948. next;
  949. break;
  950. case 2:
  951. mes "^3355FFYou covered the";
  952. mes "rest of the materials";
  953. mes "with some Oridecon.^000000";
  954. set .@nice,.@nice+10;
  955. next;
  956. break;
  957. case 3:
  958. mes "^3355FFYou covered the";
  959. mes "rest of the materials";
  960. mes "with some Stones.^000000";
  961. next;
  962. break;
  963. }
  964. mes "^3355FFNow you need to arrange";
  965. mes "the enchanted Gemstones";
  966. mes "accordingly. You can identify";
  967. mes "their Magic properties by";
  968. mes "their casting effect.^000000";
  969. next;
  970. while(1) {
  971. if (.@roof0 > 7) {
  972. break;
  973. }
  974. else {
  975. switch(rand(1,3)) {
  976. case 1:
  977. specialeffect EF_BEGINSPELL2;
  978. mes "^3355FFThe Gemstones must";
  979. mes "be arranged in the correct";
  980. mes "order according to their";
  981. mes "magic properties and power.^000000";
  982. next;
  983. switch(select("Red Gemstone:Yellow Gemstone:Blue Gemstone")) {
  984. case 1:
  985. mes "^3355FFYou placed the Red Gemstone.";
  986. mes "However, the Guardian Stone";
  987. mes "Repair System failed because";
  988. mes "of a magic power conflict.^000000";
  989. close;
  990. case 2:
  991. mes "^3355FFYou placed the Yellow Gemstone.";
  992. mes "However, the Guardian Stone";
  993. mes "Repair System failed because";
  994. mes "of a magic power conflict.^000000";
  995. close;
  996. case 3:
  997. mes "^3355FFYou placed the Blue Gemstone.^000000";
  998. set .@nice,.@nice+10;
  999. set .@roof0,.@roof0 + 1;
  1000. specialeffect EF_STEAL;
  1001. next;
  1002. break;
  1003. }
  1004. break;
  1005. case 2:
  1006. specialeffect EF_VOLCANO;
  1007. mes "^3355FFThe Gemstones must";
  1008. mes "be arranged in the correct";
  1009. mes "order according to their";
  1010. mes "magic properties and power.^000000";
  1011. next;
  1012. switch(select("Red Gemstone:Yellow Gemstone:Blue Gemstone")) {
  1013. case 1:
  1014. mes "^3355FFYou placed the Red Gemstone.^000000";
  1015. set .@nice,.@nice+10;
  1016. set .@roof0,.@roof0 + 1;
  1017. specialeffect EF_STEAL;
  1018. next;
  1019. break;
  1020. case 2:
  1021. mes "^3355FFYou placed the Yellow Gemstone.";
  1022. mes "However, the Guardian Stone";
  1023. mes "Repair System failed because";
  1024. mes "of a magic power conflict.^000000";
  1025. close;
  1026. case 3:
  1027. mes "^3355FFYou placed the Blue Gemstone.";
  1028. mes "However, the Guardian Stone";
  1029. mes "Repair System failed because";
  1030. mes "of a magic power conflict.^000000";
  1031. close;
  1032. }
  1033. break;
  1034. case 3:
  1035. specialeffect EF_BEGINSPELL4;
  1036. mes "^3355FFThe Gemstones must";
  1037. mes "be arranged in the correct";
  1038. mes "order according to their";
  1039. mes "magic properties and power.^000000";
  1040. next;
  1041. switch(select("Red Gemstone:Yellow Gemstone:Blue Gemstone")) {
  1042. case 1:
  1043. mes "^3355FFYou placed the Red Gemstone.";
  1044. mes "However, the Guardian Stone";
  1045. mes "Repair System failed because";
  1046. mes "of a magic power conflict.^000000";
  1047. close;
  1048. case 2:
  1049. mes "^3355FFYou placed the Yellow Gemstone.^000000";
  1050. set .@nice,.@nice+10;
  1051. set .@roof0,.@roof0 + 1;
  1052. specialeffect EF_STEAL;
  1053. next;
  1054. break;
  1055. case 3:
  1056. mes "^3355FFYou placed the Blue Gemstone.";
  1057. mes "However, the Guardian Stone";
  1058. mes "Repair System failed because";
  1059. mes "of a magic power conflict.^000000";
  1060. close;
  1061. }
  1062. }
  1063. }
  1064. }
  1065. if (.@nice > 90) {
  1066. if ($agit_ar03[1] == 0) {
  1067. mes "^3355FFThe Guardian Stone";
  1068. mes "Repair System has";
  1069. mes "successfully completed.^000000";
  1070. close;
  1071. }
  1072. else {
  1073. if (agitcheck2() == 0) {
  1074. mes "^3355FFIt is impossible to";
  1075. mes "rebuild the Guardian";
  1076. mes "Stone because the";
  1077. mes "Emperium is not present.^000000";
  1078. close;
  1079. }
  1080. else {
  1081. mes "^3355FFThe Gemstones have been";
  1082. mes "arranged, and the Guardian";
  1083. mes "Stone is successfully repaired.^000000";
  1084. delitem 984,1; //Oridecon
  1085. delitem 985,1; //Elunium
  1086. delitem 7049,30; //Stone
  1087. delitem 717,5; //Blue_Gemstone
  1088. delitem 715,5; //Yellow_Gemstone
  1089. delitem 716,5; //Red_Gemstone
  1090. close2;
  1091. donpcevent "#aru03_df02::OnEnable";
  1092. specialeffect EF_ICECRASH;
  1093. disablenpc "2nd Guardian Stone#aru03";
  1094. setarray $agit_ar03[1],0;
  1095. set .@df_all,$agit_ar03[0]+$agit_ar03[1];
  1096. if (.@df_all == 0) {
  1097. mapannounce "arug_cas03","Both Guardian Stones have been erected, bolstering this stronghold's defenses!",bc_map,"0x00ff00";
  1098. donpcevent "#aru03_RL00::OnEnable";
  1099. }
  1100. else {
  1101. mapannounce "arug_cas03","The 2nd Guardian Stone has been repaired successfully.",bc_map,"0x00ff00";
  1102. }
  1103. if ($agit_ar03[5] == 1) {
  1104. donpcevent "#aru03_gard02::OnEnable";
  1105. }
  1106. end;
  1107. }
  1108. }
  1109. }
  1110. else {
  1111. mes "^3355FFAfter all of that work...";
  1112. mes "It looks like you failed";
  1113. mes "to fix the Guardian Stone,";
  1114. mes "and lost some materials.^000000";
  1115. delitem 7049,10; //Stone
  1116. delitem 717,2; //Blue_Gemstone
  1117. delitem 715,2; //Yellow_Gemstone
  1118. delitem 716,2; //Red_Gemstone
  1119. close;
  1120. }
  1121. }
  1122. else {
  1123. mes "^3355FFYou don't have enough";
  1124. mes "materials to repair";
  1125. mes "the Guardian Stone.^000000";
  1126. close;
  1127. }
  1128. }
  1129. }
  1130. end;
  1131. OnInit:
  1132. disablenpc "2nd Guardian Stone#aru03";
  1133. end;
  1134. OnEnable:
  1135. enablenpc "2nd Guardian Stone#aru03";
  1136. specialeffect EF_MAPPILLAR2;
  1137. end;
  1138. OnDisable:
  1139. disablenpc "2nd Guardian Stone#aru03";
  1140. end;
  1141. }
  1142. arug_cas03,2,1,0 script #aru03_RL00 -1,{
  1143. OnEnable:
  1144. setwall "arug_cas03",138,110,8,6,0,"aru03_RL00";
  1145. guardian "arug_cas03",139,111," ",1905,"#aru03_RL00::OnBarrierDestroyed"; //24;
  1146. guardian "arug_cas03",141,111," ",1905,"#aru03_RL00::OnBarrierDestroyed"; //25;
  1147. guardian "arug_cas03",143,111," ",1905,"#aru03_RL00::OnBarrierDestroyed"; //26;
  1148. guardian "arug_cas03",145,111," ",1905,"#aru03_RL00::OnBarrierDestroyed"; //27;
  1149. end;
  1150. OnDisable:
  1151. delwall "aru03_RL00";
  1152. killmonster "arug_cas03","#aru03_RL00::OnBarrierDestroyed";
  1153. end;
  1154. OnBarrierDestroyed:
  1155. end;
  1156. }
  1157. arug_cas03,2,2,0 script #aru03_RL01 -1,{
  1158. OnEnable:
  1159. set .MyMobCount,6;
  1160. setwall "arug_cas03",139,158,6,6,1,"aru03_RL01";
  1161. guardian "arug_cas03",140,157," ",1905,"#aru03_RL01::OnBarrierDestroyed"; //28;
  1162. guardian "arug_cas03",142,157," ",1905,"#aru03_RL01::OnBarrierDestroyed"; //29;
  1163. guardian "arug_cas03",144,157," ",1905,"#aru03_RL01::OnBarrierDestroyed"; //30;
  1164. guardian "arug_cas03",139,156," ",1905,"#aru03_RL01::OnBarrierDestroyed"; //31;
  1165. guardian "arug_cas03",141,156," ",1905,"#aru03_RL01::OnBarrierDestroyed"; //32;
  1166. guardian "arug_cas03",143,156," ",1905,"#aru03_RL01::OnBarrierDestroyed"; //33;
  1167. end;
  1168. OnBarrierDestroyed:
  1169. set .MyMobCount,.MyMobCount-1;
  1170. if (.MyMobCount == 0) {
  1171. setarray $agit_ar03[2],1;
  1172. mapannounce "arug_cas03","The 1st Fortress Gate is destroyed.",bc_map,"0x00ff00";
  1173. delwall "aru03_RL01";
  1174. }
  1175. end;
  1176. OnDisable:
  1177. delwall "aru03_RL01";
  1178. killmonster "arug_cas03","#aru03_RL01::OnBarrierDestroyed";
  1179. end;
  1180. }
  1181. arug_cas03,2,3,0 script #aru03_RL02 -1,{
  1182. OnEnable:
  1183. set .MyMobCount,6;
  1184. setwall "arug_cas03",138,210,8,6,1,"aru03_RL02";
  1185. guardian "arug_cas03",140,209," ",1905,"#aru03_RL02::OnBarrierDestroyed"; //34;
  1186. guardian "arug_cas03",142,209," ",1905,"#aru03_RL02::OnBarrierDestroyed"; //35;
  1187. guardian "arug_cas03",144,209," ",1905,"#aru03_RL02::OnBarrierDestroyed"; //36;
