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Winterfox

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Posts posted by Winterfox


  1. It seems like some items are missing the sprite that gets shown when the item is dropped. Normally these sprites are in the default ragnarok grfs and not in your data folder, so moving your data folder stuff in your grf should not be the problem.

    Do you get this error with other client versions too or is this specific to 2017-06-14bRagexeRE?


  2. If you want to increase the skillratio on a linked char by 15% shouldnt it look more like this?

    skillratio += 100 + 50 * skill_lv;
    if( sd->sc.data[SC_SOULLINK] && sd->sc.data[SC_SOULLINK]->val2 == SL_HUNTER)
    skillratio *= 1.15;

     


  3. Hi,

    1. You need to add your maps in these files: conf/map/maps.conf and db/map_index.txt.
    2. Add your grf(s) or data folder to conf/grf-files.txt.
    3. Build the mapcache plugin in the plugins folder. On linux you can use make plugin.mapcache and for windows you can follow this guide: http://herc.ws/wiki/Building_HPM_Plugin_for_MSVC#New_Method
    4. To rebuild the cache as configured in the files above you can use map-server --load-plugin mapcache --rebuild-mapcache. To just add the maps separately you can use map-server --load-plugin mapcache --map <name>
     


  4. This should do the trick:
     

    guild_vs2,0,0,0	script	TesteDG	FAKE_NPC,{
    	OnInstanceInit:
    		monster (("guild_vs2"), 0,0, "Bigfoot.", 1603, 1, instance_npcname( strnpcinfo(NPC_NAME) )+"::OnMobDead");
    	end;
    	
    	OnMobDead:
    		warp(instance_mapname("guild_vs3"), 199, 255);
    	end;
    	
    	OnInit:
    		disablenpc(""+strnpcinfo(NPC_NAME)+"");
    }

     


  5. @Begin i figured out that the missing castle name was the problem because the se version has another variant of getting the castle name.

    I guess that you don't get any data because the "defend_time" row is empty. It should get filled once OnStartArena gets triggered a second time by breaking the emperium.


  6. @Begin please try if that version of agit_main_se.txt works:

    Spoiler
    
    //================= Hercules Script =======================================
    //=       _   _                     _
    //=      | | | |                   | |
    //=      | |_| | ___ _ __ ___ _   _| | ___  ___
    //=      |  _  |/ _ \ '__/ __| | | | |/ _ \/ __|
    //=      | | | |  __/ | | (__| |_| | |  __/\__ \
    //=      \_| |_/\___|_|  \___|\__,_|_|\___||___/
    //================= License ===============================================
    //= This file is part of Hercules.
    //= http://herc.ws - http://github.com/HerculesWS/Hercules
    //=
    //= Copyright (C) 2012-2015  Hercules Dev Team
    //= Copyright (C)  Cookie
    //= Copyright (C)  Euphy
    //= Copyright (C)  Brian
    //= Copyright (C)  Zephyrus
    //= Copyright (C)  L0ne_W0lf
    //=
    //= Hercules is free software: you can redistribute it and/or modify
    //= it under the terms of the GNU General Public License as published by
    //= the Free Software Foundation, either version 3 of the License, or
    //= (at your option) any later version.
    //=
    //= This program is distributed in the hope that it will be useful,
    //= but WITHOUT ANY WARRANTY; without even the implied warranty of
    //= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
    //= GNU General Public License for more details.
    //=
    //= You should have received a copy of the GNU General Public License
    //= along with this program.  If not, see <http://www.gnu.org/licenses/>.
    //=========================================================================
    //= War of Emperium SE - Template File
    //================= Description ===========================================
    //= Like agit_main, this file is required for SE castles to function.
    //================= Current Version =======================================
    //= 1.4a
    //=========================================================================
    
    //== Core, triggers all other events =======================
    -	script	Manager#template	FAKE_NPC,{
    OnAgitInit2:
    OnRecvCastle2:
    	if (strnpcinfo(NPC_NAME_HIDDEN) == "template") end;
    	if (!getcastledata(strnpcinfo(NPC_NAME_HIDDEN),1)) {
    		donpcevent strnpcinfo(NPC_NAME)+"::OnStart";
    		// Monster spawns are identical for all castles.
    		monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Evil Druid",1117,10;
    		monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Khalitzburg",1132,4;
    		monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Abysmal Knight",1219,3;
    		monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Executioner",1205,1;
    		monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Penomena",1216,10;
    		monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Alarm",1193,18;
    		monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Clock",1269,9;
    		monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Raydric Archer",1276,12;
    		monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Wanderer",1208,3;
    		monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Alice",1275,1;
    		monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Bloody Knight",1268,2;
    		monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Dark Lord",1272,2;
    		monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Tower Keeper",1270,4;
    	}
    	if (getcastledata(strnpcinfo(NPC_NAME_HIDDEN),9) < 1)
    		disablenpc "Kafra Employee#"+substr(strnpcinfo(NPC_NAME_HIDDEN),0,1)+substr(strnpcinfo(NPC_NAME_HIDDEN),8,9);
    	end;
    
    OnAgitStart2:
    	if (strnpcinfo(NPC_NAME_HIDDEN) == "template") end;
    	if (agitcheck2()) {
    		maprespawnguildid strnpcinfo(NPC_NAME_HIDDEN),getcastledata(strnpcinfo(NPC_NAME_HIDDEN),1),2;
    		gvgon strnpcinfo(NPC_NAME_HIDDEN);
    		donpcevent strnpcinfo(NPC_NAME)+"::OnStart";
    	}
    	else for(.@i = 0; .@i<4; ++.@i)
    		donpcevent "RL"+.@i+"#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnDisable";
    	end;
    
    OnAgitEnd2:
    	if (strnpcinfo(NPC_NAME_HIDDEN) == "template") end;
    	gvgoff strnpcinfo(NPC_NAME_HIDDEN);
    	if (getcastledata(strnpcinfo(NPC_NAME_HIDDEN),1)) {
    		.@str$ = substr(strnpcinfo(NPC_NAME_HIDDEN),0,1)+substr(strnpcinfo(NPC_NAME_HIDDEN),8,9);
    		killmonster strnpcinfo(NPC_NAME_HIDDEN),"Steward#"+.@str$+"::OnStartArena";
    		donpcevent strnpcinfo(NPC_NAME)+"::OnReset";
    		donpcevent "Steward#"+.@str$+"::OnStop";
    	}
    	end;
    
