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rickzera

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Posts posted by rickzera

  1. I need a script that gives items whenever a player kills another player
    1 kill = 1 item
    3 kills = 3 items
    5 kills = 5 items

    I am using this script

    -	script	PCKill	-1,{
    OnPCKillEvent:
       if (killedrid == getcharid(3)) end;
       for(set .@i,0; .@i<getarraysize(.maps$); set .@i,.@i+1)
           if (strcharinfo(3)==.Maps$[.@i]) {
               if (.NoFarm) {
                   if (killedrid == @last_kill) end;
                   set @last_kill, killedrid; }
               if (.Item) getitem .Item, 1;
               if (.Cash$ != "") {
                   setd .Cash$, getd(.Cash$)+1;
                   dispbottom "Gained a kill point! Total: "+getd(.Cash$); }
               break; }
       end;
    
    OnInit:
       setarray .Maps$[0],"prontera";
       set .NoFarm,0;            // End script for repeated kills? (1:yes / 0:no)
       set .Item, 607;            // 0 to disable
       set .Cash$, "";    // "" to disable
       end;
    }

     

  2. how do I get this npc to remove 20% of the value on conversion
    for example:
    exchange 100 pass for 80 cash (-20%)

     

    prontera,155,155,4    script    Converter    83,{
    
        .@name$ ="[^FF0000Converter^000000]";
    
    
    
        mes .@name$;
    
        mes "Hello, 1 cashpoints is equals to 1 Pass.";
    
        mes "What would you like to do?";
    
        next;
    
    
    
        switch( select("Cash to Pass","Pass to Cash") ) {
    
            case 1:
    
                mes .@name$;
    
                mes "How many pass(s) do you want?";
    
                input .@num;
    
                next;
    
    
    
                if( .@num <= 0 || #CASHPOINTS < .@num * 1 ) {
    
                    mes .@name$;
    
                    mes "Sorry, you don't have enough cashpoints!";
    
                    close;
    
                }
    
                mes .@name$;
    
                mes "This will cost ^FF0000" +(.@num * 1)+ " cashpoints^000000.";
    
                next;
    
    
    
                if( select("Proceed:Nevermind") -1 ) {
    
                    mes .@name$;
    
                    mes "Goodbye!";
    
                    close;
    
                }
    
                set #CASHPOINTS, #CASHPOINTS - .@num * 1;
    
                dispbottom "Lost: " +(.@num * 1)+ " cashpoints. Total: " +#CASHPOINTS+" cashpoints.";
    
                getitem 7350 , .@num;
    
                break;
    
        
    
            case 2:
    
                mes .@name$;
    
                mes "How many Pass(s) will you give?";
    
                input .@num;
    
                next;
    
    
    
                if( .@num <= 0 || countitem(7350 ) < .@num ) {
    
                    mes .@name$;
    
                    mes "Sorry, you don't have enough Pass !";
    
                    close;
    
                }
    
                mes .@name$;
    
                mes "I can give you ^FF0000" +(.@num * 1)+ " cashpoints^000000 for this.";
    
                next;
    
    
    
                if( select("Proceed:Nevermind") -1 ) {
    
                    mes .@name$;
    
                    mes "Goodbye!";
    
                    close;
    
                }
    
                set #CASHPOINTS, #CASHPOINTS + .@num * 1;
    
                dispbottom "Gained: " +(.@num * 1)+ " cashpoints. Total: " +#CASHPOINTS+" cashpoints.";
    
                delitem 7350 ,.@num;
    
        }
    
        close;
    
    }

     

     

  3. when the player dies he is able to use the item token of ziegfried to resurrect, I thought of two solutions to edit the time in which the player takes to be kicked from pvp / gvg maps or put a delay on the item, I have already tested item_delay and item_noequip, do not work with the token, does anyone have any ideas, where I can decrease the delay of the auto kick when dying in pvp / gvg maps in the source or create a delay to use the token in clif.c

  4. Hello, I would like to make sure that when a player uses the vending skill / opens a store, the character does not stop attacking or can click to continue attacking the monster. Currently the character stops attacking. I already searched the conf and src and found nothing.

  5. Hello, I need to create a registration system in php / mysqli. I even tried to create one watching some videos, however, I was unable to insert the verification to not allow the registration of duplicate logins and emails. I even found a simple page here on the forum but it is semi-coded. I couldn't get any queries, including the prevention of sql inject. I don't want to use fluxcp. Rather insert a registration form on the page of my website. If anyone can share something I would appreciate it.

  6. //====================== "Balão de Chat"
    
    OnInit:
     waitingroom "",0;
      OnTimer2000:
       setarray    $WOT$[0],"guild_vs2"; // NOME DO MAPA QUE SERÁ MONITORADO EM TEMPO REAL
       setarray .@Merc$,"["+getmapusers($WOT$[0])+"]","janela 2","janela 3";
        set .@msg, rand(getarraysize(.@Merc$));
        delwaitingroom;
         waitingroom .@Merc$[.@msg],0;
          initnpctimer;
    
    //======================

    n testei, mas acredito q vá te ajudar em algo ^^

  7. I tried with this topic. But it doesn't work anymore. Can anyone help me reproduce, any effect that ignores the GTB card?

    --- src/map/map.h	(revision 17331)
    +++ src/map/map.h	(working copy)
    @@ -411,7 +411,10 @@
     	SP_SP_GAIN_RACE, SP_SUBRACE2, SP_UNBREAKABLE_SHOES,	// 2031-2033
     	SP_UNSTRIPABLE_WEAPON,SP_UNSTRIPABLE_ARMOR,SP_UNSTRIPABLE_HELM,SP_UNSTRIPABLE_SHIELD,  // 2034-2037
     	SP_INTRAVISION, SP_ADD_MONSTER_DROP_ITEMGROUP, SP_SP_LOSS_RATE, // 2038-2040
    -	SP_ADD_SKILL_BLOW, SP_SP_VANISH_RATE, SP_MAGIC_SP_GAIN_VALUE, SP_MAGIC_HP_GAIN_VALUE, SP_ADD_CLASS_DROP_ITEM, //2041-2045
    +	SP_ADD_SKILL_BLOW, SP_SP_VANISH_RATE, SP_MAGIC_SP_GAIN_VALUE,
    +	SP_ADD_SKILL_BLOW, SP_SP_VANISH_RATE, SP_MAGIC_SP_GAIN_VALUE, SP_MAGIC_HP_GAIN_VALUE,
    +	SP_ANTI_NO_MAGIC_DAMAGE //
    +	SP_MAGIC_HP_GAIN_VALUE, SP_ADD_CLASS_DROP_ITEM,
     	SP_EMATK, SP_SP_GAIN_RACE_ATTACK, SP_HP_GAIN_RACE_ATTACK, SP_SKILL_USE_SP_RATE, //2046-2049
     	SP_SKILL_COOLDOWN,SP_SKILL_FIXEDCAST, SP_SKILL_VARIABLECAST, SP_FIXCASTRATE, SP_VARCASTRATE, //2050-2054
     	SP_SKILL_USE_SP,SP_MAGIC_ATK_ELE, SP_ADD_FIXEDCAST, SP_ADD_VARIABLECAST  //2055-2058
    Index: src/map/pc.c
    ===================================================================
    --- src/map/pc.c	(revision 17331)
    +++ src/map/pc.c	(working copy)
    @@ -2635,6 +2635,12 @@
     			if(sd->state.lr_flag != 2)
     				sd->bonus.add_varcast += val;
     			break;
    +		case SP_ANTI_NO_MAGIC_DAMAGE:
    +			if(sd->state.lr_flag == 2)
    +			break;
    +			val+= sd->special_state.anti_no_magic_damage;
    +			sd->special_state.anti_no_magic_damage = cap_value(val,0,100);
    +			break;
     	#endif
     		default:
     			ShowWarning("pc_bonus: unknown type %d %d !\n",type,val);
    Index: src/map/pc.h
    ===================================================================
    --- src/map/pc.h	(revision 17331)
    +++ src/map/pc.h	(working copy)
    @@ -173,7 +173,7 @@
     		unsigned int permanent_speed : 1; // When 1, speed cannot be changed through status_calc_pc().
     	} state;
     	struct {
    -		unsigned char no_weapon_damage, no_magic_damage, no_misc_damage;
    +		unsigned char no_weapon_damage, no_magic_damage, no_misc_damage, anti_no_magic_damage;
     		unsigned int restart_full_recover : 1;
     		unsigned int no_castcancel : 1;
     		unsigned int no_castcancel2 : 1;

     

  8. block npc from talking to the player if you have any of these items in your inventory

    // -------------------------------------------------------------------------------
    //      Script Name : Headgear to Costume converter >> Costume to Headgear converter
    // -------------------------------------------------------------------------------
    // Description :
    // - Allows a user to convert the equipped headgear (on Top, Mid or Low) into a
    //   costume item. It will remove any card and refine of the Item.
    // - Allows a user to restore the equipped costume headgear (on Top, Mid or Low)
         into its original form. It will not return any card or refine of the item.
    // -------------------------------------------------------------------------------
    -       script  Costume Clown   -1,{
            mes "[Clown]";
            mes "Here you can convert your headgears into a Costume Headgear or restore to its Original form.";
            switch(select("I want to convert.:I want to restore.:No thanks.")) {
            case 1:
                            next;
                            mes "Please, select what to convert.";
                            mes "Remember, cards and refine will be removed.";
                            next;
                                    setarray .@Position$[1],"Top","Mid","Low";
                                    setarray .@Position[1],     1,    9,   10;
                                    set .@Menu$,"";
                            for( set .@i, 1; .@i < 5; set .@i, .@i + 1 )
                            {
                                    if( getequipisequiped(.@Position[.@i]) )
                                    set .@Menu$, .@Menu$ + .@Position$[.@i] + "-" + "[" + getequipname(.@Position[.@i]) + "]";
                                    set .@Menu$, .@Menu$ + ":";
                            }
                            set .@Part, .@Position[ select(.@Menu$) ];
                            if( !getequipisequiped(.@Part) )
                            {
                                    mes "[Clown]";
                                    mes "Your not wearing anything there...";
                                    close;
                            }
                            mes "[Clown]";
                            mes "You want to Costume your " + getitemname(getequipid(.@Part)) + "?";
                            next;
                            if( select("Yes, proceed:No, I am sorry.") == 2 )
                            {
                                    mes "[Clown]";
                                    mes "Need some time to think about it, huh?";
                                    mes "Alright, I can understand.";
                                    close;
                            }
    			if(countitem(7227) >= 100) {
    
    				delitem 7227, 100;
                            	costume .@Part; // Convert the Headgear
                            	mes "[Clown]";
                            	mes "Done, enjoy your costume headgear.";
                          		close;
    			mes “[Clown]”;
    			mes Im sorry but you only have “+countitem(7227)+”TCG Cards.”;
    			mes You need at least 100 TCG cards to convert your headgear.";
    			close;
    			}
            case 2:	
                            next;
                            mes "Please, select what to restore.";
                            mes "Remember, I will only restore it back without refine and cards.";
                            next;
                                    setarray .@Position$[1],"Top","Mid","Low";
                                    setarray .@Position[1],     13,    12,   11;
                                    set .@Menu$,"";
                            for( set .@i, 1; .@i < 5; set .@i, .@i + 1 )
                            {
                                    if( getequipisequiped(.@Position[.@i]) )
                                    set .@Menu$, .@Menu$ + .@Position$[.@i] + "-" + "[" + getequipname(.@Position[.@i]) + "]";
                                    set .@Menu$, .@Menu$ + ":";
                            }
                            set .@Part, .@Position[ select(.@Menu$) ];
                            if( !getequipisequiped(.@Part) )
                            {
                                    mes "[Clown]";
                                    mes "Your not wearing anything there...";
                                    close;
                            }
                            mes "[Clown]";
                            mes "You want to restore your " + getitemname(getequipid(.@Part)) + "?";
                            next;
                            if( select("Yes, proceed:No, I am sorry.") == 2 )
                            {
                                    mes "[Clown]";
                                    mes "Need some time to think about it, huh?";
                                    mes "Alright, I can understand.";
                                    close;
                            }
                            a = getequipid(.@Part);                
                            delitem a,1;
                            getitem a,1;
                           
                            mes "[Clown]";
                            mes "Done, enjoy your restored headgear.";
                            close;
            case 3:
                    mes "[Clown]";
                    mes "Very well. Return at once if you seek my services.";
                    close;
            }
    }
    // --------------------------------------------------------------------------
    // Use duplicates to put your npc on different cities
    // --------------------------------------------------------------------------
    prontera,155,181,4      duplicate(Costume Clown)        Costume Clown#1 715