  1188. guardian "arug_cas03",139,208," ",1905,"#aru03_RL02::OnBarrierDestroyed"; //37;
  1189. guardian "arug_cas03",141,208," ",1905,"#aru03_RL02::OnBarrierDestroyed"; //38;
  1190. guardian "arug_cas03",143,208," ",1905,"#aru03_RL02::OnBarrierDestroyed"; //39;
  1191. end;
  1192. OnBarrierDestroyed:
  1193. set .MyMobCount,.MyMobCount-1;
  1194. if (.MyMobCount == 0) {
  1195. setarray $agit_ar03[3],1;
  1196. mapannounce "arug_cas03","The 2nd Fortress Gate is destroyed.",bc_map,"0x00ff00";
  1197. delwall "aru03_RL02";
  1198. }
  1199. end;
  1200. OnDisable:
  1201. delwall "aru03_RL02";
  1202. killmonster "arug_cas03","#aru03_RL02::OnBarrierDestroyed";
  1203. end;
  1204. }
  1205. arug_cas03,2,4,0 script #aru03_RL03 -1,{
  1206. OnEnable:
  1207. set .MyMobCount,4;
  1208. setwall "arug_cas03",138,263,8,6,1,"aru03_RL03";
  1209. guardian "arug_cas03",139,262," ",1905,"#aru03_RL03::OnBarrierDestroyed"; //40;
  1210. guardian "arug_cas03",141,262," ",1905,"#aru03_RL03::OnBarrierDestroyed"; //41;
  1211. guardian "arug_cas03",143,262," ",1905,"#aru03_RL03::OnBarrierDestroyed"; //42;
  1212. guardian "arug_cas03",145,262," ",1905,"#aru03_RL03::OnBarrierDestroyed"; //43;
  1213. end;
  1214. OnBarrierDestroyed:
  1215. set .MyMobCount,.MyMobCount-1;
  1216. if (.MyMobCount == 0) {
  1217. setarray $agit_ar03[4],1;
  1218. mapannounce "arug_cas03","The 3rd Fortress Gate is destroyed!",bc_map,"0x00ff00";
  1219. delwall "aru03_RL03";
  1220. }
  1221. end;
  1222. OnDisable:
  1223. delwall "aru03_RL03";
  1224. killmonster "arug_cas03","#aru03_RL03::OnBarrierDestroyed";
  1225. end;
  1226. }
  1227. arug_cas03,136,158,0 script Control Device01#aru03 111,{
  1228. set .@GID, GetCastleData("arug_cas03",1);
  1229. if (getcharid(2) == .@GID) {
  1230. if (strcharinfo(0) == getguildmaster(.@GID)) {
  1231. if ($agit_ar03[2] == 2) {
  1232. mes "^3355FFDemolished Fortress";
  1233. mes "Gates can be repaired,";
  1234. mes "but you will need to gather";
  1235. mes "the following materials.^000000";
  1236. next;
  1237. mes "^4D4DFF10 Steel^000000,";
  1238. mes "^4D4DFF30 Trunks^000000,";
  1239. mes "^4D4DFF5 Oridecon^000000, and";
  1240. mes "^4D4DFF10 Emveretarcon^000000.";
  1241. next;
  1242. select("Continue");
  1243. if ((countitem(1019) > 29) && (countitem(999) > 9) && (countitem(1011) > 9) && (countitem(984) > 4)) {
  1244. mes "^3355FFYou will need Trunks to";
  1245. mes "repair the support frame,";
  1246. mes "Oridecon to enhance the";
  1247. mes "gate's endurance, and";
  1248. mes "Emveretarcon to basically";
  1249. mes "hold everything together.^000000";
  1250. next;
  1251. set .@ro_of01,rand(10,15);
  1252. while(1) {
  1253. if (.@ro_of02 == .@ro_of01) {
  1254. break;
  1255. }
  1256. else {
  1257. switch(rand(1,4)) {
  1258. case 1:
  1259. mes "^3355FFThe support frame";
  1260. mes "is badly damaged:";
  1261. mes "fixing this part";
  1262. mes "is a top priority.^000000";
  1263. next;
  1264. switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
  1265. case 1:
  1266. mes "^3355FFThe frame has been";
  1267. mes "reinforced with wood.^000000";
  1268. set .@rp_temp,.@rp_temp + 1;
  1269. set .@ro_of02,.@ro_of02 + 1;
  1270. specialeffect2 EF_REPAIRWEAPON;
  1271. next;
  1272. break;
  1273. case 2:
  1274. mes "^3355FFYou tried using steel,";
  1275. mes "but it's not working very";
  1276. mes "well. You'll have to try";
  1277. mes "something else.^000000";
  1278. close;
  1279. case 3:
  1280. mes "^3355FFYou tried using emveretarcon";
  1281. mes "to reinforce the gate, but it's";
  1282. mes "not working well at all.";
  1283. mes "You'll have to start over.^000000";
  1284. close;
  1285. case 4:
  1286. mes "^3355FFYou tried using oridecon,";
  1287. mes "but it's not working very";
  1288. mes "well. You'll have to try";
  1289. mes "something else.^000000";
  1290. close;
  1291. }
  1292. break;
  1293. case 2:
  1294. mes "^3355FFIt looks like the gate's";
  1295. mes "overall endurance needs to";
  1296. mes "be reinforced with something.^000000";
  1297. next;
  1298. switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
  1299. case 1:
  1300. mes "^3355FFYou tried using wood";
  1301. mes "to reinforce the gate.^000000";
  1302. set .@ro_of02,.@ro_of02 + 1;
  1303. next;
  1304. break;
  1305. case 2:
  1306. mes "^3355FFYou tried using steel";
  1307. mes "to reinforce the gate, but";
  1308. mes "it's not working well at all.";
  1309. mes "You'll have to start over.^000000";
  1310. close;
  1311. case 3:
  1312. mes "^3355FFYou tried using emveretarcon";
  1313. mes "to reinforce the gate, but it's";
  1314. mes "not working well at all.";
  1315. mes "You'll have to start over.^000000";
  1316. close;
  1317. case 4:
  1318. mes "^3355FFYou hammered the";
  1319. mes "oridecon: it looks";
  1320. mes "like this will work.^000000";
  1321. set .@rp_temp,.@rp_temp + 1;
  1322. set .@ro_of02,.@ro_of02 + 1;
  1323. specialeffect2 EF_REPAIRWEAPON;
  1324. next;
  1325. break;
  1326. }
  1327. break;
  1328. case 3:
  1329. mes "^3355FFThe damage to the gate";
  1330. mes "has caused all these";
  1331. mes "cracks. You'll have to";
  1332. mes "weld them solid somehow.^000000";
  1333. next;
  1334. switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
  1335. case 1:
  1336. mes "^3355FFYou tried using wood to fix";
  1337. mes "this problem, but it seems";
  1338. mes "to have made it worse.";
  1339. mes "You'll have to start all over.^000000";
  1340. close;
  1341. case 2:
  1342. mes "^3355FFYou used steel to weld";
  1343. mes "all the cracks: the gate is";
  1344. mes "is starting to look more solid.^000000";
  1345. set .@rp_temp,.@rp_temp + 1;
  1346. set .@ro_of02,.@ro_of02 + 1;
  1347. specialeffect2 EF_REPAIRWEAPON;
  1348. next;
  1349. break;
  1350. case 3:
  1351. mes "^3355FFYou tried using emveretarcon";
  1352. mes "to reinforce the gate, but it's";
  1353. mes "not working well at all.";
  1354. mes "You'll have to start over.^000000";
  1355. close;
  1356. case 4:
  1357. mes "^3355FFYou tried using oridecon,";
  1358. mes "but it's not working very";
  1359. mes "well. You'll have to try";
  1360. mes "something else.^000000";
  1361. close;
  1362. }
  1363. break;
  1364. case 4:
  1365. mes "^3355FFNow you need to make";
  1366. mes "sure that the gate is held";
  1367. mes "together pretty solidly.^000000";
  1368. next;
  1369. switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
  1370. case 1:
  1371. mes "^3355FFYou tried using wood to fix";
  1372. mes "this problem, but it seems";
  1373. mes "to have made it worse.";
  1374. mes "You'll have to start all over.^000000";
  1375. close;
  1376. case 2:
  1377. mes "^3355FFYou tried using steel,";
  1378. mes "but it's not working very";
  1379. mes "well. You'll have to try";
  1380. mes "something else.^000000";
  1381. close;
  1382. case 3:
  1383. mes "^3355FFYou successfully used";
  1384. mes "the emveretarcon to repair";
  1385. mes "much of the gate's damage.^000000";
  1386. set .@rp_temp,.@rp_temp + 1;
  1387. set .@ro_of02,.@ro_of02 + 1;
  1388. specialeffect2 EF_REPAIRWEAPON;
  1389. next;
  1390. break;
  1391. case 4:
  1392. mes "^3355FFYou tried using oridecon,";
  1393. mes "but it's not working very";
  1394. mes "well. You'll have to try";
  1395. mes "something else.^000000";
  1396. close;
  1397. }
  1398. }
  1399. }
  1400. }
  1401. mes "^3355FFWell, it looks like";
  1402. mes "you're just about done";
  1403. mes "with repairing the gate.^000000";
  1404. next;
  1405. if (agitcheck2() == 0) {
  1406. mes "^3355FFUnfortunately, the Fortress";
  1407. mes "Gate can't be reconstructed:";
  1408. mes "the Emperium is no longer here.^000000";
  1409. close;
  1410. }
  1411. else {
  1412. if (.@rp_temp == .@ro_of01) {
  1413. mes "^3355FFThe Fortress Gate has";
  1414. mes "been successfully repaired!^000000";
  1415. delitem 1019,30; //Wooden_Block
  1416. delitem 999,10; //Steel
  1417. delitem 1011,10; //Emveretarcon
  1418. delitem 984,5; //Oridecon
  1419. close2;
  1420. donpcevent "#aru03_RL01::OnEnable";