    OnGuildBreak:
    	if (strnpcinfo(NPC_NAME_HIDDEN) == "template") end;
    	killmonster strnpcinfo(NPC_NAME_HIDDEN),"gard1#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnGuardianDied";
    	killmonster strnpcinfo(NPC_NAME_HIDDEN),"gard2#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnGuardianDied";
    	disablenpc "Kafra Employee#"+substr(strnpcinfo(NPC_NAME_HIDDEN),0,1)+substr(strnpcinfo(NPC_NAME_HIDDEN),8,9);
    	setcastledata strnpcinfo(NPC_NAME_HIDDEN),1,0;
    	sleep 7000;
    	announce "Guild Base ["+getcastlename(strnpcinfo(NPC_NAME_HIDDEN))+"] has been abandoned.",0;
    	donpcevent strnpcinfo(NPC_NAME)+"::OnRecvCastle2";
    	end;
    
    OnStart:
    	// $agit_ar0x[] - $agit_sc0x[]
    	// 1st Guardian stone, 2nd Guardian stone, Barrier 1, Barrier 2, Barrier 3, Summon Guardians
    	// Settings for all but Summon Guardians: 0 = Okay | 1 = Destroyed | 2 = Repairing
    	// Summon Guardians: 0 = Do not Summon | 1 = Summon
    	if (getcastledata(strnpcinfo(NPC_NAME_HIDDEN),1)) {
    		setarray getd("$agit_"+substr(strnpcinfo(NPC_NAME_HIDDEN),0,1)+substr(strnpcinfo(NPC_NAME_HIDDEN),8,9)+"[0]"),0,0,0,0,0,0;
    		donpcevent "df1#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnEnable";
    		donpcevent "df2#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnEnable";
    		for (.@i = 0; .@i<4; ++.@i)
    			donpcevent "RL"+.@i+"#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnEnable";
    	}
    
    OnEmpSpawn:
    	.@str$ = substr(strnpcinfo(NPC_NAME_HIDDEN),0,1)+substr(strnpcinfo(NPC_NAME_HIDDEN),8,9);
    	if (mobcount(strnpcinfo(NPC_NAME_HIDDEN),"Steward#"+.@str$+"::OnStartArena")) end;
    	if (compare(strnpcinfo(NPC_NAME_HIDDEN),"arug")) {
    		if (strnpcinfo(NPC_NAME_HIDDEN) == "arug_cas01") setarray .@i[0],87,219;
    		else if (strnpcinfo(NPC_NAME_HIDDEN) == "arug_cas02") setarray .@i[0],89,256;
    		else setarray .@i[0],141,293;	// Castles 3,4,5 are identical.
    	}
    	else {
    		if (strnpcinfo(NPC_NAME_HIDDEN) == "schg_cas02") setarray .@i[0],162,193;
    		else if (strnpcinfo(NPC_NAME_HIDDEN) == "schg_cas03") setarray .@i[0],338,202;
    		else setarray .@i[0],120,272;	// Castles 1,4,5 are identical.
    	}
    	monster strnpcinfo(NPC_NAME_HIDDEN),.@i[0],.@i[1],"Emperium",1288,1,"Steward#"+.@str$+"::OnStartArena";
    	end;
    
    OnReset:
    	.@str$ = substr(strnpcinfo(NPC_NAME_HIDDEN),0,1)+substr(strnpcinfo(NPC_NAME_HIDDEN),8,9);
    	donpcevent "df1#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnDisable";
    	donpcevent "df2#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnDisable";
    	donpcevent "gard1#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnReset";
    	donpcevent "gard2#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnReset";
    	donpcevent "1st Guardian Stone#"+.@str$+"::OnDisable";
    	donpcevent "2nd Guardian Stone#"+.@str$+"::OnDisable";
    	for(.@i = 1; .@i<4; ++.@i)
    		donpcevent "Control Device0"+.@i+"#"+.@str$+"::OnDisable";
    	for(.@i = 0; .@i<4; ++.@i)
    		donpcevent "RL"+.@i+"#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnDisable";
    	if (agitcheck2())
    		setarray getd("$agit_"+substr(strnpcinfo(NPC_NAME_HIDDEN),0,1)+substr(strnpcinfo(NPC_NAME_HIDDEN),8,9)+"[0]"),0,0,1,1,1,0;
    	end;
    
    OnChange:
    	.@str$ = substr(strnpcinfo(NPC_NAME_HIDDEN),0,1)+substr(strnpcinfo(NPC_NAME_HIDDEN),8,9);
    	setarray getd("$agit_"+.@str$+"[0]"),2,2,1,1,2,0;
    	donpcevent strnpcinfo(NPC_NAME)+"::OnEmpSpawn";
    	donpcevent "Control Device03#"+.@str$+"::OnEnable";
    	donpcevent "1st Guardian Stone#"+.@str$+"::OnEnable";
    	donpcevent "2nd Guardian Stone#"+.@str$+"::OnEnable";
    	end;
    