     

    i tried in a similar way as it is done in pvp no donate but i couldn't

    // -------------------------------------------------------------------------------
    //      Script Name : Headgear to Costume converter >> Costume to Headgear converter
    // -------------------------------------------------------------------------------
    // Description :
    // - Allows a user to convert the equipped headgear (on Top, Mid or Low) into a
    //   costume item. It will remove any card and refine of the Item.
    // - Allows a user to restore the equipped costume headgear (on Top, Mid or Low)
         into its original form. It will not return any card or refine of the item.
    // -------------------------------------------------------------------------------
    -       script  Costume Clown   -1,{
          
    setarray .@nocostume[0],1166,2527,1420,2115,1420,2133,1421,2133,1422,2133,1428,2115,1472,2677,1472,2711,1473,2677,1473,2711,1474,2527,1477,2700,1479,2700,1535,4361,1572,2716,2717,1573,2334,1573,2372,2717,1615,18539,1616,2515,1618,2509,1618,2535,1620,2509,1620,2535,1629,5045,1631,2129,1636,18539,1723,2718,1730,1752,1731,1754,1732,1756,1733,1755,1734,1753,1741,2748,2001,2677,2001,2711,2109,2717,2239,2114,2353,5122,2115,2353,5124,8077,2353,5124,2115,2353,8096,8077,2353,8096,2116,2355,2420,2521,5125,2121,2717,2239,2123,2701,2124,2702,2135,2426,2137,2353,5124,2269,5768,2270,5768,2278,18656,2281,18656,2286,18539,2312,2656,2313,2656,2337,2654,2339,2522,2339,2523,2353,2417,2516,2353,2418,2517,2353,5123,2353,5493,2354,2419,2520,5128,2357,2421,2524,5171,2358,5153,2359,2654,2369,2428,2533,5306,2371,2522,2371,2523,2374,2729,2375,2729,2376,2435,2538,2377,2435,2538,2378,2435,2538,2379,2436,2539,2380,2436,2539,2381,2436,2539,2382,2437,2540,2387,2440,2744,2387,2440,28431,2390,2749,2394,2444,2549,2399,2553,2408,2655,2424,2528,2425,2529,2425,2530,2425,2551,2433,2537,2434,2529,2434,2530,2434,2551,2441,2546,2518,2648,2649,5126,2519,2650,2651,5127,2527,13001,2607,2677,2607,2711,2607,2786,2608,2677,2608,2711,2608,2786,2620,2746,2620,2747,2626,2677,2626,2711,2626,2786,2678,2679,2679,2792,2720,2772,2721,2772,2722,2772,2723,2772,2724,2772,2725,2772,2726,2727,2733,2772,2777,2778,5479,2779,2780,5482,2779,2780,5577,4001,4197,4006,4266,4009,4179,4014,4306,4021,4211,4025,4222,4028,4296,4029,4183,4031,4161,4036,4186,4233,4281,4343,4039,4210,4230,4257,4348,4074,4162,4090,4212,4328,4106,4248,4127,4166,4153,4247,4273,4168,4169,4172,4210,4230,4257,4272,4178,4199,4234,4252,4297,4178,4234,4252,4297,4381,4185,4217,4280,4293,4312,4185,4293,4312,4332,4186,4206,4233,4281,4321,4191,4208,4258,4309,4325,4327,4193,4294,4208,4258,4325,4327,4382,4218,4269,4220,4246,4311,4319,4331,4229,4244,4299,4313,4237,4238,4268,4277,4311,4319,4331,4371,4323,4324,4435,4436,5040,5442,5068,5653,5074,5653,5086,18656,5176,18656,5206,5768,5358,5653,5359,5657,5401,5653,5470,5653,13034,13035,18507,18539,5007,18913,19038,19039;
    for(set @i,0;@i < getarraysize(.@nocostume);set @i,@i+1){
    if(countitem(.@nocostume[@i]) >= 1){close;}
    
            mes "[Clown]";
            mes "Here you can convert your headgears into a Costume Headgear or restore to its Original form.";
            switch(select("I want to convert.:I want to restore.:No thanks.")) {
            case 1:
                            next;
                            mes "Please, select what to convert.";
                            mes "Remember, cards and refine will be removed.";
                            next;
                                    setarray .@Position$[1],"Top","Mid","Low";
                                    setarray .@Position[1],     1,    9,   10;
                                    set .@Menu$,"";
                            for( set .@i, 1; .@i < 5; set .@i, .@i + 1 )
                            {
                                    if( getequipisequiped(.@Position[.@i]) )
                                    set .@Menu$, .@Menu$ + .@Position$[.@i] + "-" + "[" + getequipname(.@Position[.@i]) + "]";
                                    set .@Menu$, .@Menu$ + ":";
                            }
                            set .@Part, .@Position[ select(.@Menu$) ];
                            if( !getequipisequiped(.@Part) )
                            {
                                    mes "[Clown]";
                                    mes "Your not wearing anything there...";
                                    close;
                            }
                            mes "[Clown]";
                            mes "You want to Costume your " + getitemname(getequipid(.@Part)) + "?";
                            next;
                            if( select("Yes, proceed:No, I am sorry.") == 2 )
                            {
                                    mes "[Clown]";
                                    mes "Need some time to think about it, huh?";
                                    mes "Alright, I can understand.";
                                    close;
                            }
    			if(countitem(7227) >= 100) {
    
    				delitem 7227, 100;
                            	costume .@Part; // Convert the Headgear
                            	mes "[Clown]";
                            	mes "Done, enjoy your costume headgear.";
                          		close;
    			mes “[Clown]”;
    			mes Im sorry but you only have “+countitem(7227)+”TCG Cards.”;
    			mes You need at least 100 TCG cards to convert your headgear.";
    			close;
    			}
            case 2:	
                            next;
                            mes "Please, select what to restore.";
                            mes "Remember, I will only restore it back without refine and cards.";
                            next;
                                    setarray .@Position$[1],"Top","Mid","Low";
                                    setarray .@Position[1],     13,    12,   11;
                                    set .@Menu$,"";
                            for( set .@i, 1; .@i < 5; set .@i, .@i + 1 )
                            {
                                    if( getequipisequiped(.@Position[.@i]) )
                                    set .@Menu$, .@Menu$ + .@Position$[.@i] + "-" + "[" + getequipname(.@Position[.@i]) + "]";
                                    set .@Menu$, .@Menu$ + ":";
                            }
                            set .@Part, .@Position[ select(.@Menu$) ];
                            if( !getequipisequiped(.@Part) )
                            {
                                    mes "[Clown]";
                                    mes "Your not wearing anything there...";
                                    close;
                            }
                            mes "[Clown]";
                            mes "You want to restore your " + getitemname(getequipid(.@Part)) + "?";
                            next;
                            if( select("Yes, proceed:No, I am sorry.") == 2 )
                            {
                                    mes "[Clown]";
                                    mes "Need some time to think about it, huh?";
                                    mes "Alright, I can understand.";
                                    close;
                            }
                            a = getequipid(.@Part);                
                            delitem a,1;
                            getitem a,1;
                           
                            mes "[Clown]";
                            mes "Done, enjoy your restored headgear.";
                            close;
            case 3:
                    mes "[Clown]";
                    mes "Very well. Return at once if you seek my services.";
                    close;
            }
    }
    // --------------------------------------------------------------------------
    // Use duplicates to put your npc on different cities
    // --------------------------------------------------------------------------
    prontera,155,181,4      duplicate(Costume Clown)        Costume Clown#1 715

     

  9. So guys, the players on my server are "bugging" an event, whenever it takes a few seconds to close, they click and enter and get stuck there, getting items. I would like a way to "auto kick" the map whenever the event is closing. It is possible? (srry bad english x.x)

     

    (// === Don't mess around here please == //) <- this is the part of the script that I expected to automatically kick all players after the end of the event, even if there were 1s left to close the arena.

     

    // === Don't mess around here please == //
    OnClock1011: mapwarp "que_qaru01","prontera",160,184; mapwarp "que_qaru02","prontera",160,184; mapwarp "job_monk","prontera",160,184; end;
    
    //<!-----------------------------Opening the Arena------------------------------------>
    	OnClock1000: set $arenac_gate, 1; announce "The Crystal Room is open!",0; end;
    	
    //<!-----------------------------Closing the Arena------------------------------------>
    	OnClock1010: set $arenac_gate, 0; announce "The Crystal Room is closed!",0; mapwarp "que_qaru01","prontera",153,173; mapwarp "que_qaru02","prontera",153,173; mapwarp "job_monk","prontera",153,173; removemapflag "prontera",mf_noskill; end;

     

  10. 	case MO_EXTREMITYFIST:
    		{
    			//short x, y, i = 2; // Move 2 cells for Issen(from target)
    			struct block_list *mbl = bl;
    			short dir = 0;
    			
    			skill_attack(BF_WEAPON,src,src,bl,skill_id,skill_lv,tick,flag);
    			
    			if( skill_id == MO_EXTREMITYFIST )
    			{
    				mbl = src;
    				status_set_sp(src, 0, 0);
    				status_change_end(src, SC_EXPLOSIONSPIRITS, INVALID_TIMER);
    				status_change_end(src, SC_BLADESTOP, INVALID_TIMER);
    #ifdef RENEWAL
    				sc_start(src,src,SC_EXTREMITYFIST2,100,skill_lv,skill_get_time(skill_id,skill_lv));
    #endif
    			}else
    				status_set_hp(src,
    #ifdef RENEWAL
    				max(status_get_max_hp(src)/100, 1)
    #else
    				1
    #endif
    				, 0);
    		}
    		//Client expects you to move to target regardless of distance
    		{				
    			struct unit_data *ud = unit_bl2ud(src);
    			short dx,dy;
    			int i,speed;
    			i = skill_id == MO_EXTREMITYFIST?1:2; //Move 2 cells for Issen, 1 for Asura
    			dx = bl->x - src->x;
    			dy = bl->y - src->y;
    			if (dx < 0) dx-=i;
    			else if (dx > 0) dx+=i;
    			if (dy < 0) dy-=i;
    			else if (dy > 0) dy+=i;
    			if (!dx && !dy) dy++;
    			if (map_getcell(src->m, src->x+dx, src->y+dy, CELL_CHKNOPASS))
    			{
    				dx = bl->x;
    				dy = bl->y;
    			} else {
    				dx = src->x + dx;
    				dy = src->y + dy;
    			}
    
    			if(unit_walktoxy(src, dx, dy, 2) && ud) {
    				//Increase can't walk delay to not alter your walk path
    				ud->canmove_tick = tick;
    				speed = status_get_speed(src);
    				for (i = 0; i < ud->walkpath.path_len; i ++)
    				{
    					if(ud->walkpath.path[i]&1)
    						ud->canmove_tick+=7*speed/5;
    					else
    						ud->canmove_tick+=speed;
    				}
    			}
    		}
    		break;

     

  11. Hello, I would like that when the player had the @auttoattack command active he could not use the @afk command is that possible?

    @autoattack.diff

    Index: src/map/atcommand.c
    ===================================================================
    --- src/map/atcommand.c	(revision 504)
    +++ src/map/atcommand.c	(working copy)
    @@ -5217,7 +5217,78 @@
     	return 0;
     }
     
    +// Auto Attack
    +static int buildin_autoattack_sub(struct block_list *bl,va_list ap)
    +{
    +	int *target_id=va_arg(ap,int *);
    +	*target_id = bl->id;
    +	return 1;
    +}
     
    +void autoattack_motion(struct map_session_data* sd)
    +{
    +	int i, target_id;
    +	if( pc_isdead(sd) || !sd->state.autoattack ) return;
    +
    +	for(i=0;i<=9;i++)
    +	{
    +		target_id=0;
    +		map_foreachinarea(buildin_autoattack_sub, sd->bl.m, sd->bl.x-i, sd->bl.y-i, sd->bl.x+i, sd->bl.y+i, BL_MOB, &target_id);
    +		if(target_id){
    +			unit_attack(&sd->bl,target_id,1);
    +			break;
    +		}
    +		target_id=0;
    +	}
    +	if(!target_id && !pc_isdead(sd) && sd->state.autoattack){
    +		unit_walktoxy(&sd->bl,sd->bl.x+(rand()%2==0?-1:1)*(rand()%25),sd->bl.y+(rand()%2==0?-1:1)*(rand()%25),0);
    +	}
    +	return;
    +}
    +
    +int autoattack_timer(int tid, unsigned int tick, int id, intptr_t data)
    +{
    +	struct map_session_data *sd=NULL;
    +
    +	sd=map_id2sd(id);
    +	if(sd==NULL || pc_isdead(sd) || !sd->state.autoattack )
    +		return 0;
    +
    +	if(sd->state.autoattack)
    +	{
    +		unit_stop_attack(&sd->bl);
    +		autoattack_motion(sd);
    +		if(DIFF_TICK(sd->autoattack_delay,gettick())> 0){
    +			clif_authfail_fd(sd->fd, 15);
    +			return 0;
    +		}
    +		else{
    +			add_timer(gettick()+1000,autoattack_timer,sd->bl.id,0);
    +			sd->autoattack_delay = gettick() + 1000;
    +		}
    +	}
    +	return 0;
    +}
    +
    +ACMD_FUNC(autoattack)
    +{
    +	nullpo_retr(-1, sd);
    +	if (sd->state.autoattack)
    +	{
    +		sd->state.autoattack = 0;
    +		unit_stop_attack(&sd->bl);
    +		clif_displaymessage(fd, "Auto Attack has been deactivated.");
    +	}
    +	else
    +	{
    +		sd->state.autoattack = 1;
    +		add_timer(gettick()+1000,autoattack_timer,sd->bl.id,0);
    +		clif_displaymessage(fd, "Auto Attack activated.");
    +	}
    +	return 0;
    +}
    +
    +
     /*==========================================
      * @broadcast by [Valaris]
      *------------------------------------------*/
    @@ -10184,6 +10255,7 @@
     		ACMD_DEF(autoloottype),
     		ACMD_DEF(mobinfo),
     		ACMD_DEF(exp),
    +		ACMD_DEF(autoattack),
     		ACMD_DEF(version),
     		ACMD_DEF(mutearea),
     		ACMD_DEF(rates),
    Index: src/map/pc.c
    ===================================================================
    --- src/map/pc.c	(revision 505)
    +++ src/map/pc.c	(working copy)
    @@ -701,6 +701,7 @@
     		sd->canlog_tick = gettick();
     	//Required to prevent homunculus copuing a base speed of 0.
     	sd->battle_status.speed = sd->base_status.speed = DEFAULT_WALK_SPEED;
    +	sd->state.autoattack = 0; // Keitenai
     }
     