  1421. disablenpc "Control Device01#aru03";
  1422. mapannounce "arug_cas03","The 1st Fortress Gate has been reconstructed!",bc_map,"0x00ff00";
  1423. setarray $agit_ar03[2],0;
  1424. end;
  1425. }
  1426. else {
  1427. mes "^3355FFThe wall has been breached,";
  1428. mes "and the attempt to repair the";
  1429. mes "Fortress Gate has failed.";
  1430. mes "You lost some of your";
  1431. mes "repair resources...^000000";
  1432. delitem 984,2; //Oridecon
  1433. delitem 999,4; //Steel
  1434. delitem 1019,14; //Wooden_Block
  1435. delitem 1011,3; //Emveretarcon
  1436. close;
  1437. }
  1438. }
  1439. }
  1440. else {
  1441. mes "^3355FFYou can't attempt to repair";
  1442. mes "the Fortress Gate if you don't";
  1443. mes "have all the needed materials.^000000";
  1444. close;
  1445. }
  1446. }
  1447. }
  1448. }
  1449. end;
  1450. OnInit:
  1451. disablenpc "Control Device01#aru03";
  1452. end;
  1453. OnEnable:
  1454. enablenpc "Control Device01#aru03";
  1455. end;
  1456. OnDisable:
  1457. disablenpc "Control Device01#aru03";
  1458. end;
  1459. }
  1460. arug_cas03,135,212,0 script Control Device02#aru03 111,{
  1461. set .@GID, GetCastleData("arug_cas03",1);
  1462. if (getcharid(2) == .@GID) {
  1463. if (strcharinfo(0) == getguildmaster(.@GID)) {
  1464. if ($agit_ar03[3] == 2) {
  1465. mes "^3355FFDemolished Fortress";
  1466. mes "Gates can be repaired,";
  1467. mes "but you will need to gather";
  1468. mes "the following materials.^000000";
  1469. next;
  1470. mes "^4D4DFF10 Steel^000000,";
  1471. mes "^4D4DFF30 Trunks^000000,";
  1472. mes "^4D4DFF5 Oridecon^000000, and";
  1473. mes "^4D4DFF10 Emveretarcon^000000.";
  1474. next;
  1475. select("Continue");
  1476. if ((countitem(1019) > 29) && (countitem(999) > 9) && (countitem(1011) > 9) && (countitem(984) > 4)) {
  1477. mes "^3355FFYou will need Trunks to";
  1478. mes "repair the support frame,";
  1479. mes "Oridecon to enhance the";
  1480. mes "gate's endurance, and";
  1481. mes "Emveretarcon to basically";
  1482. mes "hold everything together.^000000";
  1483. next;
  1484. set .@ro_of01,rand(10,15);
  1485. while(1) {
  1486. if (.@ro_of02 == .@ro_of01) {
  1487. break;
  1488. }
  1489. else {
  1490. switch(rand(1,4)) {
  1491. case 1:
  1492. mes "^3355FFThe support frame";
  1493. mes "is badly damaged:";
  1494. mes "fixing this part";
  1495. mes "is a top priority.^000000";
  1496. next;
  1497. switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
  1498. case 1:
  1499. mes "^3355FFThe frame has been";
  1500. mes "reinforced with wood.^000000";
  1501. set .@rp_temp,.@rp_temp + 1;
  1502. set .@ro_of02,.@ro_of02 + 1;
  1503. specialeffect2 EF_REPAIRWEAPON;
  1504. next;
  1505. break;
  1506. case 2:
  1507. mes "^3355FFYou tried using steel,";
  1508. mes "but it's not working very";
  1509. mes "well. You'll have to try";
  1510. mes "something else.^000000";
  1511. close;
  1512. case 3:
  1513. mes "^3355FFYou tried using emveretarcon";
  1514. mes "to reinforce the gate, but it's";
  1515. mes "not working well at all.";
  1516. mes "You'll have to start over.^000000";
  1517. close;
  1518. case 4:
  1519. mes "^3355FFYou tried using oridecon,";
  1520. mes "but it's not working very";
  1521. mes "well. You'll have to try";
  1522. mes "something else.^000000";
  1523. close;
  1524. }
  1525. break;
  1526. case 2:
  1527. mes "^3355FFIt looks like the gate's";
  1528. mes "overall endurance needs to";
  1529. mes "be reinforced with something.^000000";
  1530. next;
  1531. switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
  1532. case 1:
  1533. mes "^3355FFYou tried using wood";
  1534. mes "to reinforce the gate.^000000";
  1535. set .@ro_of02,.@ro_of02 + 1;
  1536. next;
  1537. break;
  1538. case 2:
  1539. mes "^3355FFYou tried using steel";
  1540. mes "to reinforce the gate, but";
  1541. mes "it's not working well at all.";
  1542. mes "You'll have to start over.^000000";
  1543. close;
  1544. case 3:
  1545. mes "^3355FFYou tried using emveretarcon";
  1546. mes "to reinforce the gate, but it's";
  1547. mes "not working well at all.";
  1548. mes "You'll have to start over.^000000";
  1549. close;
  1550. case 4:
  1551. mes "^3355FFYou hammered the";
  1552. mes "oridecon: it looks";
  1553. mes "like this will work.^000000";
  1554. set .@rp_temp,.@rp_temp + 1;
  1555. set .@ro_of02,.@ro_of02 + 1;
  1556. specialeffect2 EF_REPAIRWEAPON;
  1557. next;
  1558. break;
  1559. }
  1560. break;
  1561. case 3:
  1562. mes "^3355FFThe damage to the gate";
  1563. mes "has caused all these";
  1564. mes "cracks. You'll have to";
  1565. mes "weld them solid somehow.^000000";
  1566. next;
  1567. switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
  1568. case 1:
  1569. mes "^3355FFYou tried using wood to fix";
  1570. mes "this problem, but it seems";
  1571. mes "to have made it worse.";
  1572. mes "You'll have to start all over.^000000";
  1573. close;
  1574. case 2:
  1575. mes "^3355FFYou used steel to weld";
  1576. mes "all the cracks: the gate is";
  1577. mes "is starting to look more solid.^000000";
  1578. set .@rp_temp,.@rp_temp + 1;
  1579. set .@ro_of02,.@ro_of02 + 1;
  1580. specialeffect2 EF_REPAIRWEAPON;
  1581. next;
  1582. break;
  1583. case 3:
  1584. mes "^3355FFYou tried using emveretarcon";
  1585. mes "to reinforce the gate, but it's";
  1586. mes "not working well at all.";
  1587. mes "You'll have to start over.^000000";
  1588. close;
  1589. case 4:
  1590. mes "^3355FFYou tried using oridecon,";
  1591. mes "but it's not working very";
  1592. mes "well. You'll have to try";
  1593. mes "something else.^000000";
  1594. close;
  1595. }
  1596. break;
  1597. case 4:
  1598. mes "^3355FFNow you need to make";
  1599. mes "sure that the gate is held";
  1600. mes "together pretty solidly.^000000";
  1601. next;
  1602. switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
  1603. case 1:
  1604. mes "^3355FFYou tried using wood to fix";
  1605. mes "this problem, but it seems";
  1606. mes "to have made it worse.";
  1607. mes "You'll have to start all over.^000000";
  1608. close;
  1609. case 2:
  1610. mes "^3355FFYou tried using steel,";
  1611. mes "but it's not working very";
  1612. mes "well. You'll have to try";
  1613. mes "something else.^000000";
  1614. close;
  1615. case 3:
  1616. mes "^3355FFYou successfully used";
  1617. mes "the emveretarcon to repair";
  1618. mes "much of the gate's damage.^000000";
  1619. set .@rp_temp,.@rp_temp + 1;
  1620. set .@ro_of02,.@ro_of02 + 1;
  1621. specialeffect2 EF_REPAIRWEAPON;
  1622. next;
  1623. break;
  1624. case 4:
  1625. mes "^3355FFYou tried using oridecon,";
  1626. mes "but it's not working very";
  1627. mes "well. You'll have to try";
  1628. mes "something else.^000000";
  1629. close;
  1630. }
  1631. }
  1632. }
  1633. }
  1634. mes "^3355FFWell, it looks like";
  1635. mes "you're just about done";
  1636. mes "with repairing the gate.^000000";
  1637. next;
  1638. if (agitcheck2() == 0) {
  1639. mes "^3355FFUnfortunately, the Fortress";
  1640. mes "Gate can't be reconstructed:";
  1641. mes "the Emperium is no longer here.^000000";
  1642. close;
  1643. }
  1644. else {
  1645. if (.@rp_temp == .@ro_of01) {
  1646. mes "^3355FFThe Fortress Gate has";
  1647. mes "been successfully repaired!^000000";
  1648. delitem 1019,30; //Wooden_Block
  1649. delitem 999,10; //Steel
  1650. delitem 1011,10; //Emveretarcon
  1651. delitem 984,5; //Oridecon
  1652. close2;
  1653. donpcevent "#aru03_RL02::OnEnable";
  1654. disablenpc "Control Device02#aru03";
  1655. mapannounce "arug_cas03","The 2nd Fortress Gate has been reconstructed!",bc_map,"0x00ff00";
  1656. setarray $agit_ar03[3],0; //Global Variable
  1657. setarray $agit_ar03[2],2; //Global Variable
  1658. donpcevent "Control Device01#aru03::OnEnable";
  1659. end;
  1660. }
  1661. else {
  1662. mes "^3355FFThe wall has been breached,";
  1663. mes "and the attempt to repair the";
  1664. mes "Fortress Gate has failed.";
  1665. mes "You lost some of your";
  1666. mes "repair resources...^000000";