    OnClock0001:
    	// Spawn Treasure Chests based on castle economy.
    	if (strnpcinfo(NPC_NAME_HIDDEN) == "template") end;
    	if (!getcastledata(strnpcinfo(NPC_NAME_HIDDEN),1)) end;
    	killmonster strnpcinfo(NPC_NAME_HIDDEN),strnpcinfo(NPC_NAME)+"::OnTreasureDied";
    	if (getcastledata(strnpcinfo(NPC_NAME_HIDDEN),4)) {
    		.@Economy = getcastledata(strnpcinfo(NPC_NAME_HIDDEN),2);
    		setcastledata strnpcinfo(NPC_NAME_HIDDEN),2,.@Economy+getcastledata(strnpcinfo(NPC_NAME_HIDDEN),4)+(rand(2) && getgdskilllv(getcastledata(strnpcinfo(NPC_NAME_HIDDEN),1),10014));
    		if (getcastledata(strnpcinfo(NPC_NAME_HIDDEN),2) > 100) setcastledata strnpcinfo(NPC_NAME_HIDDEN),2,100;
    		setcastledata strnpcinfo(NPC_NAME_HIDDEN),4,0;
    	}
    	if (getcastledata(strnpcinfo(NPC_NAME_HIDDEN),5)) {
    		.@defence = getcastledata(strnpcinfo(NPC_NAME_HIDDEN),3);
    		setcastledata strnpcinfo(NPC_NAME_HIDDEN),3,.@defence+getcastledata(strnpcinfo(NPC_NAME_HIDDEN),5);
    		if (getcastledata(strnpcinfo(NPC_NAME_HIDDEN),3) > 100) setcastledata strnpcinfo(NPC_NAME_HIDDEN),3,100;
    		setcastledata strnpcinfo(NPC_NAME_HIDDEN),5,0;
    	}
    	.@Treasure = getcastledata(strnpcinfo(NPC_NAME_HIDDEN),2)/5+4;
    	if (!.@Treasure) end;
    	freeloop(1);
    	if (compare(strnpcinfo(NPC_NAME_HIDDEN),"arug")) {
    		if (strnpcinfo(NPC_NAME_HIDDEN) == "arug_cas01") {
    			.@treasurebox = 1943;
    			setarray .@treasurex[0],251,252,253,254,255,256,257,258,251,252,253,254,255,256,257,258,251,252,253,254,255,256,257,258;
    			setarray .@treasurey[0],369,369,369,369,368,368,368,368,367,367,367,367,366,366,366,366,365,365,365,365,364,364,364,364;
    		}
    		else if (strnpcinfo(NPC_NAME_HIDDEN) == "arug_cas02") {
    			.@treasurebox = 1944;
    			setarray .@treasurex[0],382,383,384,385,386,387,384,385,386,387,388,389,382,383,384,385,386,387,384,385,386,387,388,389;
    			setarray .@treasurey[0],231,231,231,231,231,231,230,230,230,230,230,230,225,225,225,225,225,225,224,224,224,224,224,224;
    		}
    		else { 	// Castles 3,4,5 are identical, except 4's treasure.
    			.@treasurebox = (strnpcinfo(NPC_NAME_HIDDEN) == "arug_cas04")?1946:1945;
    			setarray .@treasurex[0],291,292,293,294,295,296,293,294,295,296,297,298,291,292,293,294,295,296,293,294,295,296,297,298;
    			setarray .@treasurey[0],276,276,276,276,276,276,274,274,274,274,274,274,272,272,272,272,272,272,269,269,269,269,269,269;
    		}
    	}
    	else {
    		if (strnpcinfo(NPC_NAME_HIDDEN) == "schg_cas02") {
    			.@treasurebox = 1939;
    			setarray .@treasurex[0],249,250,251,252,253,246,247,248,249,250,250,251,252,253,246,247,248,249,250,249,250,251,252,253;
    			setarray .@treasurey[0],378,378,378,378,378,376,376,376,376,376,374,374,374,374,372,372,372,372,372,370,370,370,370,370;
    		}
    		else if (strnpcinfo(NPC_NAME_HIDDEN) == "schg_cas03") {
    			.@treasurebox = 1940;
    			setarray .@treasurex[0],189,190,191,192,193,194,189,190,191,192,193,194,189,190,191,192,193,194,189,190,191,192,193,194;
    			setarray .@treasurey[0], 21, 21, 21, 21, 21, 21, 19, 19, 19, 19, 19, 19, 17, 17, 17, 17, 17, 17, 15, 15, 15, 15, 15, 15;
    		}
    		else {	// Castles 1,4,5 are identical, except treasures.
    			if (strnpcinfo(NPC_NAME_HIDDEN) == "schg_cas01") .@treasurebox = 1938;
    			else if (strnpcinfo(NPC_NAME_HIDDEN) == "schg_cas04") .@treasurebox = 1941;
    			else .@treasurebox = 1942;
    			setarray .@treasurex[0],388,388,388,387,386,385,384,384,384,384,384,384,385,386,387,388,389,390,390,390,389,388,387,386;
    			setarray .@treasurey[0],388,389,390,390,390,390,389,388,387,386,385,384,384,384,384,384,384,384,385,386,386,386,386,386;
    		}
    	}
    	for(.@i = 0; .@i<4; ++.@i)
    		monster strnpcinfo(NPC_NAME_HIDDEN),.@treasurex[.@i],.@treasurey[.@i],"Treasure Chest",(.@i%2)?.@treasurebox:1324,1,strnpcinfo(NPC_NAME)+"::OnTreasureDied";
    	for(.@i = 4; .@i<24; ++.@i) {
    		if (.@Treasure < .@i+1) break;
    		monster strnpcinfo(NPC_NAME_HIDDEN),.@treasurex[.@i],.@treasurey[.@i],"Treasure Chest",(.@i%2)?.@treasurebox:1324,1,strnpcinfo(NPC_NAME)+"::OnTreasureDied";
    	}
    	freeloop(0);
    	end;
    