     /**
    Index: src/map/pc.h
    ===================================================================
    --- src/map/pc.h	(revision 504)
    +++ src/map/pc.h	(working copy)
    @@ -245,6 +245,7 @@
     		unsigned int lesseffect : 1;
     		unsigned int vending : 1;
     		unsigned int noks : 3; // [Zeph Kill Steal Protection]
    +		unsigned autoattack : 1; // Keitenai
     		unsigned int changemap : 1;
     		unsigned int callshop : 1; // flag to indicate that a script used callshop; on a shop
     		short pmap; // Previous map on Map Change
    @@ -347,6 +348,7 @@
     	unsigned int canskill_tick; // used to prevent abuse from no-delay ACT files
     	unsigned int cansendmail_tick; // [Mail System Flood Protection]
     	unsigned int ks_floodprotect_tick; // [Kill Steal Protection]
    +	unsigned int autoattack_delay;	// Keitenai
     
     	struct s_item_delay {
     		unsigned short nameid;

     

  12. The Control Device03 appears normally

    gMGv15Y.jpg

     

    but the 1 and 2 do not appear

    29DG3WH.jpg

     

    arug_cas01.txt

    arug_cas01,247,52,0	duplicate(Control#template)	Control Device01#ar01	111
    arug_cas01,118,131,0	duplicate(Control#template)	Control Device02#ar01	111
    arug_cas01,82,172,0	duplicate(Control#template)	Control Device03#ar01	111

     

    agit_main_se.txt

    //===== rAthena Script =======================================
    //= War of Emperium SE - Template File
    //===== By: ==================================================
    //= Euphy
    //===== Current Version: =====================================
    //= 1.4a
    //===== Compatible With: =====================================
    //= rAthena Project
    //===== Description: =========================================
    //= Like agit_main, this file is required
    //= for SE castles to function.
    //===== Additional Comments: =================================
    //= 0.x Previous authors: L0ne_W0lf, Zephyrus, Brian.
    //= 1.0 If anything breaks, blame Maki. [Euphy]
    //= 1.1 Fixed an incorrect label execution. [Euphy]
    //= 1.2 Hopefully fixed a processing error. [Euphy]
    //= 1.3 Fixed barricade issue in schg_cas02. [Cookie]
    //= 1.4 Added OnGuildBreak event and a spawn check. [Euphy]
    //= 1.4a Fixed Guardian Stone respawns. [Euphy]
    //============================================================
    
    // Core, triggers all other events
    //============================================================
    -	script	Manager#template	-1,{
    OnAgitInit2:
    OnRecvCastle2:
    	if (strnpcinfo(2) == "template") end;
    	if (!getcastledata(strnpcinfo(2),1)) {
    		donpcevent strnpcinfo(0)+"::OnStart";
    		// Monster spawns are identical for all castles.
    		monster strnpcinfo(2),0,0,"Evil Druid",1117,10;
    		monster strnpcinfo(2),0,0,"Khalitzburg",1132,4;
    		monster strnpcinfo(2),0,0,"Abysmal Knight",1219,3;
    		monster strnpcinfo(2),0,0,"Executioner",1205,1;
    		monster strnpcinfo(2),0,0,"Penomena",1216,10;
    		monster strnpcinfo(2),0,0,"Alarm",1193,18;
    		monster strnpcinfo(2),0,0,"Clock",1269,9;
    		monster strnpcinfo(2),0,0,"Raydric Archer",1276,12;
    		monster strnpcinfo(2),0,0,"Wanderer",1208,3;
    		monster strnpcinfo(2),0,0,"Alice",1275,1;
    		monster strnpcinfo(2),0,0,"Bloody Knight",1268,2;
    		monster strnpcinfo(2),0,0,"Dark Lord",1272,2;
    		monster strnpcinfo(2),0,0,"Tower Keeper",1270,4;
    	}
    	if (getcastledata(strnpcinfo(2),9) < 1)
    		disablenpc "Kafra Employee#"+substr(strnpcinfo(2),0,1)+substr(strnpcinfo(2),8,9);
    	end;
    
    OnAgitStart2:
    	if (strnpcinfo(2) == "template") end;
    	if (agitcheck2()) {
    		maprespawnguildid strnpcinfo(2),getcastledata(strnpcinfo(2),1),2;
    		gvgon strnpcinfo(2);
    		donpcevent strnpcinfo(0)+"::OnStart";
    	}
    	else for(set .@i,0; .@i<4; set .@i,.@i+1)
    		donpcevent "RL"+.@i+"#"+strnpcinfo(2)+"::OnDisable";
    	end;
    
    OnAgitEnd2:
    	if (strnpcinfo(2) == "template") end;
    	gvgoff strnpcinfo(2);
    	if (getcastledata(strnpcinfo(2),1)) {
    		set .@str$,substr(strnpcinfo(2),0,1)+substr(strnpcinfo(2),8,9);
    		killmonster strnpcinfo(2),"Steward#"+.@str$+"::OnStartArena";
    		donpcevent strnpcinfo(0)+"::OnReset";
    		donpcevent "Steward#"+.@str$+"::OnStop";
    	}
    	end;
    
    OnGuildBreak:
    	if (strnpcinfo(2) == "template") end;
    	killmonster strnpcinfo(2),"gard1#"+strnpcinfo(2)+"::OnGuardianDied";
    	killmonster strnpcinfo(2),"gard2#"+strnpcinfo(2)+"::OnGuardianDied";
    	disablenpc "Kafra Employee#"+substr(strnpcinfo(2),0,1)+substr(strnpcinfo(2),8,9);
    	setcastledata strnpcinfo(2),1,0;
    	sleep 7000;
    	announce "Guild Base ["+getcastlename(strnpcinfo(2))+"] has been abandoned.",0;
    	donpcevent strnpcinfo(0)+"::OnRecvCastle2";
    	end;
    
    OnStart:
    	// $agit_ar0x[] - $agit_sc0x[]
    	// 1st Guardian stone, 2nd Guardian stone, Barrier 1, Barrier 2, Barrier 3, Summon Guardians
    	// Settings for all but Summon Guardians: 0 = Okay | 1 = Destroyed | 2 = Repairing
    	// Summon Guardians: 0 = Do not Summon | 1 = Summon
    	if (getcastledata(strnpcinfo(2),1)) {
    		setarray getd("$agit_"+substr(strnpcinfo(2),0,1)+substr(strnpcinfo(2),8,9)+"[0]"),0,0,0,0,0,0;
    		donpcevent "df1#"+strnpcinfo(2)+"::OnEnable";
    		donpcevent "df2#"+strnpcinfo(2)+"::OnEnable";
    		for(set .@i,0; .@i<4; set .@i,.@i+1)
    			donpcevent "RL"+.@i+"#"+strnpcinfo(2)+"::OnEnable";
    	}
    
    OnEmpSpawn:
    	set .@str$, substr(strnpcinfo(2),0,1)+substr(strnpcinfo(2),8,9);
    	if (mobcount(strnpcinfo(2),"Steward#"+.@str$+"::OnStartArena")) end;
    	if (compare(strnpcinfo(2),"arug")) {
    		if (strnpcinfo(2) == "arug_cas01") setarray .@i[0],87,219;
    		else if (strnpcinfo(2) == "arug_cas02") setarray .@i[0],89,256;
    		else setarray .@i[0],141,293;	// Castles 3,4,5 are identical.
    	}
    	else {
    		if (strnpcinfo(2) == "schg_cas02") setarray .@i[0],162,193;
    		else if (strnpcinfo(2) == "schg_cas03") setarray .@i[0],338,202;
    		else setarray .@i[0],120,272;	// Castles 1,4,5 are identical.
    	}
    	monster strnpcinfo(2),.@i[0],.@i[1],"Emperium",1288,1,"Steward#"+.@str$+"::OnStartArena";
    	end;
    
    OnReset:
    	set .@str$, substr(strnpcinfo(2),0,1)+substr(strnpcinfo(2),8,9);
    	donpcevent "df1#"+strnpcinfo(2)+"::OnDisable";
    	donpcevent "df2#"+strnpcinfo(2)+"::OnDisable";
    	donpcevent "gard1#"+strnpcinfo(2)+"::OnReset";
    	donpcevent "gard2#"+strnpcinfo(2)+"::OnReset";
    	donpcevent "1st Guardian Stone#"+.@str$+"::OnDisable";
    	donpcevent "2nd Guardian Stone#"+.@str$+"::OnDisable";
    	for(set .@i,1; .@i<4; set .@i,.@i+1)
    		donpcevent "Control Device0"+.@i+"#"+.@str$+"::OnDisable";
    	for(set .@i,0; .@i<4; set .@i,.@i+1)
    		donpcevent "RL"+.@i+"#"+strnpcinfo(2)+"::OnDisable";
    	if (agitcheck2())
    		setarray getd("$agit_"+substr(strnpcinfo(2),0,1)+substr(strnpcinfo(2),8,9)+"[0]"),0,0,1,1,1,0;
    	end;
    
    OnChange:
    	set .@str$, substr(strnpcinfo(2),0,1)+substr(strnpcinfo(2),8,9);
    	setarray getd("$agit_"+.@str$+"[0]"),2,2,1,1,2,0;
    	donpcevent strnpcinfo(0)+"::OnEmpSpawn";
    	donpcevent "Control Device03#"+.@str$+"::OnEnable";
    	donpcevent "1st Guardian Stone#"+.@str$+"::OnEnable";
    	donpcevent "2nd Guardian Stone#"+.@str$+"::OnEnable";
    	end;
    
    OnClock0001:
    	// Spawn Treasure Chests based on castle economy.
    	if (strnpcinfo(2) == "template") end;
    	if (!getcastledata(strnpcinfo(2),1)) end;
    	killmonster strnpcinfo(2),strnpcinfo(0)+"::OnTreasureDied";
    	if (getcastledata(strnpcinfo(2),4)) {
    		set .@Economy,getcastledata(strnpcinfo(2),2);
    		setcastledata strnpcinfo(2),2,.@Economy+getcastledata(strnpcinfo(2),4)+(rand(2) && getgdskilllv(getcastledata(strnpcinfo(2),1),10014));
    		if (getcastledata(strnpcinfo(2),2) > 100) setcastledata strnpcinfo(2),2,100;
    		setcastledata strnpcinfo(2),4,0;
    	}
    	if (getcastledata(strnpcinfo(2),5)) {
    		set .@Defence,getcastledata(strnpcinfo(2),3);
    		setcastledata strnpcinfo(2),3,.@Defence+getcastledata(strnpcinfo(2),5);
    		if (getcastledata(strnpcinfo(2),3) > 100) setcastledata strnpcinfo(2),3,100;
    		setcastledata strnpcinfo(2),5,0;
    	}
    	set .@Treasure,getcastledata(strnpcinfo(2),2)/5+4;
    	if (!.@Treasure) end;
    	freeloop(1);
    	if (compare(strnpcinfo(2),"arug")) {
    		if (strnpcinfo(2) == "arug_cas01") { 
    			set .@treasurebox,1943;
    			setarray .@treasurex[0],251,252,253,254,255,256,257,258,251,252,253,254,255,256,257,258,251,252,253,254,255,256,257,258;
    			setarray .@treasurey[0],369,369,369,369,368,368,368,368,367,367,367,367,366,366,366,366,365,365,365,365,364,364,364,364;
    		}
    		else if (strnpcinfo(2) == "arug_cas02") { 
    			set .@treasurebox,1944;
    			setarray .@treasurex[0],382,383,384,385,386,387,384,385,386,387,388,389,382,383,384,385,386,387,384,385,386,387,388,389;
    			setarray .@treasurey[0],231,231,231,231,231,231,230,230,230,230,230,230,225,225,225,225,225,225,224,224,224,224,224,224;
    		}
    		else { 	// Castles 3,4,5 are identical, except 4's treasure.
    			set .@treasurebox,(strnpcinfo(2) == "arug_cas04")?1946:1945;
    			setarray .@treasurex[0],291,292,293,294,295,296,293,294,295,296,297,298,291,292,293,294,295,296,293,294,295,296,297,298;
    			setarray .@treasurey[0],276,276,276,276,276,276,274,274,274,274,274,274,272,272,272,272,272,272,269,269,269,269,269,269;
    		}
    	}
    	else {
    		if (strnpcinfo(2) == "schg_cas02") { 
    			set .@treasurebox,1939;
    			setarray .@treasurex[0],249,250,251,252,253,246,247,248,249,250,250,251,252,253,246,247,248,249,250,249,250,251,252,253;
    			setarray .@treasurey[0],378,378,378,378,378,376,376,376,376,376,374,374,374,374,372,372,372,372,372,370,370,370,370,370;
    		}
    		else if (strnpcinfo(2) == "schg_cas03") { 
    			set .@treasurebox,1940;
    			setarray .@treasurex[0],189,190,191,192,193,194,189,190,191,192,193,194,189,190,191,192,193,194,189,190,191,192,193,194;
    			setarray .@treasurey[0], 21, 21, 21, 21, 21, 21, 19, 19, 19, 19, 19, 19, 17, 17, 17, 17, 17, 17, 15, 15, 15, 15, 15, 15;
    		}
    		else {	// Castles 1,4,5 are identical, except treasures.
    			if (strnpcinfo(2) == "schg_cas01") set .@treasurebox,1938;
    			else if (strnpcinfo(2) == "schg_cas04") set .@treasurebox,1941;
    			else set .@treasurebox,1942;
    			setarray .@treasurex[0],388,388,388,387,386,385,384,384,384,384,384,384,385,386,387,388,389,390,390,390,389,388,387,386;
    			setarray .@treasurey[0],388,389,390,390,390,390,389,388,387,386,385,384,384,384,384,384,384,384,385,386,386,386,386,386;
    		}
    	}
    	for(set .@i,0; .@i<4; set .@i,.@i+1)
    		monster strnpcinfo(2),.@treasurex[.@i],.@treasurey[.@i],"Treasure Chest",(.@i%2)?.@treasurebox:1324,1,strnpcinfo(0)+"::OnTreasureDied";
    	for(set .@i,4; .@i<24; set .@i,.@i+1) {
    		if (.@Treasure < .@i+1) break;
    		monster strnpcinfo(2),.@treasurex[.@i],.@treasurey[.@i],"Treasure Chest",(.@i%2)?.@treasurebox:1324,1,strnpcinfo(0)+"::OnTreasureDied";
    	}
    	freeloop(0);
    	end;
    