  1667. delitem 984,2; //Oridecon
  1668. delitem 999,4; //Steel
  1669. delitem 1019,14; //Wooden_Block
  1670. delitem 1011,3; //Emveretarcon
  1671. close;
  1672. }
  1673. }
  1674. }
  1675. else {
  1676. mes "^3355FFYou can't attempt to repair";
  1677. mes "the Fortress Gate if you don't";
  1678. mes "have all the needed materials.^000000";
  1679. close;
  1680. }
  1681. }
  1682. }
  1683. }
  1684. end;
  1685. OnInit:
  1686. disablenpc "Control Device02#aru03";
  1687. end;
  1688. OnEnable:
  1689. enablenpc "Control Device02#aru03";
  1690. end;
  1691. OnDisable:
  1692. disablenpc "Control Device02#aru03";
  1693. end;
  1694. }
  1695. arug_cas03,134,266,0 script Control Device03#aru03 111,{
  1696. set .@GID, GetCastleData("arug_cas03",1);
  1697. if (getcharid(2) == .@GID) {
  1698. if (strcharinfo(0) == getguildmaster(.@GID)) {
  1699. if ($agit_ar03[4] == 2) {
  1700. mes "^3355FFDemolished Fortress";
  1701. mes "Gates can be repaired,";
  1702. mes "but you will need to gather";
  1703. mes "the following materials.^000000";
  1704. next;
  1705. mes "^4D4DFF10 Steel^000000,";
  1706. mes "^4D4DFF30 Trunks^000000,";
  1707. mes "^4D4DFF5 Oridecon^000000, and";
  1708. mes "^4D4DFF10 Emveretarcon^000000.";
  1709. next;
  1710. select("Continue");
  1711. if ((countitem(1019) > 29) && (countitem(999) > 9) && (countitem(1011) > 9) && (countitem(984) > 4)) {
  1712. mes "^3355FFYou will need Trunks to";
  1713. mes "repair the support frame,";
  1714. mes "Oridecon to enhance the";
  1715. mes "gate's endurance, and";
  1716. mes "Emveretarcon to basically";
  1717. mes "hold everything together.^000000";
  1718. next;
  1719. set .@ro_of01,rand(10,15);
  1720. while(1) {
  1721. if (.@ro_of02 == .@ro_of01) {
  1722. break;
  1723. }
  1724. else {
  1725. switch(rand(1,4)) {
  1726. case 1:
  1727. mes "^3355FFThe support frame";
  1728. mes "is badly damaged:";
  1729. mes "fixing this part";
  1730. mes "is a top priority.^000000";
  1731. next;
  1732. switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
  1733. case 1:
  1734. mes "^3355FFThe frame has been";
  1735. mes "reinforced with wood.^000000";
  1736. set .@rp_temp,.@rp_temp + 1;
  1737. set .@ro_of02,.@ro_of02 + 1;
  1738. specialeffect2 EF_REPAIRWEAPON;
  1739. next;
  1740. break;
  1741. case 2:
  1742. mes "^3355FFYou tried using steel,";
  1743. mes "but it's not working very";
  1744. mes "well. You'll have to try";
  1745. mes "something else.^000000";
  1746. close;
  1747. case 3:
  1748. mes "^3355FFYou tried using emveretarcon";
  1749. mes "to reinforce the gate, but it's";
  1750. mes "not working well at all.";
  1751. mes "You'll have to start over.^000000";
  1752. close;
  1753. case 4:
  1754. mes "^3355FFYou tried using oridecon,";
  1755. mes "but it's not working very";
  1756. mes "well. You'll have to try";
  1757. mes "something else.^000000";
  1758. close;
  1759. }
  1760. break;
  1761. case 2:
  1762. mes "^3355FFIt looks like the gate's";
  1763. mes "overall endurance needs to";
  1764. mes "be reinforced with something.^000000";
  1765. next;
  1766. switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
  1767. case 1:
  1768. mes "^3355FFYou tried using wood";
  1769. mes "to reinforce the gate.^000000";
  1770. set .@ro_of02,.@ro_of02 + 1;
  1771. next;
  1772. break;
  1773. case 2:
  1774. mes "^3355FFYou tried using steel";
  1775. mes "to reinforce the gate, but";
  1776. mes "it's not working well at all.";
  1777. mes "You'll have to start over.^000000";
  1778. close;
  1779. case 3:
  1780. mes "^3355FFYou tried using emveretarcon";
  1781. mes "to reinforce the gate, but it's";
  1782. mes "not working well at all.";
  1783. mes "You'll have to start over.^000000";
  1784. close;
  1785. case 4:
  1786. mes "^3355FFYou hammered the";
  1787. mes "oridecon: it looks";
  1788. mes "like this will work.^000000";
  1789. set .@rp_temp,.@rp_temp + 1;
  1790. set .@ro_of02,.@ro_of02 + 1;
  1791. specialeffect2 EF_REPAIRWEAPON;
  1792. next;
  1793. break;
  1794. }
  1795. break;
  1796. case 3:
  1797. mes "^3355FFThe damage to the gate";
  1798. mes "has caused all these";
  1799. mes "cracks. You'll have to";
  1800. mes "weld them solid somehow.^000000";
  1801. next;
  1802. switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
  1803. case 1:
  1804. mes "^3355FFYou tried using wood to fix";
  1805. mes "this problem, but it seems";
  1806. mes "to have made it worse.";
  1807. mes "You'll have to start all over.^000000";
  1808. close;
  1809. case 2:
  1810. mes "^3355FFYou used steel to weld";
  1811. mes "all the cracks: the gate is";
  1812. mes "is starting to look more solid.^000000";
  1813. set .@rp_temp,.@rp_temp + 1;
  1814. set .@ro_of02,.@ro_of02 + 1;
  1815. specialeffect2 EF_REPAIRWEAPON;
  1816. next;
  1817. break;
  1818. case 3:
  1819. mes "^3355FFYou tried using emveretarcon";
  1820. mes "to reinforce the gate, but it's";
  1821. mes "not working well at all.";
  1822. mes "You'll have to start over.^000000";
  1823. close;
  1824. case 4:
  1825. mes "^3355FFYou tried using oridecon,";
  1826. mes "but it's not working very";
  1827. mes "well. You'll have to try";
  1828. mes "something else.^000000";
  1829. close;
  1830. }
  1831. break;
  1832. case 4:
  1833. mes "^3355FFNow you need to make";
  1834. mes "sure that the gate is held";
  1835. mes "together pretty solidly.^000000";
  1836. next;
  1837. switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
  1838. case 1:
  1839. mes "^3355FFYou tried using wood to fix";
  1840. mes "this problem, but it seems";
  1841. mes "to have made it worse.";
  1842. mes "You'll have to start all over.^000000";
  1843. close;
  1844. case 2:
  1845. mes "^3355FFYou tried using steel,";
  1846. mes "but it's not working very";
  1847. mes "well. You'll have to try";
  1848. mes "something else.^000000";
  1849. close;
  1850. case 3:
  1851. mes "^3355FFYou successfully used";
  1852. mes "the emveretarcon to repair";
  1853. mes "much of the gate's damage.^000000";
  1854. set .@rp_temp,.@rp_temp + 1;
  1855. set .@ro_of02,.@ro_of02 + 1;
  1856. specialeffect2 EF_REPAIRWEAPON;
  1857. next;
  1858. break;
  1859. case 4:
  1860. mes "^3355FFYou tried using oridecon,";
  1861. mes "but it's not working very";
  1862. mes "well. You'll have to try";
  1863. mes "something else.^000000";
  1864. close;
  1865. }
  1866. }
  1867. }
  1868. }
  1869. mes "^3355FFWell, it looks like";
  1870. mes "you're just about done";
  1871. mes "with repairing the gate.^000000";
  1872. next;
  1873. if (agitcheck2() == 0) {
  1874. mes "^3355FFUnfortunately, the Fortress";
  1875. mes "Gate can't be reconstructed:";
  1876. mes "the Emperium is no longer here.^000000";
  1877. close;
  1878. }
  1879. else {
  1880. if (.@rp_temp == .@ro_of01) {
  1881. mes "^3355FFThe Fortress Gate has";
  1882. mes "been successfully repaired!^000000";
  1883. delitem 1019,30; //Wooden_Block
  1884. delitem 999,10; //Steel
  1885. delitem 1011,10; //Emveretarcon
  1886. delitem 984,5; //Oridecon
  1887. close2;
  1888. donpcevent "#aru03_RL03::OnEnable";
  1889. disablenpc "Control Device03#aru03";
  1890. mapannounce "arug_cas03","The 3rd Fortress Gate has been reconstructed!",bc_map,"0x00ff00";
  1891. setarray $agit_ar03[4],0;
  1892. setarray $agit_ar03[3],2;
  1893. donpcevent "Control Device02#aru03::OnEnable";
  1894. end;
  1895. }
  1896. else {
  1897. mes "^3355FFThe wall has been breached,";
  1898. mes "and the attempt to repair the";
  1899. mes "Fortress Gate has failed.";
  1900. mes "You lost some of your";
  1901. mes "repair resources...^000000";
  1902. delitem 984,2; //Oridecon
  1903. delitem 999,4; //Steel
  1904. delitem 1019,14; //Wooden_Block
  1905. delitem 1011,3; //Emveretarcon
  1906. close;
  1907. }
  1908. }
  1909. }
  1910. else {
  1911. mes "^3355FFYou can't attempt to repair";
  1912. mes "the Fortress Gate if you don't";
  1913. mes "have all the needed materials.^000000";
  1914. close;
  1915. }
  1916. }
  1917. }
  1918. }
  1919. end;
  1920. OnInit:
  1921. disablenpc "Control Device03#aru03";
  1922. end;
  1923. OnEnable:
  1924. enablenpc "Control Device03#aru03";
  1925. end;
  1926. OnDisable:
  1927. disablenpc "Control Device03#aru03";
  1928. end;
  1929. }
  1930. // Link Flags
  1931. arug_cas03,122,314,0 script LF-01#arug_cas03 111,{
  1932. set .@GID, GetCastleData("arug_cas03",1);
  1933. if (getcharid(2) == .@GID) {
  1934. mes "^3355FFThis is the Stronghold";
  1935. mes "Teleport Service. Please";
  1936. mes "choose a destination";
  1937. mes "within the stronghold.^000000";
  1938. switch(select("First Gate House:Second Gate House:Cancel")) {
  1939. case 1:
  1940. warp "arug_cas03",84,158;
  1941. end;
  1942. case 2:
  1943. warp "arug_cas03",197,136;
  1944. end;
  1945. case 3:
  1946. close;
  1947. }
  1948. }
  1949. end;
  1950. }
  1951. arug_cas03,125,314,0 script LF-02#arug_cas03 111,{
  1952. set .@GID, GetCastleData("arug_cas03",1);
  1953. if (getcharid(2) == .@GID) {
  1954. mes "^3355FFThis is the Stronghold";
  1955. mes "Teleport Service. Please";
  1956. mes "choose a destination";
  1957. mes "within the stronghold.^000000";
  1958. switch(select("Defense Area 1-1:Defense Area 1-2:Cancel")) {
  1959. case 1:
  1960. warp "arug_cas03",65,94;
  1961. end;
  1962. case 2:
  1963. warp "arug_cas03",211,97;
  1964. end;
  1965. case 3:
  1966. close;
  1967. }
  1968. }
  1969. end;
  1970. }
  1971. arug_cas03,128,314,0 script LF-03#arug_cas03 111,{
  1972. set .@GID, GetCastleData("arug_cas03",1);
  1973. if (getcharid(2) == .@GID) {
  1974. mes "^3355FFThis is the Stronghold";
  1975. mes "Teleport Service. Please";
  1976. mes "choose a destination";
  1977. mes "within the stronghold.^000000";
  1978. switch(select("Defense Area 1-3:Defense Area 1-4:Cancel")) {
  1979. case 1:
  1980. warp "arug_cas03",112,73;
  1981. end;
  1982. case 2:
  1983. warp "arug_cas03",171,73;
  1984. end;
  1985. case 3:
  1986. close;
  1987. }
  1988. }
  1989. end;
  1990. }
  1991. arug_cas03,131,314,0 script LF-04#arug_cas03 111,{
  1992. set .@GID, GetCastleData("arug_cas03",1);
  1993. if (getcharid(2) == .@GID) {
  1994. mes "^3355FFThis is the Stronghold";
  1995. mes "Teleport Service. Please";
  1996. mes "choose a destination";
  1997. mes "within the stronghold.^000000";
  1998. switch(select("Defense Area 2-1:Defense Area 2-2:Cancel")) {
  1999. case 1:
  2000. warp "arug_cas03",112,152;
  2001. end;
  2002. case 2:
  2003. warp "arug_cas03",172,152;
  2004. end;
  2005. case 3:
  2006. close;
  2007. }
  2008. }
  2009. end;
  2010. }
  2011. arug_cas03,134,314,0 script LF-05#arug_cas03 111,{
  2012. set .@GID, GetCastleData("arug_cas03",1);
  2013. if (getcharid(2) == .@GID) {
  2014. mes "^3355FFThis is the Stronghold";
  2015. mes "Teleport Service. Please";
  2016. mes "choose a destination";
  2017. mes "within the stronghold.^000000";
  2018. switch(select("Defense Area 2-3:Defense Area 2-4:Cancel")) {
  2019. case 1:
  2020. warp "arug_cas03",120,186;
  2021. end;
  2022. case 2:
  2023. warp "arug_cas03",162,186;
  2024. end;
  2025. case 3:
  2026. close;
  2027. }
  2028. }
  2029. end;
  2030. }
  2031. arug_cas03,149,314,0 script LF-06#arug_cas03 111,{
  2032. set .@GID, GetCastleData("arug_cas03",1);
  2033. if (getcharid(2) == .@GID) {
  2034. mes "^3355FFThis is the Stronghold";
  2035. mes "Teleport Service. Please";
  2036. mes "choose a destination";
  2037. mes "within the stronghold.^000000";
  2038. switch(select("Defense Area 3-1:Defense Area 3-2:Cancel")) {
  2039. case 1:
  2040. warp "arug_cas03",116,235;
  2041. end;
  2042. case 2:
  2043. warp "arug_cas03",164,235;
  2044. end;
  2045. case 3:
  2046. close;
  2047. }
  2048. }
  2049. end;
  2050. }
  2051. arug_cas03,152,314,0 script LF-07#arug_cas03 111,{
  2052. set .@GID, GetCastleData("arug_cas03",1);
  2053. if (getcharid(2) == .@GID) {
  2054. mes "^3355FFThis is the Stronghold";
  2055. mes "Teleport Service. Please";
  2056. mes "choose a destination";
  2057. mes "within the stronghold.^000000";
  2058. switch(select("Defense Area 1-1:Defense Area 2-1:Defense Area 3-1:Cancel")) {
  2059. case 1:
  2060. warp "arug_cas03",65,94;
  2061. end;
  2062. case 2:
  2063. warp "arug_cas03",112,152;
  2064. end;
  2065. case 3:
  2066. warp "arug_cas03",116,235;
  2067. end;
  2068. case 4:
  2069. close;
  2070. }
  2071. }
  2072. end;
  2073. }
  2074. arug_cas03,155,314,0 script LF-08#arug_cas03 111,{
  2075. set .@GID, GetCastleData("arug_cas03",1);
  2076. if (getcharid(2) == .@GID) {
  2077. mes "^3355FFThis is the Stronghold";
  2078. mes "Teleport Service. Please";
  2079. mes "choose a destination";
  2080. mes "within the stronghold.^000000";
  2081. switch(select("Defense Area 1-2:Defense Area 2-2:Defense Area 3-2:Cancel")) {
  2082. case 1:
  2083. warp "arug_cas03",211,97;
  2084. end;
  2085. case 2:
  2086. warp "arug_cas03",172,152;
  2087. end;
  2088. case 3:
  2089. warp "arug_cas03",164,235;
  2090. end;
  2091. case 4:
  2092. close;
  2093. }
  2094. }
  2095. end;
  2096. }
  2097. arug_cas03,158,314,0 script LF-09#arug_cas03 111,{
  2098. set .@GID, GetCastleData("arug_cas03",1);
  2099. if (getcharid(2) == .@GID) {
  2100. mes "^3355FFThis is the Stronghold";
  2101. mes "Teleport Service. Please";
  2102. mes "choose a destination";
  2103. mes "within the stronghold.^000000";
  2104. switch(select("Defense Area 1-4:Defense Area 2-4:Cancel")) {
  2105. case 1:
  2106. warp "arug_cas03",171,73;
  2107. end;
  2108. case 2:
  2109. warp "arug_cas03",162,186;
  2110. end;
  2111. case 3:
  2112. close;
  2113. }
  2114. }
  2115. end;
  2116. }
  2117. arug_cas03,161,314,0 script LF-10#arug_cas03 111,{
  2118. set .@GID, GetCastleData("arug_cas03",1);
  2119. if (getcharid(2) == .@GID) {
  2120. mes "^3355FFThis is the Stronghold";
  2121. mes "Teleport Service. Would";
  2122. mes "you like to teleport to the";
  2123. mes "Convenience Facility for";
  2124. mes "guild members?^000000";
  2125. switch(select("Go to Convenience Facility:Cancel")) {
  2126. case 1:
  2127. warp "arug_cas03",321,57;
  2128. end;
  2129. case 2:
  2130. close;
  2131. }
  2132. }
  2133. end;
  2134. }
  2135. arug_cas03,45,158,0 script Horn#LF_ar03_01::LF_ar03_01 111,{
  2136. set .@GID, GetCastleData("arug_cas03",1);
  2137. if (getcharid(2) == .@GID) {
  2138. mes "^3355FFThis is the Stronghold";
  2139. mes "Teleport Service. Would";
  2140. mes "you like to teleport to";
  2141. mes "the Emperium Center?^000000";
  2142. switch(select("Teleport:Cancel")) {
  2143. case 1:
  2144. warp "arug_cas03",121,318;
  2145. end;
  2146. case 2:
  2147. close;
  2148. }
  2149. }
  2150. end;
  2151. }
  2152. arug_cas03,226,156,0 duplicate(LF_ar03_01) Horn#LF_ar03_01 111
  2153. arug_cas03,134,62,4 duplicate(LF_ar03_01) Horn#LF_ar03_02 111
  2154. arug_cas03,149,62,4 duplicate(LF_ar03_01) Horn#LF_ar03_03 111
  2155. arug_cas03,123,154,0 duplicate(LF_ar03_01) Horn#LF_ar03_04 111
  2156. arug_cas03,160,154,0 duplicate(LF_ar03_01) Horn#LF_ar03_05 111
  2157. arug_cas03,135,205,0 duplicate(LF_ar03_01) Horn#LF_ar03_06 111
  2158. arug_cas03,148,205,0 duplicate(LF_ar03_01) Horn#LF_ar03_07 111
  2159. arug_cas03,134,260,0 duplicate(LF_ar03_01) Horn#LF_ar03_08 111
  2160. //arug_cas03,204,142,0 duplicate(LF_ar03_01) Horn#LF_ar03_09 111
  2161. arug_cas03,148,103,4 script Horn#LF_ar03_10::LF_ar03_02 722,{
  2162. set .@GID, GetCastleData("arug_cas03",1);
  2163. if (getcharid(2) == .@GID) {
  2164. mes "^3355FFThis is the Stronghold";
  2165. mes "Teleport Service. Would";
  2166. mes "you like to teleport to";
  2167. mes "the Emperium Center?^000000";
  2168. switch(select("Teleport:Cancel")) {
  2169. case 1:
  2170. warp "arug_cas03",121,318;
  2171. end;
  2172. case 2:
  2173. close;
  2174. }
  2175. }
  2176. end;
  2177. OnRecvCastleAr03:
  2178. FlagEmblem GetCastleData("arug_cas03",1);
  2179. end;
  2180. }
  2181. arug_cas03,135,103,4 duplicate(LF_ar03_02) Horn#LF_ar03_11 722
  2182. arug_cas03,63,51,7 duplicate(LF_ar03_02) Horn#LF_ar03_12 722
  2183. arug_cas03,214,51,1 duplicate(LF_ar03_02) Horn#LF_ar03_13 722
  2184. // Guild Manager