    OnTreasureDied:
    	end;
    }
    
    //== Guild Manager =========================================
    -	script	Steward#template	FAKE_NPC,{
    	.@GID = getcastledata(strnpcinfo(NPC_MAP),1);
    	if (!.@GID) {
    		mes "[ Steward ]";
    		mes "I await for the master";
    		mes "whom destiny will choose";
    		mes "for me. Do you think you";
    		mes "have to courage and strength";
    		mes "to conquer this stronghold?";
    		close;
    	}
    	if (getcharid(CHAR_ID_GUILD) != .@GID || strcharinfo(PC_NAME) != getguildmaster(.@GID)) {
    		mes "[ Steward ]";
    		mes "Hmpf. Your threats don't";
    		mes "scare me! Guardians, drive";
    		mes "this infidel away from here!";
    		mes "I will always be loyal to the";
    		mes "master of this stronghold,";
    		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(NPC_MAP),2)+".";
    		if (getcastledata(strnpcinfo(NPC_MAP),4) > 0) {
    			mes "Last time, you invested in";
    			mes "Commercial Growth "+getcastledata(strnpcinfo(NPC_MAP),4)+".";
    		}
    		next;
    		mes "[ Steward ]";
    		mes "Our stronghold's";
    		mes "safeguard level is "+getcastledata(strnpcinfo(NPC_MAP),3)+".";
    		if (getcastledata(strnpcinfo(NPC_MAP),5) > 0) {
    			mes "Last time, you invested";
    			mes "in defense "+getcastledata(strnpcinfo(NPC_MAP),5)+" times.";
    		}
    		mes " ";
    		mes "That is all, master.";
    		close;
    	case 2:
    		.@Economy = getcastledata(strnpcinfo(NPC_MAP),2);
    		setarray .@cost[0],5000,10000,20000,35000,55000,80000,110000,145000,185000,230000,280000,335000,395000,460000,530000,605000,685000,770000,860000,955000;
    		.@j = 0;
    		for(.@i = 6; .@i<101; .@i += 5) {
    			if (.@Economy < .@i) {
    				.@eco_invest = .@cost[.@j];
    				break;
    			}
    			++.@j;
    		}
    		// Quadruple the cost of investing if you've already invested once.
    		if (getcastledata(strnpcinfo(NPC_MAP),4))
    			.@eco_invest *= 4;
    		mes "[ Steward ]";
    		mes "Raising the stronghold's";
    		mes "commercial growth will";
    		mes "increase the quantity of";
    		mes "goods produced for the guild.";
    		mes "Investing in commercial growth";
    		mes "will help the guild's future.";
    		next;
    		mes "[ Steward ]";
    		mes "You can make one investment";
    		mes "each day, but if you can make";
    		mes "two investments if you pay";
    		mes "more Zeny: this will speed";
    		mes "up commercial development,";
    		mes "but can be quite expensive.";
    		next;
    		if (.@Economy == 100) {
    			mes "[ Steward ]";
    			mes "However, our stronghold's";
    			mes "commerical growth level is";
    			mes "at 100%. It's not possible to";
    			mes "develop commercial growth";
    			mes "any further than that.";
    			close;
    		}
    		if (getcastledata(strnpcinfo(NPC_MAP),4) >= 2) {
    			mes "[ Steward ]";
    			mes "You've already made two";
    			mes "investments today, so you'll";
    			mes "have to wait until tomorrow";
    			mes "to make another investment.";
    			close;
    		}
    		if (getcastledata(strnpcinfo(NPC_MAP),4) == 0) {
    			mes "[ Steward ]";
    			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(NPC_MAP),4) >= 2) {
    				mes "[ Steward ]";
    				mes "You've already made two";
    				mes "investments today, so you'll";
    				mes "have to wait until tomorrow";
    				mes "to make another investment.";
    				close;
    			}
    			if (Zeny < .@eco_invest) {
    				mes "[ Steward ]";
    				mes "I'm sorry, Master, but";
    				mes "you do not have enough";
    				mes "Zeny to make an investment";
    				mes "for the guild today.";
    				close;
    			}
    			Zeny -= .@eco_invest;
    			setcastledata strnpcinfo(NPC_MAP),4,getcastledata(strnpcinfo(NPC_MAP),4)+1;
    			mes "[ Steward ]";
    			mes "A wise use of the guild's";
    			mes "funds, Master. We can expect";
    			mes "to see the results of this";
    			mes "investment by tomorrow.";
    			close;
    		case 2:
    			mes "[ Steward ]";
    			mes "As you command, Master.";
    			close;
    		}
    	case 3:
    		.@defence = getcastledata(strnpcinfo(NPC_MAP),3);
    		setarray .@cost[0],10000,20000,40000,70000,110000,160000,220000,290000,370000,460000,560000,670000,790000,920000,1060000,1210000,1370000,1540000,1720000,1910000;
    		.@j = 0;
    		for(.@i = 6; .@i<101; .@i += 5) {
    			if (.@defence < .@i) {
    				.@def_invest = .@cost[.@j];
    				break;
    			}
    			++.@j;
    		}
    		// Quadruple the cost of investing if you've already invested once.
    		if (getcastledata(strnpcinfo(NPC_MAP),5))
    			.@def_invest *= 4;
    		mes "[ Steward ]";
    		mes "Investing in our stronghold's";
    		mes "defense will enhance the";
    		mes "durability of our Guardians";
    		mes "and the Emperium. We'll need";
    		mes "every advantage to protect";
    		mes "ourselves from our enemies.";
    		next;
    		mes "[ Steward ]";
    		mes "You can invest in defense";
    		mes "once per day, but if you pay";
    		mes "more Zeny, you can invest";
    		mes "a maximum of two times daily.";
    		next;
    		mes "[ Steward ]";
    		if (getcastledata(strnpcinfo(NPC_MAP),3) == 100) {
    			mes "The Defense Level of this";
    			mes "stronghold is 100%, and";
    			mes "cannot be increased further.";
    			close;
    		}
    		if (getcastledata(strnpcinfo(NPC_MAP),5) >= 2) {
    			mes "Master, you've already";
    			mes "invested in Defense twice";
    			mes "today. You'll need to wait";
    			mes "until tomorrow if you really";
    			mes "want to increase our defenses.";
    			close;
    		}
    		if (getcastledata(strnpcinfo(NPC_MAP),5) == 0) {
    			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(NPC_MAP),5) >= 2) {
    				mes "[ Steward ]";
    				mes "Master, you've already";
    				mes "invested in Defense twice";
    				mes "today. You'll need to wait";
    				mes "until tomorrow if you really";
    				mes "want to increase our defenses.";
    				close;
    			}
    			if (Zeny < .@def_invest) {