    OnTreasureDied:
    	end;
    }
    
    // Guild Manager
    //============================================================
    -	script	Steward#template	-1,{
    	set .@GID, getcastledata(strnpcinfo(4),1);
    	if (!.@GID) {
    		mes "[ Steward ]";
    		mes "I await for the master";
    		mes "whom destiny will choose";
    		mes "for me. Do you think you";
    		mes "have to courage and strength";
    		mes "to conquer this stronghold?";
    		close;
    	}
    	if (getcharid(2) != .@GID || strcharinfo(0) != getguildmaster(.@GID)) {
    		mes "[ Steward ]";
    		mes "Hmpf. Your threats don't";
    		mes "scare me! Guardians, drive";
    		mes "this infidel away from here!";
    		mes "I will always be loyal to the";
    		mes "master of this stronghold,";
    		mes "the one and only ^FF0000"+getguildmaster(.@GID)+"^000000.";
    		close;
    	}
    	mes "[ Steward ]";
    	mes "Ah, Master ^FF0000"+getguildmaster(.@GID)+"^000000...";
    	mes "How shall I serve you today?";
    	mes "Was there an aspect of this";
    	mes "stronghold's maintenance";
    	mes "you wanted to discuss?";
    	next;
    	switch(select("Stronghold Briefing:Invest in Commercial Growth:Invest in Defense growth:Hire/Fire Storage Staff:Go to Master's room")) {
    	case 1:
    		mes "[ Steward ]";
    		mes "The Commercial Growth";
    		mes "Level of the stronghold is ^0000ff"+getcastledata(strnpcinfo(4),2)+".";
    		if (getcastledata(strnpcinfo(4),4) > 0) {
    			mes "Last time, you invested in";
    			mes "Commercial Growth "+getcastledata(strnpcinfo(4),4)+".";
    		}
    		next;
    		mes "[ Steward ]";
    		mes "Our stronghold's";
    		mes "safeguard level is "+getcastledata(strnpcinfo(4),3)+".";
    		if (getcastledata(strnpcinfo(4),5) > 0) {
    			mes "Last time, you invested";
    			mes "in defense "+getcastledata(strnpcinfo(4),5)+" times.";
    		}
    		mes " ";
    		mes "That is all, master.";
    		close;
    	case 2:
    		set .@Economy,getcastledata(strnpcinfo(4),2);
    		setarray .@cost[0],5000,10000,20000,35000,55000,80000,110000,145000,185000,230000,280000,335000,395000,460000,530000,605000,685000,770000,860000,955000;
    		set .@j,0;
    		for(set .@i,6; .@i<101; set .@i,.@i+5) {
    			if (.@Economy < .@i) {
    				set .@eco_invest,.@cost[.@j];
    				break;
    			}
    			set .@j, .@j+1;
    		}
    		// Quadruple the cost of investing if you've already invested once.
    		if (getcastledata(strnpcinfo(4),4)) set .@eco_invest,.@eco_invest*4;
    		mes "[ Steward ]";
    		mes "Raising the stronghold's";
    		mes "commercial growth will";
    		mes "increase the quantity of";
    		mes "goods produced for the guild.";
    		mes "Investing in commercial growth";
    		mes "will help the guild's future.";
    		next;
    		mes "[ Steward ]";
    		mes "You can make one investment";
    		mes "each day, but if you can make";
    		mes "two investments if you pay";
    		mes "more Zeny: this will speed";
    		mes "up commercial development,";
    		mes "but can be quite expensive.";
    		next;
    		if (.@Economy == 100) {
    			mes "[ Steward ]";
    			mes "However, our stronghold's";
    			mes "commerical growth level is";
    			mes "at 100%. It's not possible to";
    			mes "develop commercial growth";
    			mes "any further than that.";
    			close;
    		}
    		if (getcastledata(strnpcinfo(4),4) >= 2) {
    			mes "[ Steward ]";
    			mes "You've already made two";
    			mes "investments today, so you'll";
    			mes "have to wait until tomorrow";
    			mes "to make another investment.";
    			close;
    		}
    		if (getcastledata(strnpcinfo(4),4) == 0) {
    			mes "[ Steward ]";
    			mes "You must pay ^FF0000"+.@eco_invest+"^000000 Zeny";
    			mes "to make an investment";
    			mes "Will you invest in this";
    			mes "stronghold's commerical";
    			mes "development now?";
    		}
    		else {
    			mes "[ Steward ]";
    			mes "You must pay ^FF0000"+.@eco_invest+"^000000";
    			mes "more Zeny to make a second";
    			mes "investment today. Will you";
    			mes "invest one more time?";
    		}
    		next;
    		switch(select("Invest in Commercial Growth:Cancel")) {
    		case 1:
    			if (getcastledata(strnpcinfo(4),4) >= 2) {
    				mes "[ Steward ]";
    				mes "You've already made two";
    				mes "investments today, so you'll";
    				mes "have to wait until tomorrow";
    				mes "to make another investment.";
    				close;
    			}
    			if (Zeny < .@eco_invest) {
    				mes "[ Steward ]";
    				mes "I'm sorry, Master, but";
    				mes "you do not have enough";
    				mes "Zeny to make an investment";
    				mes "for the guild today.";
    				close;
    			}
    			set Zeny, Zeny-.@eco_invest;
    			setcastledata strnpcinfo(4),4,getcastledata(strnpcinfo(4),4)+1;
    			mes "[ Steward ]";
    			mes "A wise use of the guild's";
    			mes "funds, Master. We can expect";
    			mes "to see the results of this";
    			mes "investment by tomorrow.";
    			close;
    		case 2:
    			mes "[ Steward ]";
    			mes "As you command, Master.";
    			close;
    		}
    	case 3:
    		set .@Defence,getcastledata(strnpcinfo(4),3);
    		setarray .@cost[0],10000,20000,40000,70000,110000,160000,220000,290000,370000,460000,560000,670000,790000,920000,1060000,1210000,1370000,1540000,1720000,1910000;
    		set .@j,0;
    		for(set .@i,6; .@i<101; set .@i,.@i+5) {
    			if (.@Defence < .@i) {
    				set .@def_invest,.@cost[.@j];
    				break;
    			}
    			set .@j, .@j+1;
    		}
    		// Quadruple the cost of investing if you've already invested once.
    		if (getcastledata(strnpcinfo(4),5)) set .@def_invest,.@def_invest*4;
    		mes "[ Steward ]";
    		mes "Investing in our stronghold's";
    		mes "defense will enhance the";
    		mes "durability of our Guardians";
    		mes "and the Emperium. We'll need";
    		mes "every advantage to protect";
    		mes "ourselves from our enemies.";
    		next;
    		mes "[ Steward ]";
    		mes "You can invest in defense";
    		mes "once per day, but if you pay";
    		mes "more Zeny, you can invest";
    		mes "a maximum of two times daily.";
    		next;
    		mes "[ Steward ]";
    		if (getcastledata(strnpcinfo(4),3) == 100) {
    			mes "The Defense Level of this";
    			mes "stronghold is 100%, and";
    			mes "cannot be increased further.";
    			close;
    		}
    		if (getcastledata(strnpcinfo(4),5) >= 2) {
    			mes "Master, you've already";
    			mes "invested in Defense twice";
    			mes "today. You'll need to wait";
    			mes "until tomorrow if you really";
    			mes "want to increase our defenses.";
    			close;
    		}
    		if (getcastledata(strnpcinfo(4),5) == 0) {
    			mes "We need ^FF0000"+.@def_invest+"^000000";
    			mes "Zeny to invest in our";
    			mes "stronghold's defenses.";
    			mes "Will you invest now?";
    		}
    		else {
    			mes "We need ^FF0000"+.@def_invest+"^000000";
    			mes "Zeny to invest in our";
    			mes "stronghold's defenses";
    			mes "a second time today.";
    			mes "Will you invest now?";
    		}
    		next;
    		switch(select("Invest in Defense:Cancel")) {
    		case 1:
    			if (getcastledata(strnpcinfo(4),5) >= 2) {
    				mes "[ Steward ]";
    				mes "Master, you've already";
    				mes "invested in Defense twice";
    				mes "today. You'll need to wait";
    				mes "until tomorrow if you really";
    				mes "want to increase our defenses.";
    				close;
    			}
    			if (Zeny < .@def_invest) {
    				mes "[ Steward ]";
    				mes "I'm sorry, Master, but";
    				mes "you do not have enough";
    				mes "Zeny to make an investment";
    				mes "for the guild today.";
    				close;
    			}
    			set Zeny, Zeny-.@def_invest;
    			setcastledata strnpcinfo(4),5,getcastledata(strnpcinfo(4),5)+1;
    			mes "[ Steward ]";
    			mes "A wise use of the guild's";
    			mes "funds, Master. Increasing";
    			mes "the frequency of treasure";
    			mes "procured by the guild will";
    			mes "definitely help us all.";
    			close;
    		case 2:
    			mes "[ Steward ]";
    			mes "As you command, Master.";
    			close;
    		}
    	case 4:
    		if (getcastledata(strnpcinfo(4),9) == 1) {
    			mes "[ Steward ]";
    			mes "Do you wish to dismiss";
    			mes "the Kafra Employee that";
    			mes "we've hired for the guild?";
    			next;
    			switch(select("Dismiss:Cancel")) {
    			case 1:
    				cutin "kafra_01",2;
    				mes "[ Hired Kafra Employee ]";
    				mes "Master, please reconsider!";
    				mes "I've been working very hard";
    				mes "for the success of the guild!";
    				mes "I'll try harder to serve the";
    				mes "guild members of this";
    				mes "stronghold, I promise!";
    				next;
    				switch(select("Dismiss:Cancel")) {
    				case 1:
    					mes "[ Hired Kafra Employee ]";
    					mes "Why?! What have I done";
    					mes "to deserve this? Waaah~!";
    					next;
    					cutin "kafra_01",255;
    					break;
    				case 2:
    					mes "[ Hired Kafra Employee ]";
    					mes "Thank you, Master!";
    					mes "I'll obey your every";
    					mes "command as best I can!";
    					mes "You won't regret this!";
    					close;
    				}
    				break;
    			case 2:
    				mes "[ Steward ]";
    				mes "She works very hard,";
    				mes "in my opinion. It was in";
    				mes "all of our best interests to";
    				mes "allow her to stay with us.";
    				close;
    			}
    			disablenpc "Kafra Employee#"+strnpcinfo(2);
    			setcastledata strnpcinfo(4),9,0;
    			mes "[ Steward ]";
    			mes "That Kafra Employee";
    			mes "has been dismissed.";
    			mes "Were really dissatisfied";
    			mes "by the quality of her service?";
    			close;
    		}
    		else {
    			mes "[ Steward ]";
    			mes "Will you hire a";
    			mes "Kafra Employee to serve";
    			mes "our stronghold? You must";
    			mes "pay ^FF000010,000 Zeny^000000 to hire one.";
    			next;
    			switch(select("Hire:Cancel")) {
    			case 1:
    				if (getgdskilllv(.@GID,10001) == 0) {
    					mes "[ Steward ]";
    					mes "Master, we cannot hire a";
    					mes "Kafra Employee because";
    					mes "you have not yet attained";
    					mes "the ^FF0000Contract with Kafra^000000";
    					mes "guild skill.";
    					close;
    				}
    				if (Zeny < 10000) {
    					mes "[ Steward ]";
    					mes "Master, we cannot hire a";
    					mes "Kafra Employee because";
    					mes "we do not have enough";
    					mes "funds to pay the contract fee.";
    					close;
    				}
    				set Zeny, Zeny-10000;
    				enablenpc "Kafra Employee#"+strnpcinfo(2);
    				setcastledata strnpcinfo(4),9,1;
    				mes "[ Steward ]";
    				mes "Very well. We have formed";
    				mes "a contract with the Kafra";
    				mes "Head Office, and hired a";
    				mes "Kafra Employee for our";
    				mes "stronghold. Here she is~";
    				next;
    				cutin "kafra_01",2;
    				mes "[ Hired Kafra Employee ]";
    				mes "How do you do? I've";
    				mes "been dispatched by the";
    				mes "Kafra Head Office to";
    				mes "serve your guild's needs.";
    				mes "I'll do my best to follow";
    				mes "your every command, Master.";
    				next;
    				cutin "kafra_01",255;
    				mes "[ Steward ]";
    				mes "Our contract will expire";
    				mes "after one month, so we must";
    				mes "pay additional fees to keep";
    				mes "this Kafra Employee in";
    				mes "the service of our guild.";
    				close;
    			case 2:
    				mes "[ Steward ]";
    				mes "As you command, Master.";
    				mes "However, I suggest hiring";
    				mes "a Kafra Employee as soon";
    				mes "as possible since our guild";
    				mes "would greatly benefit from";
    				mes "the convenient Kafra services.";
    				close;
    			}
    		}
    	case 5:
    		mes "[ Steward ]";
    		mes "Do you wish to enter the";
    		mes "Guild Treasure Room?";
    		mes "Only you, the Guild Master,";
    		mes "are permitted to enter.";
    		next;
    		mes "[ Steward ]";
    		mes "Please remember to open";
    		mes "the Treasure Boxes at the";
    		mes "proper time. Otherwise, the";
    		mes "treasure may disappear if";
    		mes "something unexpected happens.";
    		next;
    		switch(select("Go to Treasure Room:Cancel")) {
    		case 1:
    			mes "[ Steward ]";
    			mes "Allow me to guide you";
    			mes "on the secret path to";
    			mes "the Treasure Room.";
    			mes "Press the secret switch";
    			mes "when you wish to return here.";
    			close2;
    			if (compare(strnpcinfo(4),"arug")) {
    				if (strnpcinfo(4) == "arug_cas01") setarray .@i[0],250,363;
    				else if (strnpcinfo(4) == "arug_cas02") setarray .@i[0],382,227;
    				else setarray .@i[0],292,266;	// Castles 3,4,5 are identical.
    			}
    			else {
    				if (strnpcinfo(4) == "schg_cas02") setarray .@i[0],249,373;
    				else if (strnpcinfo(4) == "schg_cas03") setarray .@i[0],190,16;
    				else setarray .@i[0],381,381;	// Castles 1,4,5 are identical.
    			}
    			warp strnpcinfo(4),.@i[0],.@i[1];
    			end;
    		case 2:
    			mes "[ Steward ]";
    			mes "Items in the Treasure Room";
    			mes "are produced once each day.";
    			mes "Therefore, you must obtain";
    			mes "the treasure items everyday.";
    			mes "For the sake of the guild,";
    			mes "prioritize treasure harvesting!";
    			close;
    		}
    	}
    