  2185. arug_cas03,328,98,3 script Steward#aru03 55,{
  2186. set .@GID, GetCastleData("arug_cas03",1);
  2187. if (.@GID == 0) {
  2188. mes "[ Steward ]";
  2189. mes "I await for the master";
  2190. mes "whom destiny will choose";
  2191. mes "for me. Do you think you";
  2192. mes "have to courage and strength";
  2193. mes "to conquer this stronghold?";
  2194. close;
  2195. }
  2196. if (getcharid(2) != .@GID || strcharinfo(0) != getguildmaster(.@GID)) {
  2197. mes "[ Steward ]";
  2198. mes "Hmpf. Your threats don't";
  2199. mes "scare me! Guardians, drive";
  2200. mes "this infidel away from here!";
  2201. mes "I will always be loyal to the";
  2202. mes "master of this stronghold,";
  2203. mes "the one and only ^FF0000" + getguildmaster(.@GID) + "^000000.";
  2204. close;
  2205. }
  2206. mes "[ Steward ]";
  2207. mes "Ah, Master ^FF0000" + getguildmaster(.@GID) + "^000000...";
  2208. mes "How shall I serve you today?";
  2209. mes "Was there an aspect of this";
  2210. mes "stronghold's maintenance";
  2211. mes "you wanted to discuss?";
  2212. next;
  2213. switch(select("Stronghold Briefing:Invest in Commercial Growth:Invest in Defense growth:Hire/Fire Storage Staff:Go to Master's room")) {
  2214. case 1:
  2215. mes "[ Steward ]";
  2216. mes "The Commercial Growth";
  2217. mes "Level of the stronghold is ^0000ff" + GetCastleData("arug_cas03",2) + ".";
  2218. if (GetCastleData("arug_cas03",4) > 0) {
  2219. mes "Last time, you invested in";
  2220. mes "Commercial Growth " + GetCastleData("arug_cas03",4) + ".";
  2221. }
  2222. next;
  2223. mes "[ Steward ]";
  2224. mes "Our stronghold's";
  2225. mes "safeguard level is " + GetCastleData("arug_cas03",3) + ".";
  2226. if (GetCastleData("arug_cas03",5) > 0) {
  2227. mes "Last time, you invested";
  2228. mes "in defense " + GetCastleData("arug_cas03",5) + " times.";
  2229. }
  2230. mes " ";
  2231. mes "That is all, master.";
  2232. close;
  2233. case 2:
  2234. set .@Economy,GetCastleData("arug_cas03",2);
  2235. if (.@Economy < 6) { set .@eco_invest,5000; }
  2236. else if ((.@Economy >= 6) && (.@Economy <= 10)) { set .@eco_invest,10000; }
  2237. else if ((.@Economy >= 11) && (.@Economy <= 15)) { set .@eco_invest,20000; }
  2238. else if ((.@Economy >= 16) && (.@Economy <= 20)) { set .@eco_invest,35000; }
  2239. else if ((.@Economy >= 21) && (.@Economy <= 25)) { set .@eco_invest,55000; }
  2240. else if ((.@Economy >= 26) && (.@Economy <= 30)) { set .@eco_invest,80000; }
  2241. else if ((.@Economy >= 31) && (.@Economy <= 35)) { set .@eco_invest,110000; }
  2242. else if ((.@Economy >= 36) && (.@Economy <= 40)) { set .@eco_invest,145000; }
  2243. else if ((.@Economy >= 41) && (.@Economy <= 45)) { set .@eco_invest,185000; }
  2244. else if ((.@Economy >= 46) && (.@Economy <= 50)) { set .@eco_invest,230000; }
  2245. else if ((.@Economy >= 51) && (.@Economy <= 55)) { set .@eco_invest,280000; }
  2246. else if ((.@Economy >= 56) && (.@Economy <= 60)) { set .@eco_invest,335000; }
  2247. else if ((.@Economy >= 61) && (.@Economy <= 65)) { set .@eco_invest,395000; }
  2248. else if ((.@Economy >= 66) && (.@Economy <= 70)) { set .@eco_invest,460000; }
  2249. else if ((.@Economy >= 71) && (.@Economy <= 75)) { set .@eco_invest,530000; }
  2250. else if ((.@Economy >= 76) && (.@Economy <= 80)) { set .@eco_invest,605000; }
  2251. else if ((.@Economy >= 81) && (.@Economy <= 85)) { set .@eco_invest,685000; }
  2252. else if ((.@Economy >= 86) && (.@Economy <= 90)) { set .@eco_invest,770000; }
  2253. else if ((.@Economy >= 91) && (.@Economy <= 95)) { set .@eco_invest,860000; }
  2254. else if ((.@Economy >= 96) && (.@Economy <= 100)) { set .@eco_invest,955000; }
  2255. //Quadruple the cost of investing if you've already invested once.
  2256. if (GetCastleData("arug_cas03",4)) {
  2257. set .@eco_invest,.@eco_invest*4;
  2258. }
  2259. mes "[ Steward ]";
  2260. mes "Raising the stronghold's";
  2261. mes "commercial growth will";
  2262. mes "increase the quantity of";
  2263. mes "goods produced for the guild.";
  2264. mes "Investing in commercial growth";
  2265. mes "will help the guild's future.";
  2266. next;
  2267. mes "[ Steward ]";
  2268. mes "You can make one investment";
  2269. mes "each day, but if you can make";
  2270. mes "two investments if you pay";
  2271. mes "more zeny: this will speed";
  2272. mes "up commercial development,";
  2273. mes "but can be quite expensive.";
  2274. next;
  2275. if (.@Economy == 100) {
  2276. mes "[ Steward ]";
  2277. mes "However, our stronghold's";
  2278. mes "commerical growth level is";
  2279. mes "at 100%. It's not possible to";
  2280. mes "develop commercial growth";
  2281. mes "any further than that.";
  2282. close;
  2283. }
  2284. if (GetCastleData("arug_cas03",4) == 2) {
  2285. mes "[ Steward ]";
  2286. mes "You've already made two";
  2287. mes "investments today, so you'll";
  2288. mes "have to wait until tomorrow";
  2289. mes "to make another investment.";
  2290. close;
  2291. }
  2292. if (GetCastleData("arug_cas03",4) == 0) {
  2293. mes "[ Steward ]";
  2294. mes "You must pay ^FF0000" + .@eco_invest + "^000000 zeny";
  2295. mes "to make an investment";
  2296. mes "Will you invest in this";
  2297. mes "stronghold's commerical";
  2298. mes "development now?";
  2299. }
  2300. else {
  2301. mes "[ Steward ]";
  2302. mes "You must pay ^FF0000" + .@eco_invest + "^000000";
  2303. mes "more zeny to make a second";
  2304. mes "investment today. Will you";
  2305. mes "invest one more time?";
  2306. }
  2307. next;
  2308. switch(select("Invest in Commercial Growth:Cancel")) {
  2309. case 1:
  2310. if (Zeny < .@eco_invest) {
  2311. mes "[ Steward ]";
  2312. mes "I'm sorry, Master, but";
  2313. mes "you do not have enough";
  2314. mes "zeny to make an investment";
  2315. mes "for the guild today.";
  2316. close;
  2317. }
  2318. set zeny,zeny-.@eco_invest;
  2319. SetCastleData "arug_cas03",4,GetCastleData("arug_cas03",4)+1;
  2320. mes "[ Steward ]";
  2321. mes "A wise use of the guild's";
  2322. mes "funds, Master. We can expect";
  2323. mes "to see the results of this";
  2324. mes "investment by tomorrow.";
  2325. close;
  2326. case 2:
  2327. mes "[ Steward ]";
  2328. mes "As you command, Master.";
  2329. close;
  2330. }
  2331. case 3:
  2332. set .@Defence,GetCastleData("arug_cas03",3);
  2333. if (.@Defence < 6) { set .@def_invest,10000; }
  2334. else if ((.@Defence >= 6) && (.@Defence <= 10)) { set .@def_invest,20000; }
  2335. else if ((.@Defence >= 11) && (.@Defence <= 15)) { set .@def_invest,40000; }
  2336. else if ((.@Defence >= 16) && (.@Defence <= 20)) { set .@def_invest,70000; }
  2337. else if ((.@Defence >= 21) && (.@Defence <= 25)) { set .@def_invest,110000; }
  2338. else if ((.@Defence >= 26) && (.@Defence <= 30)) { set .@def_invest,160000; }
  2339. else if ((.@Defence >= 31) && (.@Defence <= 35)) { set .@def_invest,220000; }
  2340. else if ((.@Defence >= 36) && (.@Defence <= 40)) { set .@def_invest,290000; }
  2341. else if ((.@Defence >= 41) && (.@Defence <= 45)) { set .@def_invest,370000; }
  2342. else if ((.@Defence >= 46) && (.@Defence <= 50)) { set .@def_invest,460000; }
  2343. else if ((.@Defence >= 51) && (.@Defence <= 55)) { set .@def_invest,560000; }
  2344. else if ((.@Defence >= 56) && (.@Defence <= 60)) { set .@def_invest,670000; }
  2345. else if ((.@Defence >= 61) && (.@Defence <= 65)) { set .@def_invest,790000; }
  2346. else if ((.@Defence >= 66) && (.@Defence <= 70)) { set .@def_invest,920000; }
  2347. else if ((.@Defence >= 71) && (.@Defence <= 75)) { set .@def_invest,1060000; }
  2348. else if ((.@Defence >= 76) && (.@Defence <= 80)) { set .@def_invest,1210000; }
  2349. else if ((.@Defence >= 81) && (.@Defence <= 85)) { set .@def_invest,1370000; }
  2350. else if ((.@Defence >= 86) && (.@Defence <= 90)) { set .@def_invest,1540000; }
  2351. else if ((.@Defence >= 91) && (.@Defence <= 95)) { set .@def_invest,1720000; }
  2352. else if ((.@Defence >= 96) && (.@Defence <= 100)) { set .@def_invest,1910000; }
  2353. //Quadruple the cost of investing if you've already invested once.