    				mes "[ Steward ]";
    				mes "I'm sorry, Master, but";
    				mes "you do not have enough";
    				mes "Zeny to make an investment";
    				mes "for the guild today.";
    				close;
    			}
    			Zeny -= .@def_invest;
    			setcastledata strnpcinfo(NPC_MAP),5,getcastledata(strnpcinfo(NPC_MAP),5)+1;
    			mes "[ Steward ]";
    			mes "A wise use of the guild's";
    			mes "funds, Master. Increasing";
    			mes "the frequency of treasure";
    			mes "procured by the guild will";
    			mes "definitely help us all.";
    			close;
    		case 2:
    			mes "[ Steward ]";
    			mes "As you command, Master.";
    			close;
    		}
    	case 4:
    		if (getcastledata(strnpcinfo(NPC_MAP),9) == 1) {
    			mes "[ Steward ]";
    			mes "Do you wish to dismiss";
    			mes "the Kafra Employee that";
    			mes "we've hired for the guild?";
    			next;
    			switch(select("Dismiss", "Cancel")) {
    			case 1:
    				cutin "kafra_01",2;
    				mes "[ Hired Kafra Employee ]";
    				mes "Master, please reconsider!";
    				mes "I've been working very hard";
    				mes "for the success of the guild!";
    				mes "I'll try harder to serve the";
    				mes "guild members of this";
    				mes "stronghold, I promise!";
    				next;
    				switch(select("Dismiss", "Cancel")) {
    				case 1:
    					mes "[ Hired Kafra Employee ]";
    					mes "Why?! What have I done";
    					mes "to deserve this? Waaah~!";
    					next;
    					cutin "kafra_01",255;
    					break;
    				case 2:
    					mes "[ Hired Kafra Employee ]";
    					mes "Thank you, Master!";
    					mes "I'll obey your every";
    					mes "command as best I can!";
    					mes "You won't regret this!";
    					close;
    				}
    				break;
    			case 2:
    				mes "[ Steward ]";
    				mes "She works very hard,";
    				mes "in my opinion. It was in";
    				mes "all of our best interests to";
    				mes "allow her to stay with us.";
    				close;
    			}
    			disablenpc "Kafra Employee#"+strnpcinfo(NPC_NAME_HIDDEN);
    			setcastledata strnpcinfo(NPC_MAP),9,0;
    			mes "[ Steward ]";
    			mes "That Kafra Employee";
    			mes "has been dismissed.";
    			mes "Were really dissatisfied";
    			mes "by the quality of her service?";
    			close;
    		}
    		else {
    			mes "[ Steward ]";
    			mes "Will you hire a";
    			mes "Kafra Employee to serve";
    			mes "our stronghold? You must";
    			mes "pay ^FF000010,000 Zeny^000000 to hire one.";
    			next;
    			switch(select("Hire", "Cancel")) {
    			case 1:
    				if (getgdskilllv(.@GID,10001) == 0) {
    					mes "[ Steward ]";
    					mes "Master, we cannot hire a";
    					mes "Kafra Employee because";
    					mes "you have not yet attained";
    					mes "the ^FF0000Contract with Kafra^000000";
    					mes "guild skill.";
    					close;
    				}
    				if (Zeny < 10000) {
    					mes "[ Steward ]";
    					mes "Master, we cannot hire a";
    					mes "Kafra Employee because";
    					mes "we do not have enough";
    					mes "funds to pay the contract fee.";
    					close;
    				}
    				Zeny -= 10000;
    				enablenpc "Kafra Employee#"+strnpcinfo(NPC_NAME_HIDDEN);
    				setcastledata strnpcinfo(NPC_MAP),9,1;
    				mes "[ Steward ]";
    				mes "Very well. We have formed";
    				mes "a contract with the Kafra";
    				mes "Head Office, and hired a";
    				mes "Kafra Employee for our";
    				mes "stronghold. Here she is~";
    				next;
    				cutin "kafra_01",2;
    				mes "[ Hired Kafra Employee ]";
    				mes "How do you do? I've";
    				mes "been dispatched by the";
    				mes "Kafra Head Office to";
    				mes "serve your guild's needs.";
    				mes "I'll do my best to follow";
    				mes "your every command, Master.";
    				next;
    				cutin "kafra_01",255;
    				mes "[ Steward ]";
    				mes "Our contract will expire";
    				mes "after one month, so we must";
    				mes "pay additional fees to keep";
    				mes "this Kafra Employee in";
    				mes "the service of our guild.";
    				close;
    			case 2:
    				mes "[ Steward ]";
    				mes "As you command, Master.";
    				mes "However, I suggest hiring";
    				mes "a Kafra Employee as soon";
    				mes "as possible since our guild";
    				mes "would greatly benefit from";
    				mes "the convenient Kafra services.";
    				close;
    			}
    		}
    	case 5:
    		mes "[ Steward ]";
    		mes "Do you wish to enter the";
    		mes "Guild Treasure Room?";
    		mes "Only you, the Guild Master,";
    		mes "are permitted to enter.";
    		next;
    		mes "[ Steward ]";
    		mes "Please remember to open";
    		mes "the Treasure Boxes at the";
    		mes "proper time. Otherwise, the";
    		mes "treasure may disappear if";
    		mes "something unexpected happens.";
    		next;
    		switch(select("Go to Treasure Room", "Cancel")) {
    		case 1:
    			mes "[ Steward ]";
    			mes "Allow me to guide you";
    			mes "on the secret path to";
    			mes "the Treasure Room.";
    			mes "Press the secret switch";
    			mes "when you wish to return here.";
    			close2;
    			if (compare(strnpcinfo(NPC_MAP),"arug")) {
    				if (strnpcinfo(NPC_MAP) == "arug_cas01") setarray .@i[0],250,363;
    				else if (strnpcinfo(NPC_MAP) == "arug_cas02") setarray .@i[0],382,227;
    				else setarray .@i[0],292,266;	// Castles 3,4,5 are identical.
    			}
    			else {
    				if (strnpcinfo(NPC_MAP) == "schg_cas02") setarray .@i[0],249,373;
    				else if (strnpcinfo(NPC_MAP) == "schg_cas03") setarray .@i[0],190,16;
    				else setarray .@i[0],381,381;	// Castles 1,4,5 are identical.
    			}
    			warp strnpcinfo(NPC_MAP),.@i[0],.@i[1];
    			end;
    		case 2:
    			mes "[ Steward ]";
    			mes "Items in the Treasure Room";
    			mes "are produced once each day.";
    			mes "Therefore, you must obtain";
    			mes "the treasure items everyday.";
    			mes "For the sake of the guild,";
    			mes "prioritize treasure harvesting!";
    			close;
    		}
    	}
    