    OnStop:
    	awake strnpcinfo(0);
    	end;
    
    OnStartArena:
    	set .@GID,getcharid(2);
    	set .@region$, (compare(strnpcinfo(4),"arug"))?"Valfreyja":"Nithafjoll";
    	// Lower castle Economy
    	set .@Economy,getcastledata(strnpcinfo(4),2)-5;
    	if (.@Economy < 0) set .@Economy, 0;
    	setcastledata strnpcinfo(4),2,.@Economy;
    	// Lower Castle Defence
    	set .@Defence,getcastledata(strnpcinfo(4),3)-5;
    	if (.@Defence < 0) set .@Defence, 0;
    	setcastledata strnpcinfo(4),3,.@Defence;
    	// Set new owner
    	setcastledata strnpcinfo(4),1,.@GID;
    	// Clear castle's data.
    	for(set .@i,4; .@i<10; set .@i,.@i+1)
    		setcastledata strnpcinfo(4),.@i,0;
    	// Disable Kafra
    	disablenpc "Kafra Employee#"+strnpcinfo(2);
    
    	announce "The ["+getguildname(.@GID)+"] guild conquered the ["+.@region$+" "+charat(strnpcinfo(2),3)+"] stronghold of "+getcastlename(strnpcinfo(4))+"!",bc_all|bc_woe;
    	mapannounce strnpcinfo(4),"The emperium has been shattered!",bc_map,"0x00FF00",FW_NORMAL,20,0,40;
    	donpcevent "Manager#"+strnpcinfo(4)+"::OnReset";
    	maprespawnguildid strnpcinfo(4),getcastledata(strnpcinfo(4),1),2;
    	donpcevent "Manager#"+strnpcinfo(4)+"::OnRecvCastle2";
    	donpcevent "::OnRecvCastle"+strnpcinfo(2);
    	sleep 10000;
    	if (agitcheck2()) {
    		donpcevent "Manager#"+strnpcinfo(4)+"::OnChange";
    		mapannounce strnpcinfo(4),"Rebuild this stronghold's Guardian Stones and Fortress Gates to secure your guild's new aquisition!",bc_map,"0x00FF00",FW_NORMAL,20,0,40;
    	}
    	end;
    }
    
    // Castle Guardians
    //============================================================
    -	script	Guardian#template	-1,{
    	set .@GID, getcastledata(strnpcinfo(4),1);
    	set .@n$, "["+strnpcinfo(1)+"]";
    	if (!.@GID) {
    		mes .@n$;
    		mes "Great job. Now, all you";
    		mes "need to do is destroy this";
    		mes "Emperium to gain ownership";
    		mes "over this stronghold.";
    		close;
    	}
    	if (getcharid(2) == .@GID) {
    		if (strcharinfo(0) != getguildmaster(.@GID)) {
    			mes .@n$;
    			mes "As guardian of this";
    			mes "stronghold, I answer only";
    			mes "to the master of the guild";
    			mes "that controls this place.";
    			close;
    		}
    		else {
    			if (!agitcheck2()) {
    				mes .@n$;
    				mes "I am "+strnpcinfo(1)+", guardian of";
    				mes "this stronghold. For now,";
    				mes "all is quiet in this place.";
    				next;
    				switch(select("Converse:Cancel")) {
    				case 1:
    					mes .@n$;
    					mes "Do you have any questions";
    					mes "about this stronghold?";
    					next;
    					switch(select("Guardian Stones:Fortress Gates:Link Flags:Battle Strategy:Cancel")) {
    					case 1:
    						mes .@n$;
    						mes "There is one Emperium";
    						mes "and two Guardian Stones in";
    						mes "each fortress. These stones";
    						mes "are the first line of defense,";
    						mes "and must be destroyed before";
    						mes "enemies can even enter.";
    						next;
    						mes .@n$;
    						mes "The stones are located in";
    						mes "^4D4DFFGate Houses^000000 which must be";
    						mes "protected to prevent enemies";
    						mes "from reaching the Emperium.";
    						mes "Guardian Stones can ^4D4DFFrecall";
    						mes "your Guardians^000000 for protection.";
    						next;
    						mes .@n$;
    						mes "Fortresses with higher levels";
    						mes "of defense can summon more";
    						mes "Guardians: this is why it is";
    						mes "so important for guilds to";
    						mes "invest in Defense Growth.";
    						next;
    						mes .@n$;
    						mes "Guardian Stones that have";
    						mes "been destroyed can be revived";
    						mes "after a certain time, but one of the guild members must give";
    						mes "me the order. I can also report the status of the Guardian Stones.";
    						close;
    					case 2:
    						mes .@n$;
    						mes "^4D4DFFFortress Gates^000000 are the second line of guild stronghold defense,";
    						mes "and are protected by extra barricades activated by the Guardian Stones.";
    						mes "These gates are located in three different parts of the fortress.";
    						next;
    						mes .@n$;
    						mes "Barricades are protected by";
    						mes "Guardian Stones, and are";
    						mes "restored when the Guardian";
    						mes "Stones are retrieved. However,";
    						mes "it is not as easy to restore";
    						mes "destroyed Fortress Gates.";
    						next;
    						mes .@n$;
    						mes "Fortress Gates can only be";
    						mes "restored when the ^4D4DFFguild";
    						mes "master of a stronghold";
    						mes "changes^000000, or if ^4D4DFFrestoration";
    						mes "is requested by the guild";
    						mes "master of the stronghold^000000.";
    						close;
    					case 3:
    						mes .@n$;
    						mes "Strongholds have many";
    						mes "Link Flags that allow you";
    						mes "to access vital areas within";
    						mes "restrictions placed by the";
    						mes "Barricades. Usually, ^4D4DFFFlag 1";
    						mes "links to the Gate House^000000.";
    						next;
    						mes .@n$;
    						mes "Many flags link directly to";
    						mes "the flag near the Emperium.";
    						mes "The final numbered flag is";
    						mes "linked to the Convenience";
    						mes "Facility of the stronghold's";
    						mes "owner. Keep this in mind.";
    						close;
    					case 4:
    						mes .@n$;
    						mes "Strategy? It would be better";
    						mes "to develop your battle plan to";
    						mes "exploit your guild's advantages";
    						mes "and your enemies' weaknesses.";
    						mes "Use the Gate Houses and Barricades, and rebuild as quickly as you can!";
    						close;
    					case 5:
    						mes .@n$;
    						mes "You have no questions";
    						mes "to ask of me? Well, I'm";
    						mes "here to serve your needs.";
    						close;
    					}
    				case 2:
    					mes .@n$;
    					mes "I'm always here, so";
    					mes "feel free to request my";
    					mes "assistance whenever";
    					mes "the need arises.";
    					close;
    				}
    			}
    			else {
    				mes .@n$;
    				mes "Greetings, "+strcharinfo(0)+".";
    				mes "What are your orders?";
    				next;
    				switch(select("Increase Stronghold Defense:Situational Briefing:Cancel")) {
    				case 1:
    					if (!getd("$agit_"+strnpcinfo(2)+"[5]")) {
    						if (getgdskilllv(.@GID,10002) == 0) {
    							mes .@n$;
    							mes "I'm sorry, but the Guardian";
    							mes "Stones aren't powerful enough";
    							mes "to summon Guardians yet. We";
    							mes "need to accumulate more";
    							mes "knowledge before they can";
    							mes "summon any Guardians.";
    							close;
    						}
    						else {
    							mes .@n$;
    							mes "I shall endeavor to summon";
    							mes "a Guardian through a Guardian";
    							mes "Stone. However, keep in mind";
    							mes "that this will not work if the";
    							mes "Guardian Stone is destroyed.";
    							setd "$agit_"+strnpcinfo(2)+"[5]",1;
    							if (!getd("$agit_"+strnpcinfo(2)+"[0]"))
    								donpcevent "gard1#"+strnpcinfo(4)+"::OnEnable";
    							if (!getd("$agit_"+strnpcinfo(2)+"[1]"))
    								donpcevent "gard2#"+strnpcinfo(4)+"::OnEnable";
    							close;
    						}
    					}
    					else {
    						mes .@n$;
    						mes "You've already commanded";
    						mes "me to summon a Guardian";
    						mes "to defend the stronghold.";
    						close;
    					}
    				case 2:
    					mes .@n$;
    					mes "Our defense status is...";
    					setarray .@status$[0],"^4D4DFFOperational","^FF0000Destroyed","^008000Repairing";
    					mes "1st Guardian Stone: "+.@status$[getd("$agit_"+strnpcinfo(2)+"[0]")]+"^000000";
    					mes "2nd Guardian Stone: "+.@status$[getd("$agit_"+strnpcinfo(2)+"[1]")]+"^000000";
    					mes "1st Fortress Gate: "+.@status$[getd("$agit_"+strnpcinfo(2)+"[2]")]+"^000000";
    					mes "2nd Fortress Gate: "+.@status$[getd("$agit_"+strnpcinfo(2)+"[3]")]+"^000000";
    					mes "3rd Fortress Gate: "+.@status$[getd("$agit_"+strnpcinfo(2)+"[4]")]+"^000000";
    					close;
    				case 3:
    					mes .@n$;
    					mes "I'll be standing by,";
    					mes "awaiting your orders.";
    					close;
    				}
    			}
    		}
    	}
    	else {
    		mes .@n$;
    		mes "Who are you? Scoundrel!";
    		mes "Leave this stronghold now!";
    		close;
    	}
    
    OnInit:
    	setarray getd("$agit_"+strnpcinfo(2)+"[0]"),0,0,0,0,0,0;
    	end;
    }
    
    // Guild Kafras
    //============================================================
    -	script	Kafra#template	-1,{
    	cutin "kafra_01",2;
    	set .@GID, getcastledata(strnpcinfo(4),1);
    	if (getcharid(2) == .@GID && getgdskilllv(.@GID,10001)) {
    		mes "[Kafra Employee]";
    		mes "Welcome, proud member";
    		mes "of the ^FF0000"+GetGuildName(.@GID)+"^000000 Guild!";
    		mes "The Kafra Corporation is ready";
    		mes "to assist you wherever you go!";
    		next;
    		switch(select("Use Storage:Use Warp Service:Rent Pushcart:Cancel")) {
    		case 1:
    			if(!callfunc("F_CanOpenStorage")){
    				mes "[Kafra Employee]";
    				mes "I'm so sorry, but you must";
    				mes "have at least Novice Skill";
    				mes "Lv.6 to use the Storage.";
    			}
    			else openstorage;
    			break;
    		case 2:
    			mes "[Kafra Employee]";
    			mes "Please tell me your";
    			mes "Warp destination.";
    			next;
    			switch(select("Rachel -> 200 z:Cancel")) {
    			case 1:
    				if (Zeny < 200) {
    					mes "[Kafra Employee]";
    					mes "I'm sorry, but you don't";
    					mes "have enough Zeny to pay";
    					mes "the warp fee. Would you";
    					mes "please check your funds again?";
    					close2;
    					cutin "kafra_01",255;
    					end;
    				}
    				set Zeny, Zeny-200;
    				warp "rachel",115,125;
    				end;
    			case 2:
    				cutin "kafra_01",255;
    				break;
    			}
    			break;
    		case 3:
    			if (BaseClass != Job_Merchant) {
    				mes "[Kafra Employee]";
    				mes "I'm sorry, but the Pushcart";
    				mes "rental service can only be";
    				mes "used by Merchant, Blacksmith,";
    				mes "and Alchemist class characters.";
    			}
    			else if (checkcart() == 1) {
    				mes "[Kafra Employee]";
    				mes "Hm? You've already";
    				mes "rented a Pushcart.";
    			}
    			else {
    				mes "[Kafra Employee]";
    				mes "The Pushcart rental fee";
    				mes "is 800 Zeny. Would you";
    				mes "like to rent a Pushcart?";
    				next;
    				switch(select("Rent Pushcart:Cancel")) {
    				case 1:
    					if (Zeny < 800) {
    						mes "[Kafra Employee]";
    						mes "I'm sorry, but you don't";
    						mes "have enough Zeny to rent";
    						mes "one of our Pushcarts.";
    						close2;
    						cutin "kafra_01",255;
    						end;
    					}
    					set Zeny, Zeny-800;
    					setcart;
    					break;
    				case 2:
    					break;
    				}
    			}
    			break;
    		case 4:
    			mes "[Kafra Employee]";
    			mes "Thank you for using the";
    			mes "Kafra Service. Wherever";
    			mes "you go, Kafra will be";
    			mes "there to support you!";
    			close2;
    			cutin "kafra_01",255;
    			end;
    		}
    		close2;
    		cutin "kafra_01",255;
    		end;
    	}
    	else {
    		mes "[Kafra Employee]";
    		mes "I'm sorry, but I've been";
    		mes "exclusively contracted";
    		mes "to the members of the";
    		mes "^FF0000"+getguildname(.@GID)+"^000000 Guild.";
    		mes "You'll have to ask another";
    		mes "Kafra Employee to help you...";
    		close2;
    		cutin "kafra_01",255;
    		end;
    	}
    }
    