  2354. if (GetCastleData("arug_cas03",5)) {
  2355. set .@def_invest,.@def_invest*4;
  2356. }
  2357. mes "[ Steward ]";
  2358. mes "Investing in our stronghold's";
  2359. mes "defense will enhance the";
  2360. mes "durability of our Guardians";
  2361. mes "and the Emperium. We'll need";
  2362. mes "every advantage to protect";
  2363. mes "ourselves from our enemies.";
  2364. next;
  2365. mes "[ Steward ]";
  2366. mes "You can invest in defense";
  2367. mes "once per day, but if you pay";
  2368. mes "more zeny, you can invest";
  2369. mes "a maximum of two times daily.";
  2370. next;
  2371. mes "[ Steward ]";
  2372. if (GetCastleData("arug_cas03",3) == 100) {
  2373. mes "The Defense Level of this";
  2374. mes "stronghold is 100%, and";
  2375. mes "cannot be increased further.";
  2376. close;
  2377. }
  2378. if (GetCastleData("arug_cas03",5) == 2) {
  2379. mes "Master, you've already";
  2380. mes "invested in Defense twice";
  2381. mes "today. You'll need to wait";
  2382. mes "until tomorrow if you really";
  2383. mes "want to increase our defenses.";
  2384. close;
  2385. }
  2386. if (GetCastleData("arug_cas03",5) == 0) {
  2387. mes "We need ^FF0000" + .@def_invest + "^000000";
  2388. mes "zeny to invest in our";
  2389. mes "stronghold's defenses.";
  2390. mes "Will you invest now?";
  2391. }
  2392. else {
  2393. mes "We need ^FF0000" + .@def_invest + "^000000";
  2394. mes "zeny to invest in our";
  2395. mes "stronghold's defenses";
  2396. mes "a second time today.";
  2397. mes "Will you invest now?";
  2398. }
  2399. next;
  2400. switch(select("Invest in Defense:Cancel")) {
  2401. case 1:
  2402. if (Zeny < .@def_invest) {
  2403. mes "[ Steward ]";
  2404. mes "I'm sorry, Master, but";
  2405. mes "you do not have enough";
  2406. mes "zeny to make an investment";
  2407. mes "for the guild today.";
  2408. close;
  2409. }
  2410. set zeny,zeny-.@def_invest;
  2411. SetCastleData "arug_cas03",5,GetCastleData("arug_cas03",5)+1;
  2412. mes "[ Steward ]";
  2413. mes "A wise use of the guild's";
  2414. mes "funds, Master. Increasing";
  2415. mes "the frequency of treasure";
  2416. mes "procured by the guild will";
  2417. mes "definitely help us all.";
  2418. close;
  2419. case 2:
  2420. mes "[ Steward ]";
  2421. mes "As you command, Master.";
  2422. close;
  2423. }
  2424. case 4:
  2425. if (GetCastleData("arug_cas03",9) == 1) {
  2426. mes "[ Steward ]";
  2427. mes "Do you wish to dismiss";
  2428. mes "the Kafra Employee that";
  2429. mes "we've hired for the guild?";
  2430. next;
  2431. switch(select("Dismiss:Cancel")) {
  2432. case 1:
  2433. cutin "kafra_01",2;
  2434. mes "[ Hired Kafra Employee ]";
  2435. mes "Master, please reconsider!";
  2436. mes "I've been working very hard";
  2437. mes "for the success of the guild!";
  2438. mes "I'll try harder to serve the";
  2439. mes "guild members of this";
  2440. mes "stronghold, I promise!";
  2441. next;
  2442. switch(select("Dismiss:Cancel")) {
  2443. case 1:
  2444. mes "[ Hired Kafra Employee ]";
  2445. mes "Why?! What have I done";
  2446. mes "to deserve this? Waaah~!";
  2447. next;
  2448. cutin "kafra_01",255;
  2449. break;
  2450. case 2:
  2451. mes "[ Hired Kafra Employee ]";
  2452. mes "Thank you, Master!";
  2453. mes "I'll obey your every";
  2454. mes "command as best I can!";
  2455. mes "You won't regret this!";
  2456. close;
  2457. }
  2458. break;
  2459. case 2:
  2460. mes "[ Steward ]";
  2461. mes "She works very hard,";
  2462. mes "in my opinion. It was in";
  2463. mes "all of our best interests to";
  2464. mes "allow her to stay with us.";
  2465. close;
  2466. }
  2467. disablenpc "Kafra Employee#aru03";
  2468. SetCastleData "arug_cas03",9,0;
  2469. mes "[ Steward ]";
  2470. mes "That Kafra Employee";
  2471. mes "has been dismissed.";
  2472. mes "Were really dissatisfied";
  2473. mes "by the quality of her service?";
  2474. close;
  2475. }
  2476. else {
  2477. mes "[ Steward ]";
  2478. mes "Will you hire a";
  2479. mes "Kafra Employee to serve";
  2480. mes "our stronghold? You must";
  2481. mes "pay ^FF000010,000 zeny^000000 to hire one.";
  2482. next;
  2483. switch(select("Hire:Cancel")) {
  2484. case 1:
  2485. if (getgdskilllv(.@GID,10001) == 0) {
  2486. mes "[ Steward ]";
  2487. mes "Master, we cannot hire a";
  2488. mes "Kafra Employee because";
  2489. mes "you have not yet attained";
  2490. mes "the ^FF0000Contract with Kafra^000000";
  2491. mes "guild skill.";
  2492. close;
  2493. }
  2494. if (Zeny < 10000) {
  2495. mes "[ Steward ]";
  2496. mes "Master, we cannot hire a";
  2497. mes "Kafra Employee because";
  2498. mes "we do not have enough";
  2499. mes "funds to pay the contract fee.";
  2500. close;
  2501. }
  2502. set zeny,zeny-10000;
  2503. enablenpc "Kafra Employee#aru03";
  2504. SetCastleData "arug_cas03",9,1;
  2505. mes "[ Steward ]";
  2506. mes "Very well. We have formed";
  2507. mes "a contract with the Kafra";
  2508. mes "Head Office, and hired a";
  2509. mes "Kafra Employee for our";
  2510. mes "stronghold. Here she is~";
  2511. next;
  2512. cutin "kafra_01",2;
  2513. mes "[ Hired Kafra Employee ]";
  2514. mes "How do you do? I've";
  2515. mes "been dispatched by the";
  2516. mes "Kafra Head Office to";
  2517. mes "serve your guild's needs.";
  2518. mes "I'll do my best to follow";
  2519. mes "your every command, Master.";
  2520. next;
  2521. cutin "kafra_01",255;
  2522. mes "[ Steward ]";
  2523. mes "Our contract will expire";
  2524. mes "after one month, so we must";
  2525. mes "pay additional fees to keep";
  2526. mes "this Kafra Employee in";
  2527. mes "the service of our guild.";
  2528. close;
  2529. case 2:
  2530. mes "[ Steward ]";
  2531. mes "As you command, Master.";
  2532. mes "However, I suggest hiring";
  2533. mes "a Kafra Employee as soon";
  2534. mes "as possible since our guild";
  2535. mes "would greatly benefit from";
  2536. mes "the convenient Kafra services.";
  2537. close;
  2538. }
  2539. }
  2540. case 5:
  2541. mes "[ Steward ]";
  2542. mes "Do you wish to enter the";
  2543. mes "Guild Treasure Room?";
  2544. mes "Only you, the Guild Master,";
  2545. mes "are permitted to enter.";
  2546. next;
  2547. mes "[ Steward ]";
  2548. mes "Please remember to open";
  2549. mes "the Treasure Boxes at the";
  2550. mes "proper time. Otherwise, the";
  2551. mes "treasure may disappear if";
  2552. mes "something unexpected happens.";
  2553. next;
  2554. switch(select("Go to Treasure Room:Cancel")) {
  2555. case 1:
  2556. mes "[ Steward ]";
  2557. mes "Allow me to guide you";
  2558. mes "on the secret path to";
  2559. mes "the Treasure Room.";
  2560. mes "Press the secret switch";
  2561. mes "when you wish to return here.";
  2562. close2;
  2563. warp "arug_cas03",292,266;
  2564. end;
  2565. case 2:
  2566. mes "[ Steward ]";
  2567. mes "Items in the Treasure Room";
  2568. mes "are produced once each day.";
  2569. mes "Therefore, you must obtain";
  2570. mes "the treasure items everyday.";
  2571. mes "For the sake of the guild,";
  2572. mes "prioritize treasure harvesting!";
  2573. close;
  2574. }
  2575. }
  2576. Onstop:
  2577. stopnpctimer;
  2578. end;
  2579. OnStartArena:
  2580. set .@GID,getcharid(2);
  2581. // Lower castle Economy
  2582. set .@Economy,GetCastleData("arug_cas03",2) - 5;
  2583. if (.@Economy < 0) set .@Economy, 0;
  2584. SetCastleData "arug_cas03", 2, .@Economy;
  2585. // Lower Castle Defence
  2586. set .@Defence,GetCastleData("arug_cas03",3) - 5;
  2587. if (.@Defence < 0) set .@Defence, 0;
  2588. SetCastleData "arug_cas03", 3, .@Defence;
  2589. // Set new owner
  2590. SetCastleData "arug_cas03",1, .@GID;
  2591. // Clear castle's data.