    OnStop:
    	awake strnpcinfo(NPC_NAME);
    	end;
    
    OnStartArena:
    	.@GID = getcharid(CHAR_ID_GUILD);
    	.@region$ = (compare(strnpcinfo(NPC_MAP),"arug"))?"Valfreyja":"Nithafjoll";
    	// Lower castle Economy
    	.@Economy = getcastledata(strnpcinfo(NPC_MAP),2)-5;
    	if (.@Economy < 0) .@Economy = 0;
    	setcastledata strnpcinfo(NPC_MAP),2,.@Economy;
    	// Lower Castle Defence
    	.@defence = getcastledata(strnpcinfo(NPC_MAP),3)-5;
    	if (.@defence < 0) .@defence = 0;
    	setcastledata strnpcinfo(NPC_MAP),3,.@defence;
    	// Set new owner
    	setcastledata strnpcinfo(NPC_MAP),1,.@GID;
    	// Clear castle's data.
    	for(.@i = 4; .@i<10; ++.@i)
    		setcastledata strnpcinfo(NPC_MAP),.@i,0;
    	// Disable Kafra
    	disablenpc "Kafra Employee#"+strnpcinfo(NPC_NAME_HIDDEN);
    
    	announce "The ["+getguildname(.@GID)+"] guild conquered the ["+.@region$+" "+charat(strnpcinfo(NPC_NAME_HIDDEN),3)+"] stronghold of "+getcastlename(strnpcinfo(NPC_MAP))+"!",bc_all|bc_woe;
    	mapannounce strnpcinfo(NPC_MAP),"The emperium has been shattered!",bc_map,"0x00FF00",FW_NORMAL,20,0,40;
    	donpcevent "Manager#"+strnpcinfo(NPC_MAP)+"::OnReset";
    	maprespawnguildid strnpcinfo(NPC_MAP),getcastledata(strnpcinfo(NPC_MAP),1),2;
    	donpcevent "Manager#"+strnpcinfo(NPC_MAP)+"::OnRecvCastle2";
    	donpcevent "::OnRecvCastle"+ strtoupper( substr( strnpcinfo(NPC_NAME_HIDDEN), 0, 0 ) ) + substr( strnpcinfo(NPC_NAME_HIDDEN), 1, getstrlen( strnpcinfo(NPC_NAME_HIDDEN) ) -1 );
    
    	query_sql "SELECT `auto_id` FROM `agit_defend_stats` WHERE `castle_name`='" + getcastlename(strnpcinfo(NPC_MAP)) + "' AND `woe_ended`='0' ORDER BY `auto_id` DESC LIMIT 1",.@last_conquest;
    
    	if( getarraysize(.@last_conquest) ){
    		query_sql "UPDATE `agit_defend_stats` SET `lost_time`=NOW() WHERE `auto_id`='" + .@last_conquest + "'";
    
    		query_sql "SELECT `conquest_time` FROM `agit_defend_stats` WHERE `auto_id`='" + .@last_conquest + "'", .@conquest_time$;
    
    		query_sql "UPDATE `agit_defend_stats` SET `defend_time`=TIMEDIFF(NOW(),'" + .@conquest_time$ + "') WHERE `auto_id`='" + .@last_conquest + "'";
    	}
    
    	query_sql "INSERT INTO `agit_defend_stats` (castle_name, guild_id, conquest_time,woe_ended) VALUES ('" + getcastlename(strnpcinfo(NPC_MAP)) + "', '" + .@GID + "', NOW(),'0')";
    
    	sleep 10000;
    	if (agitcheck2()) {
    		donpcevent "Manager#"+strnpcinfo(NPC_MAP)+"::OnChange";
    		mapannounce strnpcinfo(NPC_MAP),"Rebuild this stronghold's Guardian Stones and Fortress Gates to secure your guild's new aquisition!",bc_map,"0x00FF00",FW_NORMAL,20,0,40;
    	}
    	end;
    }
    
    //== Castle Guardians ======================================
    -	script	Guardian#template	FAKE_NPC,{
    	.@GID = getcastledata(strnpcinfo(NPC_MAP),1);
    	.@n$ = "["+strnpcinfo(NPC_NAME_VISIBLE)+"]";
    	if (!.@GID) {
    		mes .@n$;
    		mes "Great job. Now, all you";
    		mes "need to do is destroy this";
    		mes "Emperium to gain ownership";
    		mes "over this stronghold.";
    		close;
    	}
    	if (getcharid(CHAR_ID_GUILD) == .@GID) {
    		if (strcharinfo(PC_NAME) != getguildmaster(.@GID)) {
    			mes .@n$;
    			mes "As guardian of this";
    			mes "stronghold, I answer only";
    			mes "to the master of the guild";
    			mes "that controls this place.";
    			close;
    		}
    		else {
    			if (!agitcheck2()) {
    				mes .@n$;
    				mes "I am "+strnpcinfo(NPC_NAME_VISIBLE)+", guardian of";
    				mes "this stronghold. For now,";
    				mes "all is quiet in this place.";
    				next;
    				switch(select("Converse", "Cancel")) {
    				case 1:
    					mes .@n$;
    					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$;
    				mes "Greetings, "+strcharinfo(PC_NAME)+".";
    				mes "What are your orders?";
    				next;
    				switch(select("Increase Stronghold Defense", "Situational Briefing", "Cancel")) {
    				case 1:
    					if (!getd("$agit_"+strnpcinfo(NPC_NAME_HIDDEN)+"[5]")) {
    						if (getgdskilllv(.@GID,10002) == 0) {
    							mes .@n$;
    							mes "I'm sorry, but the Guardian";
    							mes "Stones aren't powerful enough";
    							mes "to summon Guardians yet. We";
    							mes "need to accumulate more";
    							mes "knowledge before they can";
    							mes "summon any Guardians.";
    							close;
    						}
    						else {
    							mes .@n$;
    							mes "I shall endeavor to summon";
    							mes "a Guardian through a Guardian";
    							mes "Stone. However, keep in mind";
    							mes "that this will not work if the";
    							mes "Guardian Stone is destroyed.";
    							setd "$agit_"+strnpcinfo(NPC_NAME_HIDDEN)+"[5]",1;
    							if (!getd("$agit_"+strnpcinfo(NPC_NAME_HIDDEN)+"[0]"))
    								donpcevent "gard1#"+strnpcinfo(NPC_MAP)+"::OnEnable";
    							if (!getd("$agit_"+strnpcinfo(NPC_NAME_HIDDEN)+"[1]"))
    								donpcevent "gard2#"+strnpcinfo(NPC_MAP)+"::OnEnable";
    							close;
    						}
    					}
    					else {
    						mes .@n$;
    						mes "You've already commanded";
    						mes "me to summon a Guardian";
    						mes "to defend the stronghold.";
    						close;
    					}
    				case 2:
    					mes .@n$;
    					mes "Our defense status is...";
    					setarray .@status$[0],"^4D4DFFOperational","^FF0000Destroyed","^008000Repairing";
    					mes "1st Guardian Stone: "+.@status$[getd("$agit_"+strnpcinfo(NPC_NAME_HIDDEN)+"[0]")]+"^000000";
    					mes "2nd Guardian Stone: "+.@status$[getd("$agit_"+strnpcinfo(NPC_NAME_HIDDEN)+"[1]")]+"^000000";
    					mes "1st Fortress Gate: "+.@status$[getd("$agit_"+strnpcinfo(NPC_NAME_HIDDEN)+"[2]")]+"^000000";
    					mes "2nd Fortress Gate: "+.@status$[getd("$agit_"+strnpcinfo(NPC_NAME_HIDDEN)+"[3]")]+"^000000";
    					mes "3rd Fortress Gate: "+.@status$[getd("$agit_"+strnpcinfo(NPC_NAME_HIDDEN)+"[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(NPC_NAME_HIDDEN)+"[0]"),0,0,0,0,0,0;
    	end;
    }
    