    // Guardian Stones (2)
    //============================================================
    -	script	Guardian Stone#template	-1,{
    	set .@GID, getcastledata(strnpcinfo(4),1);
    	set .@num, atoi(charat(strnpcinfo(1),0));
    	set .@var$,"$agit_"+strnpcinfo(2);
    	if (getcharid(2) == .@GID) {
    		mes "^3355FFYou will need the";
    		mes "following materials to";
    		mes "rebuild a destroyed";
    		mes "Guardian Stone.^000000";
    		next;
    		mes "1 Oridecon";
    		mes "1 Elunium";
    		mes "30 Stones";
    		mes "5 Blue Gemstones";
    		mes "5 Yellow Gemstones";
    		mes "5 Red Gemstones";
    		next;
    		mes "^3355FFDo you want to continue?^000000";
    		next;
    		if(select("No:Continue") == 1) {
    			mes "^3355FFWork canceled.^000000";
    			close;
    		}
    		if ((countitem(984) > 0) && (countitem(985) > 0) && (countitem(7049) > 29) && (countitem(717) > 4) && (countitem(715) > 4) && (countitem(716) > 4)) {
    			mes "^3355FFArrange Stones, Elunium, and";
    			mes "Oridecon, in that order, in the";
    			mes "center. Then you must arrange";
    			mes "the enchanted Gemstones to";
    			mes "rebuild the Guardian Stone.^000000";
    			next;
    			setarray .@stone$[0],"Elunium","Oridecon","Stones";
    			set .@i, select("Elunium:Oridecon:Stone")-1;
    			if (.@i == 2) set .@nice,.@nice+10;
    			mes "^3355FF"+.@stone$[.@i]+" has been";
    			mes "placed in the center.^000000";
    			next;
    			set .@i, select("Elunium:Oridecon:Stone")-1;
    			if (.@i == 0) set .@nice,.@nice+10;
    			mes "^3355FFYou have lined the";
    			mes "outside of the center";
    			mes "with some "+.@stone$[.@i]+".^000000";
    			next;
    			set .@i, select("Elunium:Oridecon:Stone")-1;
    			if (.@i == 1) set .@nice,.@nice+10;
    			mes "^3355FFYou covered the";
    			mes "rest of the materials";
    			mes "with some "+.@stone$[.@i]+".^000000";
    			next;
    			mes "^3355FFNow you need to arrange";
    			mes "the enchanted Gemstones";
    			mes "accordingly. You can identify";
    			mes "their Magic properties by";
    			mes "their casting effect.^000000";
    			next;
    			setarray .@effect[0],EF_BEGINSPELL4,EF_BEGINSPELL2,EF_VOLCANO;
    			setarray .@color$[0],"Red","Yellow","Blue";
    			while(1) {
    				if (.@roof0 > 7) break;
    				set .@i, rand(getarraysize(.@effect));
    				specialeffect .@effect[.@i];
    				mes "^3355FFThe Gemstones must";
    				mes "be arranged in the correct";
    				mes "order according to their";
    				mes "magic properties and power.^000000";
    				next;
    				set .@j, select("Red Gemstone:Yellow Gemstone:Blue Gemstone")-1;
    				mes "^3355FFYou placed the "+.@color$[.@j]+" Gemstone.^000000";
    				if (.@i == .@j) {
    					mes "^3355FFHowever, the Guardian Stone";
    					mes "Repair System failed because";
    					mes "of a magic power conflict.^000000";
    					close;
    				}
    				set .@nice,.@nice+10;
    				set .@roof0,.@roof0+1;
    				specialeffect EF_STEAL;
    				next;
    			}
    			if (.@nice > 90) {
    				if (!getd(.@var$+"["+(.@num-1)+"]")) {
    					mes "^3355FFThe Guardian Stone";
    					mes "Repair System has";
    					mes "already completed.^000000";
    					close;
    				}
    				else {
    					if (!agitcheck2()) {
    						mes "^3355FFIt is impossible to";
    						mes "rebuild the Guardian";
    						mes "Stone because the";
    						mes "Emperium is not present.^000000";
    						close;
    					}
    					else {
    						mes "^3355FFThe Gemstones have been";
    						mes "arranged, and the Guardian";
    						mes "Stone is successfully repaired.^000000";
    						delitem 984,1; //Oridecon
    						delitem 985,1; //Elunium
    						delitem 7049,30; //Stone
    						delitem 717,5; //Blue_Gemstone
    						delitem 715,5; //Yellow_Gemstone
    						delitem 716,5; //Red_Gemstone
    						close2;
    						donpcevent "df"+.@num+"#"+strnpcinfo(4)+"::OnEnable";
    						specialeffect EF_ICECRASH;
    						disablenpc strnpcinfo(0);
    						setd .@var$+"["+(.@num-1)+"]",0;
    						set .@df_all,getd(.@var$+"[0]")+getd(.@var$+"[1]");
    						if (!.@df_all) {
    							mapannounce strnpcinfo(4),"Both Guardian Stones have been erected, bolstering this stronghold's defenses!",bc_map,"0x00ff00";
    							donpcevent "RL0#"+strnpcinfo(4)+"::OnEnable";
    						}
    						else mapannounce strnpcinfo(4),"The "+strnpcinfo(1)+" has been repaired successfully.",bc_map,"0x00ff00";
    						if (getd(.@var$+"[5]") == 1)
    							donpcevent "gard"+.@num+"#"+strnpcinfo(4)+"::OnEnable";
    						end;
    					}
    				}
    			}
    			else {
    				mes "^3355FFAfter all of that work...";
    				mes "It looks like you failed";
    				mes "to fix the Guardian Stone,";
    				mes "and lost some materials.^000000";
    				delitem 7049,10; //Stone
    				delitem 717,2; //Blue_Gemstone
    				delitem 715,2; //Yellow_Gemstone
    				delitem 716,2; //Red_Gemstone
    				close;
    			}
    		}
    		else {
    			mes "^3355FFYou don't have enough";
    			mes "materials to repair";
    			mes "the Guardian Stone.^000000";
    			close;
    		}
    	}
    	end;
    
    OnInit:
    OnDisable:
    	disablenpc strnpcinfo(0);
    	end;
    
    OnEnable:
    	enablenpc strnpcinfo(0);
    	specialeffect EF_MAPPILLAR2;
    	end;
    }
    
    // Control Devices (3)
    //============================================================
    -	script	Control#template	-1,{
    	set .@GID, getcastledata(strnpcinfo(4),1);
    	set .@num, atoi(charat(strnpcinfo(1),15));
    	set .@var$,"$agit_"+strnpcinfo(2);
    	if (getcharid(2) == .@GID) {
    		if (strcharinfo(0) == getguildmaster(.@GID)) {
    			if (getd(.@var$+"["+(.@num+1)+"]") == 2) {
    				mes "^3355FFDemolished Fortress";
    				mes "Gates can be repaired,";
    				mes "but you will need to gather";
    				mes "the following materials.^000000";
    				next;
    				mes "^4D4DFF10 Steel^000000,";
    				mes "^4D4DFF30 Trunks^000000,";
    				mes "^4D4DFF5 Oridecon^000000, and";
    				mes "^4D4DFF10 Emveretarcon^000000.";
    				next;
    				select("Continue");
    				if ((countitem(1019) > 29) && (countitem(999) > 9) && (countitem(1011) > 9) && (countitem(984) > 4)) {
    					mes "^3355FFYou will need Trunks to";
    					mes "repair the support frame,";
    					mes "Oridecon to enhance the";
    					mes "gate's endurance, and";
    					mes "Emveretarcon to basically";
    					mes "hold everything together.^000000";
    					next;
    					set .@ro_of01,rand(10,15);
    					while(1) {
    						if (.@ro_of02 == .@ro_of01) break;
    						else {
    							switch(rand(1,4)) {
    							case 1:
    								mes "^3355FFThe support frame";
    								mes "is badly damaged:";
    								mes "fixing this part";
    								mes "is a top priority.^000000";
    								next;
    								switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
    								case 1:
    									mes "^3355FFThe frame has been";
    									mes "reinforced with wood.^000000";
    									set .@rp_temp,.@rp_temp+1;
    									set .@ro_of02,.@ro_of02+1;
    									specialeffect2 EF_REPAIRWEAPON;
    									next;
    									break;
    								case 2:
    									mes "^3355FFYou tried using steel,";
    									mes "but it's not working very";
    									mes "well. You'll have to try";
    									mes "something else.^000000";
    									close;
    								case 3:
    									mes "^3355FFYou tried using emveretarcon";
    									mes "to reinforce the gate, but it's";
    									mes "not working well at all.";
    									mes "You'll have to start over.^000000";
    									close;
    								case 4:
    									mes "^3355FFYou tried using oridecon,";
    									mes "but it's not working very";
    									mes "well. You'll have to try";
    									mes "something else.^000000";
    									close;
    								}
    								break;
    							case 2:
    								mes "^3355FFIt looks like the gate's";
    								mes "overall endurance needs to";
    								mes "be reinforced with something.^000000";
    								next;
    								switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
    								case 1:
    									mes "^3355FFYou tried using wood";
    									mes "to reinforce the gate.^000000";
    									set .@ro_of02,.@ro_of02+1;
    									next;
    									break;
    								case 2:
    									mes "^3355FFYou tried using steel";
    									mes "to reinforce the gate, but";
    									mes "it's not working well at all.";
    									mes "You'll have to start over.^000000";
    									close;
    								case 3:
    									mes "^3355FFYou tried using emveretarcon";
    									mes "to reinforce the gate, but it's";
    									mes "not working well at all.";
    									mes "You'll have to start over.^000000";
    									close;
    								case 4:
    									mes "^3355FFYou hammered the";
    									mes "oridecon: it looks";
    									mes "like this will work.^000000";
    									set .@rp_temp,.@rp_temp+1;
    									set .@ro_of02,.@ro_of02+1;
    									specialeffect2 EF_REPAIRWEAPON;
    									next;
    									break;
    								}
    								break;
    							case 3:
    								mes "^3355FFThe damage to the gate";
    								mes "has caused all these";
    								mes "cracks. You'll have to";
    								mes "weld them solid somehow.^000000";
    								next;
    								switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
    								case 1:
    									mes "^3355FFYou tried using wood to fix";
    									mes "this problem, but it seems";
    									mes "to have made it worse.";
    									mes "You'll have to start all over.^000000";
    									close;
    								case 2:
    									mes "^3355FFYou used steel to weld";
    									mes "all the cracks: the gate is";
    									mes "is starting to look more solid.^000000";
    									set .@rp_temp,.@rp_temp+1;
    									set .@ro_of02,.@ro_of02+1;
    									specialeffect2 EF_REPAIRWEAPON;
    									next;
    									break;
    								case 3:
    									mes "^3355FFYou tried using emveretarcon";
    									mes "to reinforce the gate, but it's";
    									mes "not working well at all.";
    									mes "You'll have to start over.^000000";
    									close;
    								case 4:
    									mes "^3355FFYou tried using oridecon,";
    									mes "but it's not working very";
    									mes "well. You'll have to try";
    									mes "something else.^000000";
    									close;
    								}
    								break;
    							case 4:
    								mes "^3355FFNow you need to make";
    								mes "sure that the gate is held";
    								mes "together pretty solidly.^000000";
    								next;
    								switch(select("Trunk:Steel:Emveretarcon:Oridecon")) {
    								case 1:
    									mes "^3355FFYou tried using wood to fix";
    									mes "this problem, but it seems";
    									mes "to have made it worse.";
    									mes "You'll have to start all over.^000000";
    									close;
    								case 2:
    									mes "^3355FFYou tried using steel,";
    									mes "but it's not working very";
    									mes "well. You'll have to try";
    									mes "something else.^000000";
    									close;
    								case 3:
    									mes "^3355FFYou successfully used";
    									mes "the emveretarcon to repair";
    									mes "much of the gate's damage.^000000";
    									set .@rp_temp,.@rp_temp+1;
    									set .@ro_of02,.@ro_of02+1;
    									specialeffect2 EF_REPAIRWEAPON;
    									next;
    									break;
    								case 4:
    									mes "^3355FFYou tried using oridecon,";
    									mes "but it's not working very";
    									mes "well. You'll have to try";
    									mes "something else.^000000";
    									close;
    								}
    							}
    						}
    					}
    					mes "^3355FFWell, it looks like";
    					mes "you're just about done";
    					mes "with repairing the gate.^000000";
    					next;
    					if (!agitcheck2()) {
    						mes "^3355FFUnfortunately, the Fortress";
    						mes "Gate can't be reconstructed:";
    						mes "the Emperium is no longer here.^000000";
    						close;
    					}
    					else {
    						if (.@rp_temp == .@ro_of01) {
    							mes "^3355FFThe Fortress Gate has";
    							mes "been successfully repaired!^000000";
    							delitem 1019,30; //Wooden_Block
    							delitem 999,10; //Steel
    							delitem 1011,10; //Emveretarcon
    							delitem 984,5; //Oridecon
    							close2;
    							donpcevent "RL"+.@num+"#"+strnpcinfo(4)+"::OnEnable";
    							disablenpc strnpcinfo(0);
    							if (.@num == 1) set .@str$,"1st";
    							else if (.@num == 2) set .@str$,"2nd";
    							else if (.@num == 3) set .@str$,"3rd";
    							mapannounce strnpcinfo(4),"The "+.@str$+" Fortress Gate has been reconstructed!",bc_map,"0x00ff00";
    							if (.@num == 1) setd .@var$+"[2]",0;
    							else {
    								setarray getd(.@var$+"["+.@num+"]"),2,0;
    								donpcevent "Control Device0"+(.@num-1)+"#"+strnpcinfo(2)+"::OnEnable";
    							}
    							end;
    						}
    						else {
    							mes "^3355FFThe wall has been breached,";
    							mes "and the attempt to repair the";
    							mes "Fortress Gate has failed.";
    							mes "You lost some of your";
    							mes "repair resources...^000000";
    							delitem 984,2; //Oridecon
    							delitem 999,4; //Steel
    							delitem 1019,14; //Wooden_Block
    							delitem 1011,3; //Emveretarcon
    							close;
    						}
    					}
    				}
    				else {
    					mes "^3355FFYou can't attempt to repair";
    					mes "the Fortress Gate if you don't";
    					mes "have all the needed materials.^000000";
    					close;
    				}
    			}
    		}
    	}
    	end;
    