  2592. for( set .@i, 4; .@i <= 9; set .@i, .@i+1 )
  2593. SetCastleData "arug_cas03", .@i, 0;
  2594. // Disable Kafra
  2595. disablenpc "Kafra Employee#aru03";
  2596. set .msg,2;
  2597. if (.msg == 1) {
  2598. announce "Fortress [" + GetCastleName("arug_cas03") + "]'s 'Valfreyja' was captured by [" + getguildname(.@gid) + "] Guild.",bc_all|bc_woe;
  2599. donpcevent "Manager#aru03_02::Onstart";
  2600. }
  2601. else if (.msg == 2) {
  2602. announce "The [" + getguildname(.@gid) + "] conquered the [Valfreyja 3] stronghold of "+GetCastleName("arug_cas03"),bc_all|bc_woe;
  2603. mapannounce "arug_cas03","The emperium has been shattered!",bc_map,"0x00FF00",FW_NORMAL,20,0,40;
  2604. if (agitcheck2()) {
  2605. donpcevent "Manager#aru03_02::Onreset";
  2606. initnpctimer;
  2607. }
  2608. else {
  2609. donpcevent "Manager#aru03_02::Onreset";
  2610. stopnpctimer;
  2611. }
  2612. }
  2613. else if (.msg == 0) {
  2614. announce "Fortress [" + GetCastleName("arug_cas03") + "]'s 'Valfreyja' was captured by [" + getguildname(.@gid) + "] Guild.",bc_all|bc_woe;
  2615. donpcevent "Manager#aru03_02::Onreset";
  2616. stopnpctimer;
  2617. end;
  2618. }
  2619. MapRespawnGuildID "arug_cas03",GetCastleData("arug_cas03",1),2;
  2620. GetCastleData "arug_cas03",0,"::OnRecvCastleAr03";
  2621. end;
  2622. OnTimer10000:
  2623. donpcevent "Manager#aru03_02::Onchange";
  2624. mapannounce "arug_cas03","Rebuild this stronghold's Guardian Stones and Fortress Gates to secure your guild's new aquisition!",bc_map,"0x00FF00",FW_NORMAL,20,0,40;
  2625. end;
  2626. }
  2627. // Guild Kafra
  2628. arug_cas03,315,98,5 script Kafra Employee#aru03 117,{
  2629. cutin "kafra_01",2;
  2630. set .@GID, GetCastleData("arug_cas03",1);
  2631. if (getcharid(2) == .@GID && getgdskilllv(.@GID,10001)) {
  2632. mes "[Kafra Employee]";
  2633. mes "Welcome, proud member";
  2634. mes "of the ^FF0000" + GetGuildName(.@GID) + "^000000 Guild!";
  2635. mes "The Kafra Corporation is ready";
  2636. mes "to assist you wherever you go!";
  2637. next;
  2638. switch(select("Use Storage:Use Warp Service:Rent Pushcart:Cancel")) {
  2639. case 1:
  2640. if (basicskillcheck() && getskilllv("NV_BASIC") < 6) {
  2641. mes "[Kafra Employee]";
  2642. mes "I'm so sorry, but you must";
  2643. mes "have at least Novice Skill";
  2644. mes "Lv.6 to use the Storage.";
  2645. }
  2646. else {
  2647. openstorage;
  2648. }
  2649. break;
  2650. case 2:
  2651. mes "[Kafra Employee]";
  2652. mes "Please tell me your";
  2653. mes "Warp destination.";
  2654. next;
  2655. switch(select("Rachel -> 200 z:Cancel")) {
  2656. case 1:
  2657. if (Zeny < 200) {
  2658. mes "[Kafra Employee]";
  2659. mes "I'm sorry, but you don't";
  2660. mes "have enough zeny to pay";
  2661. mes "the warp fee. Would you";
  2662. mes "please check your funds again?";
  2663. close2;
  2664. cutin "kafra_01",255;
  2665. end;
  2666. }
  2667. set zeny,zeny-200;
  2668. warp "rachel",115,125;
  2669. end;
  2670. case 2:
  2671. cutin "kafra_01",255;
  2672. }
  2673. break;
  2674. case 3:
  2675. if (BaseClass != Job_Merchant) {
  2676. mes "[Kafra Employee]";
  2677. mes "I'm sorry, but the Pushcart";
  2678. mes "rental service can only be";
  2679. mes "used by Merchant, Blacksmith,";
  2680. mes "and Alchemist class characters.";
  2681. }
  2682. else if (checkcart() == 1) {
  2683. mes "[Kafra Employee]";
  2684. mes "Hm? You've already";
  2685. mes "rented a Pushcart.";
  2686. }
  2687. else {
  2688. mes "[Kafra Employee]";
  2689. mes "The Pushcart rental fee";
  2690. mes "is 800 zeny. Would you";
  2691. mes "like to rent a Pushcart?";
  2692. next;
  2693. switch(select("Rent Pushcart:Cancel")) {
  2694. case 1:
  2695. if (Zeny < 800) {
  2696. mes "[Kafra Employee]";
  2697. mes "I'm sorry, but you don't";
  2698. mes "have enough zeny to rent";
  2699. mes "one of our Pushcarts.";
  2700. close2;
  2701. cutin "kafra_01",255;
  2702. end;
  2703. }
  2704. set zeny,zeny-800;
  2705. setcart;
  2706. break;
  2707. case 2:
  2708. break;
  2709. }
  2710. }
  2711. break;
  2712. case 4:
  2713. mes "[Kafra Employee]";
  2714. mes "Thank you for using the";
  2715. mes "Kafra Service. Wherever";
  2716. mes "you go, Kafra will be";
  2717. mes "there to support you!";
  2718. close2;
  2719. cutin "kafra_01",255;
  2720. end;
  2721. }
  2722. close2;
  2723. cutin "kafra_01",255;
  2724. end;
  2725. }
  2726. else {
  2727. mes "[Kafra Employee]";
  2728. mes "I'm sorry, but I've been";
  2729. mes "exclusively contracted";
  2730. mes "to the members of the";
  2731. mes "^FF0000" + GetGuildName(.@GID) + "^000000 Guild.";
  2732. mes "You'll have to ask another";
  2733. mes "Kafra Employee to help you...";
  2734. close2;
  2735. cutin "kafra_01",255;
  2736. end;
  2737. }
  2738. OnRecvCastleAr03:
  2739. if (GetCastleData("arug_cas03",1) == 0) {
  2740. monster "arug_cas03",0,0,"Evil Druid",1117,10;
  2741. monster "arug_cas03",0,0,"Khalitzburg",1132,4;
  2742. monster "arug_cas03",0,0,"Abysmal Knight",1219,3;
  2743. monster "arug_cas03",0,0,"Executioner",1205,1;
  2744. monster "arug_cas03",0,0,"Penomena",1216,10;
  2745. monster "arug_cas03",0,0,"Alarm",1193,18;
  2746. monster "arug_cas03",0,0,"Clock",1269,9;
  2747. monster "arug_cas03",0,0,"Raydric Archer",1276,12;
  2748. monster "arug_cas03",0,0,"Wanderer",1208,3;
  2749. monster "arug_cas03",0,0,"Alice",1275,1;
  2750. monster "arug_cas03",0,0,"Bloody Knight",1268,2;
  2751. monster "arug_cas03",0,0,"Dark Lord",1272,2;
  2752. monster "arug_cas03",0,0,"Tower Keeper",1270,4;
  2753. }
  2754. if (GetCastleData("arug_cas03",9) < 1) {
  2755. disablenpc "Kafra Employee#aru03";
  2756. }
  2757. end;
  2758. }
  2759. arug_cas03,299,277,0 script #aru03_switch 111,{
  2760. mes " ";
  2761. mes "^3355FFWill you pull";
  2762. mes "this small lever?^000000";
  2763. next;
  2764. switch(select("Pull Lever:Cancel")) {
  2765. case 1:
  2766. warp "arug_cas03",321,57;
  2767. end;
  2768. case 2:
  2769. close;
  2770. }
  2771. }
  2772. aru_gld,60,174,0 script Horn#flag_Ar03_1::Ar03_Flag 722,{
  2773. set .@GID, GetCastleData("arug_cas03",1);
  2774. if (.@GID == 0) {
  2775. mes "[ Arunafeltz Royal Edict ]";
  2776. mes "The Holy Kingdom of";
  2777. mes "Arunafeltz declares that";
  2778. mes "one has yet to claim lordship";
  2779. mes "over this stronghold. The one";
  2780. mes "that breaks the Emperium will";
  2781. mes "be recognized as its new owner.";
  2782. close;
  2783. }
  2784. else {
  2785. if (getcharid(2) == .@GID) {
  2786. mes "[ Ringing Voice ]";
  2787. mes "Courageous one,";
  2788. mes "do you wish to return";
  2789. mes "to your stronghold?";
  2790. next;
  2791. switch(select("Return to the Stronghold:Cancel")) {
  2792. case 1:
  2793. set .@GID, GetCastleData("arug_cas03",1);
  2794. if (getcharid(2) == .@GID) {
  2795. warp "arug_cas03",121,318;
  2796. end;
  2797. }
  2798. close;
  2799. case 2:
  2800. close;
  2801. }
  2802. }
  2803. mes "[ Arunafeltz Royal Edict ]";
  2804. mes "The Holy Kingdom of";
  2805. mes "Arunafeltz decrees that";
  2806. mes "this stronghold is owned";
  2807. mes "by the ^FF0000" + GetGuildName(.@GID) + "^000000 Guild.";
  2808. next;
  2809. mes "[ Arunafeltz Royal Edict ]";
  2810. mes "^FF0000" + GetGuildMaster(.@GID) + "^000000 is";
  2811. mes "Guild Master of ^FF0000" + GetGuildName(.@GID) + "^000000.";
  2812. mes "Any that object must claim this";
  2813. mes "stronghold through strength of";
  2814. mes "steel and magic during the";
  2815. mes "appointed Guild Siege times.";
  2816. close;
  2817. }
  2818. OnRecvCastleAr03:
  2819. FlagEmblem GetCastleData("arug_cas03",1);
  2820. end;
  2821. }
  2822. aru_gld,74,174,0 duplicate(Ar03_Flag) Horn#flag_Ar03_2 722