    //== Guild Kafras ==========================================
    -	script	Kafra#template	FAKE_NPC,{
    	cutin "kafra_01",2;
    	.@GID = getcastledata(strnpcinfo(NPC_MAP),1);
    	if (getcharid(CHAR_ID_GUILD) == .@GID && getgdskilllv(.@GID,10001)) {
    		mes "[Kafra Employee]";
    		mes "Welcome, proud member";
    		mes "of the ^FF0000"+getguildname(.@GID)+"^000000 Guild!";
    		mes "The Kafra Corporation is ready";
    		mes "to assist you wherever you go!";
    		next;
    		switch(select("Use Storage", "Use Warp Service", "Rent Pushcart", "Cancel")) {
    		case 1:
    			if (basicskillcheck() && getskilllv("NV_BASIC") < 6) {
    				mes "[Kafra Employee]";
    				mes "I'm so sorry, but you must";
    				mes "have at least Novice Skill";
    				mes "Lv.6 to use the Storage.";
    			}
    			else openstorage;
    			break;
    		case 2:
    			mes "[Kafra Employee]";
    			mes "Please tell me your";
    			mes "Warp destination.";
    			next;
    			switch(select("Rachel -> 200 z", "Cancel")) {
    			case 1:
    				if (Zeny < 200) {
    					mes "[Kafra Employee]";
    					mes "I'm sorry, but you don't";
    					mes "have enough Zeny to pay";
    					mes "the warp fee. Would you";
    					mes "please check your funds again?";
    					close2;
    					cutin "kafra_01",255;
    					end;
    				}
    				Zeny -= 200;
    				warp "rachel",115,125;
    				end;
    			case 2:
    				cutin "kafra_01",255;
    				break;
    			}
    			break;
    		case 3:
    			if (BaseClass != Job_Merchant) {
    				mes "[Kafra Employee]";
    				mes "I'm sorry, but the Pushcart";
    				mes "rental service can only be";
    				mes "used by Merchant, Blacksmith,";
    				mes "and Alchemist class characters.";
    			}
    			else if (checkcart() == 1) {
    				mes "[Kafra Employee]";
    				mes "Hm? You've already";
    				mes "rented a Pushcart.";
    			}
    			else {
    				mes "[Kafra Employee]";
    				mes "The Pushcart rental fee";
    				mes "is 800 Zeny. Would you";
    				mes "like to rent a Pushcart?";
    				next;
    				switch(select("Rent Pushcart", "Cancel")) {
    				case 1:
    					if (Zeny < 800) {
    						mes "[Kafra Employee]";
    						mes "I'm sorry, but you don't";
    						mes "have enough Zeny to rent";
    						mes "one of our Pushcarts.";
    						close2;
    						cutin "kafra_01",255;
    						end;
    					}
    					Zeny -= 800;
    					setcart;
    					break;
    				case 2:
    					break;
    				}
    			}
    			break;
    		case 4:
    			mes "[Kafra Employee]";
    			mes "Thank you for using the";
    			mes "Kafra Service. Wherever";
    			mes "you go, Kafra will be";
    			mes "there to support you!";
    			close2;
    			cutin "kafra_01",255;
    			end;
    		}
    		close2;
    		cutin "kafra_01",255;
    		end;
    	}
    	else {
    		mes "[Kafra Employee]";
    		mes "I'm sorry, but I've been";
    		mes "exclusively contracted";
    		mes "to the members of the";
    		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	FAKE_NPC,{
    	.@GID = getcastledata(strnpcinfo(NPC_MAP),1);
    	.@num = atoi(charat(strnpcinfo(NPC_NAME_VISIBLE),0));
    	.@var$ = "$agit_"+strnpcinfo(NPC_NAME_HIDDEN);
    	if (getcharid(CHAR_ID_GUILD) == .@GID) {
    		mes "^3355FFYou will need the";
    		mes "following materials to";
    		mes "rebuild a destroyed";
    		mes "Guardian Stone.^000000";
    		next;
    		mes "1 Oridecon";
    		mes "1 Elunium";
    		mes "30 Stones";
    		mes "5 Blue Gemstones";
    		mes "5 Yellow Gemstones";
    		mes "5 Red Gemstones";
    		next;
    		mes "^3355FFDo you want to continue?^000000";
    		next;
    		if(select("No", "Continue") == 1) {
    			mes "^3355FFWork canceled.^000000";
    			close;
    		}
    		if ((countitem(Oridecon) > 0) && (countitem(Elunium) > 0) && (countitem(Stone) > 29) && (countitem(Blue_Gemstone) > 4) && (countitem(Yellow_Gemstone) > 4) && (countitem(Red_Gemstone) > 4)) {
    			mes "^3355FFArrange Stones, Elunium, and";
    			mes "Oridecon, in that order, in the";
    			mes "center. Then you must arrange";
    			mes "the enchanted Gemstones to";
    			mes "rebuild the Guardian Stone.^000000";
    			next;
    			setarray .@stone$[0],"Elunium","Oridecon","Stones";
    			.@i = select("Elunium", "Oridecon", "Stone")-1;
    			if (.@i == 2) .@nice += 10;
    			mes "^3355FF"+.@stone$[.@i]+" has been";
    			mes "placed in the center.^000000";
    			next;
    			.@i = select("Elunium", "Oridecon", "Stone")-1;
    			if (.@i == 0) .@nice += 10;
    			mes "^3355FFYou have lined the";
    			mes "outside of the center";
    			mes "with some "+.@stone$[.@i]+".^000000";
    			next;
    			.@i = select("Elunium", "Oridecon", "Stone")-1;
    			if (.@i == 1) .@nice += 10;
    			mes "^3355FFYou covered the";
    			mes "rest of the materials";
    			mes "with some "+.@stone$[.@i]+".^000000";
    			next;
    			mes "^3355FFNow you need to arrange";
    			mes "the enchanted Gemstones";
    			mes "accordingly. You can identify";
    			mes "their Magic properties by";
    			mes "their casting effect.^000000";
    			next;
    			setarray .@effect[0],56,54,225;
    			setarray .@color$[0],"Red","Yellow","Blue";
    			while(1) {
    				if (.@roof0 > 7) break;
    				.@i = rand(3);
    				specialeffect .@effect[.@i];
    				mes "^3355FFThe Gemstones must";
    				mes "be arranged in the correct";
    				mes "order according to their";
    				mes "magic properties and power.^000000";
    				next;
    				.@j = select("Red Gemstone", "Yellow Gemstone", "Blue Gemstone")-1;
    				mes "^3355FFYou placed the "+.@color$[.@j]+" Gemstone.^000000";
    				if (.@i == .@j) {
    					mes "^3355FFHowever, the Guardian Stone";
    					mes "Repair System failed because";
    					mes "of a magic power conflict.^000000";
    					close;
    				}
    				.@nice += 10;
    				++.@roof0;
    				specialeffect EF_STEAL;
    				next;
    			}
    			if (.@nice > 90) {
    				if (!getd(.@var$+"["+(.@num-1)+"]")) {
    					mes "^3355FFThe Guardian Stone";
    					mes "Repair System has";
    					mes "already completed.^000000";
    					close;
    				}
    				else {
    					if (!agitcheck2()) {
    						mes "^3355FFIt is impossible to";
    						mes "rebuild the Guardian";
    						mes "Stone because the";
    						mes "Emperium is not present.^000000";
    						close;
    					}
    					else {
    						mes "^3355FFThe Gemstones have been";
    						mes "arranged, and the Guardian";
    						mes "Stone is successfully repaired.^000000";
    						delitem Oridecon,1;
    						delitem Elunium,1;
    						delitem Stone,30;
    						delitem Blue_Gemstone,5;
    						delitem Yellow_Gemstone,5;
    						delitem Red_Gemstone,5;
    						close2;
    						donpcevent "df"+.@num+"#"+strnpcinfo(NPC_MAP)+"::OnEnable";
    						specialeffect EF_ICECRASH;
    						disablenpc strnpcinfo(NPC_NAME);
    						setd .@var$+"["+(.@num-1)+"]",0;
    						.@df_all = getd(.@var$+"[0]")+getd(.@var$+"[1]");
    						if (!.@df_all) {
    							mapannounce strnpcinfo(NPC_MAP),"Both Guardian Stones have been erected, bolstering this stronghold's defenses!",bc_map,"0x00ff00";
    							donpcevent "RL0#"+strnpcinfo(NPC_MAP)+"::OnEnable";
    						}
    						else mapannounce strnpcinfo(NPC_MAP),"The "+strnpcinfo(NPC_NAME_VISIBLE)+" has been repaired successfully.",bc_map,"0x00ff00";
    						if (getd(.@var$+"[5]") == 1)
    							donpcevent "gard"+.@num+"#"+strnpcinfo(NPC_MAP)+"::OnEnable";
    						end;
    					}
    				}
    			}
    			else {
    				mes "^3355FFAfter all of that work...";
    				mes "It looks like you failed";
    				mes "to fix the Guardian Stone,";
    				mes "and lost some materials.^000000";
    				delitem Stone,10;
    				delitem Blue_Gemstone,2;
    				delitem Yellow_Gemstone,2;
    				delitem Red_Gemstone,2;
    				close;
    			}
    		}
    		else {
    			mes "^3355FFYou don't have enough";
    			mes "materials to repair";
    			mes "the Guardian Stone.^000000";
    			close;
    		}
    	}
    	end;
    