    OnInit:
    OnDisable:
    	disablenpc strnpcinfo(0);
    	end;
    
    OnEnable:
    	enablenpc strnpcinfo(0);
    	end;
    }
    
    // Guardian Summoners (2)
    //============================================================
    -	script	gard#template	-1,{
    OnEnable:
    	// .@x[i],.@y[i]: Normal coordinates, #0-21.
    	// .@w[x],.@w[y]: Special coordinates if 'defence' is under 11.
    	if (compare(strnpcinfo(2),"arug")) {
    		if (strnpcinfo(2) == "arug_cas01") {
    			setarray .@w[0],195,250,292,188;
    			setarray .x[0],233,252,232,201,224,196,269,252,201,224,222, 294,256,240,246,235,235,246,240,256,254,242;
    			setarray .y[0], 83, 81,108,130,168,137, 89, 81,130,168,129, 210,203,133, 92,132,132, 92,133,203, 95,151;
    		}
    		else if (strnpcinfo(2) == "arug_cas02") {
    			setarray .@w[0],20,169,268,169;
    			setarray .x[0],104,67,67,113,122,67, 90, 91,122, 20,67, 175,204,211,209,161,186,183,150,161,209,211;
    			setarray .y[0], 32,36,85, 87,112,60,167,119,112,169,85,  31, 32, 63, 88, 91,170,121,110, 91, 88, 63;
    		}
    		else {	// Castles 3,4,5 are identical.
    			setarray .@w[0],66,157,211,159;
    			setarray .x[0],130,128,128,128,110,91,65, 65,110,128,128, 156,172,154,156,155,187,212,211,155,156,172;
    			setarray .y[0], 60, 77, 90,100, 96,53,71,103, 96,100, 77, 101, 95, 90, 77, 60, 54, 67,105, 60, 77, 95;
    		}
    	}
    	else {
    		if (strnpcinfo(2) == "schg_cas02") {
    			setarray .@w[0],337,95,307,222;
    			setarray .x[0],326,337,334,296,285,236,285,296,334,337,334, 359,300,337,317,307,300,337,317,307,359,236;
    			setarray .y[0], 83, 95,119, 82, 40, 41, 40, 82,119, 95,119,  85,119,154,183,222,119,154,183,222, 85, 41;
    		}
    		else if (strnpcinfo(2) == "schg_cas03") {
    			setarray .@w[0],306,325,364,305;
    			setarray .x[0],323,273,288,306,323,323,273,288,306,273,273, 338,364,365,317,338,338,364,365,317,364,329;
    			setarray .y[0],308,309,306,326,308,308,309,306,325,309,309, 309,305,261,318,310,309,305,261,318,305,314;
    		}
    		else {	// Castles 1,4,5 are identical.
    			setarray .@w[0],108,32,128,42,187,15;	// Contains an extra pair, for whatever reason.
    			setarray .x[0],111,109,65,110,88,64,47,109,111,112,120, 130,129,151,187,128,152,187,128,130,130,151;
    			setarray .y[0], 18, 44,22, 40,20,40,43, 48, 18, 32, 37,  22, 47, 18, 15, 42, 43, 15, 42, 22, 28, 18;
    		}
    	}
    	if (charat(strnpcinfo(1),4) == "2") set .@z,11;
    	freeloop(1);
    	set .@defence,getcastledata(strnpcinfo(2),3);
    	callsub OnSummon,.@z;
    	if (.@defence > 70) set getd(".MyMobCount_"+charat(strnpcinfo(1),4)+strnpcinfo(2)),5;
    	else if (.@defence > 50) set getd(".MyMobCount_"+charat(strnpcinfo(1),4)+strnpcinfo(2)),4;
    	else if (.@defence > 30) set getd(".MyMobCount_"+charat(strnpcinfo(1),4)+strnpcinfo(2)),3;
    	else if (.@defence > 10) set getd(".MyMobCount_"+charat(strnpcinfo(1),4)+strnpcinfo(2)),2;
    	if (.@w[4] && .@z)
    		guardian strnpcinfo(2),.@w[4],.@w[5],"Guardian Soldier",1899,strnpcinfo(0)+"::OnGuardianDied";
    	else if (.@defence < 11) {
    		set getd(".MyMobCount_"+charat(strnpcinfo(1),4)+strnpcinfo(2)),2;
    		set .@i,(.@z)?2:0;
    		guardian strnpcinfo(2),.@w[.@i],.@w[.@i+1],"Guardian Soldier",1899,strnpcinfo(0)+"::OnGuardianDied";
    	}
    	else for(set .@i,1; .@i<getd(".MyMobCount_"+charat(strnpcinfo(1),4)+strnpcinfo(2)); set .@i,.@i+1)
    		callsub OnSummon,.@i+.@z;
    	freeloop(0);
    	copyarray getd(".x_"+strnpcinfo(2)+"[0]"),.@x[0],22;
    	copyarray getd(".y_"+strnpcinfo(2)+"[0]"),.@y[0],22;
    	setd ".timer_"+charat(strnpcinfo(1),4)+strnpcinfo(2),4+.@z;
    	setarray .count$[5],"1st","2nd","3rd","4th","5th";
    	initnpctimer;
    	end;
    
    OnTimer300000:
    OnTimer900000:
    OnTimer1800000:
    OnTimer2700000:
    OnTimer3600000:
    	if (charat(strnpcinfo(1),4) == "2") end;
    	set .@var$,".timer_"+charat(strnpcinfo(1),4)+strnpcinfo(2);
    	setd .@var$, getd(.@var$)+1;
    	set getd(".MyMobCount_"+charat(strnpcinfo(1),4)+strnpcinfo(2)),getd(".MyMobCount_"+charat(strnpcinfo(1),4)+strnpcinfo(2))+1;
    	callsub OnSummon,getd(.@var$);
    	setarray .count$[5],"1st","2nd","3rd","4th","5th";
    	mapannounce strnpcinfo(2),"The "+.count$[getd(.@var$)]+" Guardian has been summoned from the Gate House.",bc_map,"0xff4500";
    	if (getd(.@var$) == 9) {
    		setd .@var$,0;
    		stopnpctimer;
    	}
    	end;
    
    OnTimer600000:
    OnTimer1200000:
    OnTimer2100000:
    OnTimer3000000:
    OnTimer3900000:
    	if (!(charat(strnpcinfo(1),4) == "2")) end;
    	set .@var$,".timer_"+charat(strnpcinfo(1),4)+strnpcinfo(2);
    	setd .@var$, getd(.@var$)+1;
    	set getd(".MyMobCount_"+charat(strnpcinfo(1),4)+strnpcinfo(2)),getd(".MyMobCount_"+charat(strnpcinfo(1),4)+strnpcinfo(2))+1;
    	callsub OnSummon,getd(.@var$);
    	if (getd(.@var$) == 20) {
    		setd .@var$,0;
    		stopnpctimer;
    	}
    	end;
    
    OnSummon:
    	guardian strnpcinfo(2),getd(".x_"+strnpcinfo(2)+"["+getarg(0)+"]"),getd(".y_"+strnpcinfo(2)+"["+getarg(0)+"]"),"Guardian Soldier",1899,strnpcinfo(0)+"::OnGuardianDied";
    	return;
    
    OnGuardianDied:
    	if (charat(strnpcinfo(1),4) == "2") set .@z,11;
    	set getd(".MyMobCount_"+charat(strnpcinfo(1),4)+strnpcinfo(2)),getd(".MyMobCount_"+charat(strnpcinfo(1),4)+strnpcinfo(2))-1;
    	if (getd(".MyMobCount_"+charat(strnpcinfo(1),4)+strnpcinfo(2)) < 2) {
    		set getd(".MyMobCount_"+charat(strnpcinfo(1),4)+strnpcinfo(2)),getd(".MyMobCount_"+charat(strnpcinfo(1),4)+strnpcinfo(2))+1;
    		callsub OnSummon,10+.@z;
    	}
    	end;
    
    OnReset:
    	stopnpctimer;
    	killmonster strnpcinfo(2),strnpcinfo(0)+"::OnGuardianDied";
    	deletearray getd(".x_"+strnpcinfo(2)+"[0]"),22;
    	deletearray getd(".y_"+strnpcinfo(2)+"[0]"),22;
    	end;
    }
    
    // Guardian Stone Summoners (2)
    //============================================================
    -	script	df#template	-1,{
    OnEnable:
    	if (compare(strnpcinfo(2),"arug")) {
    		if (strnpcinfo(2) == "arug_cas01") setarray .@i[0],210,234,308,189;
    		else if (strnpcinfo(2) == "arug_cas02") setarray .@i[0],33,168,245,168;
    		else setarray .@i[0],65,171,212,149;	// Castles 3,4,5 are identical.
    	}
    	else {
    		if (strnpcinfo(2) == "schg_cas02") setarray .@i[0],231,58,335,230;
    		else if (strnpcinfo(2) == "schg_cas03") setarray .@i[0],242,309,376,251;
    		else setarray .@i[0],27,35,207,75;	// Castles 1,4,5 are identical.
    	}
    	set .@num, atoi(charat(strnpcinfo(1),2));
    	set .@j,(.@num == 1)?0:2;
    	guardian strnpcinfo(2),.@i[.@j],.@i[.@j+1],((.@num == 1)?"1st":"2nd")+" Guardian Stone",1906+.@num,strnpcinfo(0)+"::OnGuardianStoneDied";
    	end;
    
    OnDisable:
    	killmonster strnpcinfo(2),strnpcinfo(0)+"::OnGuardianStoneDied";
    	setd "$agit_"+substr(strnpcinfo(2),0,1)+substr(strnpcinfo(2),8,9)+"["+(atoi(charat(strnpcinfo(1),2))-1)+"]",1;
    	stopnpctimer;
    	end;
    
    OnGuardianStoneDied:
    	set .@num, atoi(charat(strnpcinfo(1),2));
    	set .@var$,"$agit_"+substr(strnpcinfo(2),0,1)+substr(strnpcinfo(2),8,9);
    	setd .@var$+"["+(.@num-1)+"]",1;
    	if (getd(.@var$+"[0]") == 1 || getd(.@var$+"[0]") == 2) set .@destroyed, .@destroyed+1;
    	if (getd(.@var$+"[1]") == 1 || getd(.@var$+"[1]") == 2) set .@destroyed, .@destroyed+1;
    	if (.@destroyed == 2) {
    		mapannounce strnpcinfo(2),"All of the Guardian Stones have been destroyed!",bc_map,"0x00ff00";
    		donpcevent "RL0#"+strnpcinfo(2)+"::OnDisable";
    	}
    	else mapannounce strnpcinfo(2),"The "+((.@num == 1)?"1st":"2nd")+" Guardian Stone has been destroyed!",bc_map,"0x00ff00";
    	donpcevent "gard"+.@num+"#"+strnpcinfo(2)+"::OnReset";
    	initnpctimer;
    	end;
    
    OnTimer300000:
    	set .@num, atoi(charat(strnpcinfo(1),2));
    	set .@str$,substr(strnpcinfo(2),0,1)+substr(strnpcinfo(2),8,9);
    	donpcevent ((.@num == 1)?"1st":"2nd")+" Guardian Stone#"+.@str$+"::OnEnable";
    	setd "$agit_"+.@str$+"["+(atoi(charat(strnpcinfo(1),2))-1)+"]",2;
    	stopnpctimer;
    	end;
    }
    
    // Barrier Summoners (4)
    //============================================================
    -	script	RL#template	-1,{
    OnEnable:
    	.@npc_name$ = strnpcinfo(0);
    	.@npc_visible$ = strnpcinfo(1);
    	.@npc_hidden$ = strnpcinfo(2);
    	set .@num, atoi(charat(.@npc_visible$,2));
    	if (.@num == 0) {
    		if (compare(.@npc_hidden$,"arug")) {
    			if (.@npc_hidden$ == "arug_cas01") {
    				setarray .@wall[0],238,74,8,6,0;
    				setarray .@x[0],239,241,243,245;
    				setarray .@y[0], 73, 73, 73, 73;
    			}
    			else if (.@npc_hidden$ == "arug_cas02") {
    				setarray .@wall[0],136,136,8,6,0;
    				setarray .@x[0],137,139,141,143;
    				setarray .@y[0],137,137,137,137;
    			}
    			else {	// Castles 3,4,5 are identical.
    				setarray .@wall[0],138,110,8,6,0;
    				setarray .@x[0],139,141,143,145;
    				setarray .@y[0],111,111,111,111;
    			}
    		}
    		else {
    			if (.@npc_hidden$ == "schg_cas02") {
    				setarray .@wall[0],290,98,8,0,0;
    				setarray .@x[0],289,289,289,289;
    				setarray .@y[0], 98,100,102,104;
    			}
    			else if (.@npc_hidden$ == "schg_cas03") {
    				setarray .@wall[0],326,301,6,6,0;
    				setarray .@x[0],326,328,330;
    				setarray .@y[0],300,300,300;
    			}
    			else {	// Castles 1,4,5 are identical.
    				setarray .@wall[0],114,48,13,6,0;
    				setarray .@x[0],115,117,119,121,123,125;
    				setarray .@y[0], 49, 49, 49, 49, 49, 49;
    			}
    		}
    	}
    	else if (.@num == 1) {
    		if (compare(.@npc_hidden$,"arug")) {
    			if (.@npc_hidden$ == "arug_cas01") {
    				setarray .@wall[0],239,53,8,6,1;
    				setarray .@x[0],239,241,243,240,242,244;
    				setarray .@y[0], 55, 55, 55, 54, 54, 54;
    			}
    			else if (.@npc_hidden$ == "arug_cas02") {
    				setarray .@wall[0],150,223,12,6,1;
    				setarray .@x[0],151,153,155,157,159,161;
    				setarray .@y[0],222,222,222,222,222,222;
    			}
    			else {	// Castles 3,4,5 are identical.
    				setarray .@wall[0],139,158,6,6,1;
    				setarray .@x[0],140,142,144,139,141,143;
    				setarray .@y[0],157,157,157,156,156,156;
    			}
    		}
    		else {
    			if (.@npc_hidden$ == "schg_cas02") {
    				setarray .@wall[0],279,98,8,0,1;
    				setarray .@x[0],280,280,280,281,281,281;
    				setarray .@y[0], 98,100,102, 99,101,103;
    			}
    			else if (.@npc_hidden$ == "schg_cas03") {
    				setarray .@wall[0],325,277,8,6,1;
    				setarray .@x[0],326,328,330,327,329,331;
    				setarray .@y[0],278,278,278,279,279,279;
    			}
    			else {	// Castles 1,4,5 are identical.
    				setarray .@wall[0],114,51,13,6,1;
    				setarray .@x[0],115,117,119,121,123,125;
    				setarray .@y[0], 50, 50, 50, 50, 50, 50;
    			}
    		}
    	}
    	else if (.@num == 2) {
    		if (compare(.@npc_hidden$,"arug")) {
    			if (.@npc_hidden$ == "arug_cas01") {
    				setarray .@wall[0],107,124,6,6,1;
    				setarray .@x[0],107,109,111,108,110,112;
    				setarray .@y[0],122,122,122,123,123,123;
    			}
    			else if (.@npc_hidden$ == "arug_cas02") {
    				setarray .@wall[0],125,342,8,0,1;
    				setarray .@x[0],126,126,126,127,127,127;
    				setarray .@y[0],343,345,347,344,346,348;
    			}
    			else {	// Castles 3,4,5 are identical.
    				setarray .@wall[0],138,210,8,6,1;
    				setarray .@x[0],140,142,144,139,141,143;
    				setarray .@y[0],209,209,209,208,208,208;
    			}
    		}
    		else {
    			if (.@npc_hidden$ == "schg_cas02") {
    				setarray .@wall[0],230,213,6,0,1;
    				setarray .@x[0],231,231,231,232,232,232;
    				setarray .@y[0],213,215,217,213,215,217;
    			}
    			else if (.@npc_hidden$ == "schg_cas03") {
    				setarray .@wall[0],200,230,8,0,1;
    				setarray .@x[0],201,201,201,202,202,202;
    				setarray .@y[0],231,233,235,232,234,236;
    			}
    			else {	// Castles 1,4,5 are identical.
    				setarray .@wall[0],114,154,13,6,1;
    				setarray .@x[0],115,117,119,121,123,125;
    				setarray .@y[0],153,153,153,153,153,153;
    			}
    		}
    	}
    	else {
    		if (compare(.@npc_hidden$,"arug")) {
    			if (.@npc_hidden$ == "arug_cas01") {
    				setarray .@wall[0],84,171,8,6,1;
    				setarray .@x[0], 84, 86, 88, 90;
    				setarray .@y[0],170,170,170,170;
    			}
    			else if (.@npc_hidden$ == "arug_cas02") {
    				setarray .@wall[0],38,314,12,6,1;
    				setarray .@x[0], 40, 42, 44, 46;
    				setarray .@y[0],315,315,315,315;
    			}
    			else {	// Castles 3,4,5 are identical.
    				setarray .@wall[0],138,263,8,6,1;
    				setarray .@x[0],139,141,143,145;
    				setarray .@y[0],262,262,262,262;
    			}
    		}
    		else {
    			if (.@npc_hidden$ == "schg_cas02") {
    				setarray .@wall[0],160,141,6,6,1;
    				setarray .@x[0],160,162,164,166;
    				setarray .@y[0],140,140,140,140;
    			}
    			else if (.@npc_hidden$ == "schg_cas03") {
    				setarray .@wall[0],285,198,8,0,1;
    				setarray .@x[0],284,284,284,284;
    				setarray .@y[0],199,201,203,205;
    			}
    			else {	// Castles 1,4,5 are identical.
    				setarray .@wall[0],116,241,11,6,1;
    				setarray .@x[0],116,118,120,122;
    				setarray .@y[0],240,240,240,240;
    			}
    		}
    	}
    	setwall .@npc_hidden$,.@wall[0],.@wall[1],.@wall[2],.@wall[3],.@wall[4],substr(.@npc_hidden$,0,1)+substr(.@npc_hidden$,8,9)+"_"+.@npc_visible$;
    	switch(.@num) {
    	case 0:
    		killmonster .@npc_hidden$, .@npc_name$ + "::OnBarrierDestroyed";
    		.@j = getarraysize(.@x);
    		for ( .@i = 0; .@i < .@j; ++.@i ) {
    			.@unit_id = guardian( .@npc_hidden$,.@x[.@i],.@y[.@i]," ",1905, .@npc_name$ + "::OnBarrierDestroyed" );
    			setunitdata .@unit_id,UMOB_DMGIMMUNE,1; // The 1st barricades are immunes to damage until both Guardian Stones are destroyed
    		}
    		end;
    	case 3:
    		setd ".MyMobCount_" + .@num + .@npc_hidden$, 4;
    		break;
    	default:
    		setd ".MyMobCount_" + .@num + .@npc_hidden$, 6;
    		break;
    	}
    	for ( .@i = 0; .@i < getd( ".MyMobCount_" + .@num + .@npc_hidden$ ); ++.@i )
    		guardian .@npc_hidden$,.@x[.@i],.@y[.@i]," ",1905, .@npc_name$ + "::OnBarrierDestroyed";
    	end;
    
    OnBarrierDestroyed:
    	set .@num, atoi(charat(strnpcinfo(1),2));
    	if (!.@num) end;
    	set getd(".MyMobCount_"+.@num+strnpcinfo(2)),getd(".MyMobCount_"+.@num+strnpcinfo(2))-1;
    	if (getd(".MyMobCount_"+.@num+strnpcinfo(2)) == 0) {
    		set .@var$,substr(strnpcinfo(2),0,1)+substr(strnpcinfo(2),8,9);
    		setd "$agit_"+.@var$+"["+(.@num+1)+"]",1;
    		setarray .@count$[0],"1st","2nd","3rd";
    		mapannounce strnpcinfo(2),"The "+.@count$[.@num-1]+" Fortress Gate is destroyed.",bc_map,"0x00ff00";
    		delwall .@var$+"_"+strnpcinfo(1);
    	}
    	end;
    
    OnDisable:
    	.@wall_name$ = substr(strnpcinfo(2),0,1) + substr(strnpcinfo(2),8,9) + "_" + strnpcinfo(1);
    	if (checkwall(.@wall_name$) == true)
    		delwall .@wall_name$;
    	killmonster strnpcinfo(2),strnpcinfo(0)+"::OnBarrierDestroyed";
    	end;
    }
    
    // Link Flags (function)
    //============================================================
    function	script	LinkFlag	{
    	if (!getcharid(2) || getcharid(2) != getcastledata(strnpcinfo(4),1)) end;
    	if (getarg(0) == "Convenience Facility") {
    		mes "^3355FFThis is the Stronghold";
    		mes "Teleport Service. Would";
    		mes "you like to teleport to the";
    		mes "Convenience Facility for";
    		mes "guild members?^000000";
    		if(select("Go to Convenience Facility:Cancel") == 1)
    			warp strnpcinfo(4),getarg(1),getarg(2);
    		close;
    	}
    	if (getarg(0) == "Emperium Center") {
    		mes "^3355FFThis is the Stronghold";
    		mes "Teleport Service. Would";
    		mes "you like to teleport to";
    		mes "the Emperium Center?^000000";
    		if(select("Teleport:Cancel") == 1)
    			warp strnpcinfo(4),getarg(1),getarg(2);
    		close;
    	}
    	mes "^3355FFThis is the Stronghold";
    	mes "Teleport Service. Please";
    	mes "choose a destination";
    	mes "within the stronghold.^000000";
    	for(set .@i,0; .@i<getargcount(); set .@i,.@i+3)
    		set .@menu$, .@menu$+getarg(.@i)+":";
    	set .@menu$, .@menu$+"Cancel";
    	set .@i, select(.@menu$)-1;
    	if (.@i != getargcount()/3)
    		warp strnpcinfo(4),getarg(.@i*3+1),getarg(.@i*3+2);
    	close;
    }
    
    // Return Flags (function)
    //============================================================
    function	script	ReturnFlag	{
    	.@map$ = getarg(0);
    	set .@str$, (compare(strnpcinfo(4),"aru"))?"Arunafeltz":"Schwaltzvalt";
    	.@GID =  getcastledata(.@map$,1);
    	if (!.@GID) {
    		mes "[ "+.@str$+" Royal Edict ]";
    		mes "The Holy Kingdom of";
    		mes .@str$+" declares that";
    		mes "one has yet to claim lordship";
    		mes "over this stronghold. The one";
    		mes "that breaks the Emperium will";
    		mes "be recognized as its new owner.";
    		close;
    	}
    	if (getcharid(2) == .@GID && getarg(1,0)) {
    		mes "[ Ringing Voice ]";
    		mes "Courageous one,";
    		mes "do you wish to return";
    		mes "to your stronghold?";
    		next;
    		if(select("Return to the Stronghold:Cancel") == 1 && getcharid(2) == getcastledata(.@map$,1)) {
    			if (compare(.@map$,"arug")) {
    				if (.@map$ == "arug_cas01") setarray .@i[0],67,193;
    				else if (.@map$ == "arug_cas02") setarray .@i[0],43,256;
    				else setarray .@i[0],121,318;	// Castles 3,4,5 are identical.
    			}
    			else {
    				if (.@map$ == "schg_cas02") setarray .@i[0],136,188;
    				else if (.@map$ == "schg_cas03") setarray .@i[0],308,202;
    				else setarray .@i[0],120,290;	// Castles 1,4,5 are identical.
    			}
    			warp .@map$,.@i[0],.@i[1];
    		}
    		close;
    	}
    	mes "[ "+.@str$+" Royal Edict ]";
    	mes "The Holy Kingdom of";
    	mes .@str$+" decrees that";
    	mes "this stronghold is owned";
    	mes "by the ^FF0000"+getguildname(.@GID)+"^000000 Guild.";
    	next;
    	mes "[ "+.@str$+" Royal Edict ]";
    	mes "^FF0000"+getguildmaster(.@GID)+"^000000 is";
    	mes "Guild Master of ^FF0000"+getguildname(.@GID)+"^000000.";
    	mes "Any that object must claim this";
    	mes "stronghold through strength of";
    	mes "steel and magic during the";
    	mes "appointed Guild Siege times.";
    	close;
    }
    
    // Treasure Room Switches
    //============================================================
    -	script	Switch#template	-1,{
    	mes " ";
    	mes "^3355FFWill you pull";
    	mes "this small lever?^000000";
    	next;
    	if(select("Pull Lever:Cancel") == 2) close;
    	if (compare(strnpcinfo(4),"arug")) {
    		if (strnpcinfo(4) == "arug_cas01") setarray .@i[0],121,357;
    		else if (strnpcinfo(4) == "arug_cas02") setarray .@i[0],387,323;
    		else setarray .@i[0],321,57;	// Castles 3,4,5 are identical.
    	}
    	else {
    		if (strnpcinfo(4) == "schg_cas02") setarray .@i[0],339,79;
    		else if (strnpcinfo(4) == "schg_cas03") setarray .@i[0],57,13;
    		else setarray .@i[0],275,244;	// Castles 1,4,5 are identical.
    	}
    	warp strnpcinfo(4),.@i[0],.@i[1];
    	close;
    }
    
    // Guild Dungeon Warps
    //============================================================
    -	script	Sunflower#template	-1,{
    	if (getcharid(2) == getcastledata(strnpcinfo(4),1)) {
    		mes "- It's an amazingly huge sunflower; as big as a human! ... You feel something mysterious emanating from the flower. -";
    		next;
    		switch(select("Hold the stem.:Do nothing.")) {
    		case 1:
    			if (compare(strnpcinfo(4),"arug")) {
    				set .@map$,"arug_dun01";
    				setarray .@mapx[0],350,350,50, 50,200;
    				setarray .@mapy[0],350, 50,50,350,386;
    			}
    			else {
    				set .@map$,"schg_dun01";
    				setarray .@mapx[0],262, 94, 79,212,322;
    				setarray .@mapy[0],314,284,140, 70,166;
    			}
    			set .@i, atoi(charat(strnpcinfo(4),9))-1;
    			warp .@map$,.@mapx[.@i],.@mapy[.@i];
    			close;
    		case 2:
    			mes "It's too scary to touch unknown things.";
    			close;
    		}
    	}
    }

     

    I made a comparison with the most current revision and mine does not use "CD_"

  13. conf/battle/player.conf

    // Max armor def/mdef
    // NOTE: This setting have no effect if server is run on Renewal Mode (RENEWAL) 
    // NOTE: does not affects skills and status effects like Mental Strength
    // If weapon_defense_type is non-zero, it won't apply to max def.
    // If magic_defense_type is non-zero, it won't apply to max mdef.
    max_def: 99

     

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