    OnInit:
    OnDisable:
    	disablenpc strnpcinfo(NPC_NAME);
    	end;
    
    OnEnable:
    	enablenpc strnpcinfo(NPC_NAME);
    	specialeffect EF_MAPPILLAR2;
    	end;
    }
    
    //== Control Devices (3) ===================================
    -	script	Control#template	FAKE_NPC,{
    	.@GID = getcastledata(strnpcinfo(NPC_MAP),1);
    	.@num = atoi(charat(strnpcinfo(NPC_NAME_VISIBLE),15));
    	.@var$ = "$agit_"+strnpcinfo(NPC_NAME_HIDDEN);
    	if (getcharid(CHAR_ID_GUILD) == .@GID) {
    		if (strcharinfo(PC_NAME) == getguildmaster(.@GID)) {
    			if (getd(.@var$+"["+(.@num+1)+"]") == 2) {
    				mes "^3355FFDemolished Fortress";
    				mes "Gates can be repaired,";
    				mes "but you will need to gather";
    				mes "the following materials.^000000";
    				next;
    				mes "^4D4DFF10 Steel^000000,";
    				mes "^4D4DFF30 Trunks^000000,";
    				mes "^4D4DFF5 Oridecon^000000, and";
    				mes "^4D4DFF10 Emveretarcon^000000.";
    				next;
    				select("Continue");
    				if ((countitem(Wooden_Block) > 29) && (countitem(Steel) > 9) && (countitem(Emveretarcon) > 9) && (countitem(Oridecon) > 4)) {
    					mes "^3355FFYou will need Trunks to";
    					mes "repair the support frame,";
    					mes "Oridecon to enhance the";
    					mes "gate's endurance, and";
    					mes "Emveretarcon to basically";
    					mes "hold everything together.^000000";
    					next;
    					.@ro_of01 = rand(10,15);
    					while(1) {
    						if (.@ro_of02 == .@ro_of01) break;
    						else {
    							switch(rand(1,4)) {
    							case 1:
    								mes "^3355FFThe support frame";
    								mes "is badly damaged:";
    								mes "fixing this part";
    								mes "is a top priority.^000000";
    								next;
    								switch(select("Trunk", "Steel", "Emveretarcon", "Oridecon")) {
    								case 1:
    									mes "^3355FFThe frame has been";
    									mes "reinforced with wood.^000000";
    									++.@rp_temp;
    									++.@ro_of02;
    									specialeffect(EF_REPAIRWEAPON, AREA, playerattached());
    									next;
    									break;
    								case 2:
    									mes "^3355FFYou tried using steel,";
    									mes "but it's not working very";
    									mes "well. You'll have to try";
    									mes "something else.^000000";
    									close;
    								case 3:
    									mes "^3355FFYou tried using emveretarcon";
    									mes "to reinforce the gate, but it's";
    									mes "not working well at all.";
    									mes "You'll have to start over.^000000";
    									close;
    								case 4:
    									mes "^3355FFYou tried using oridecon,";
    									mes "but it's not working very";
    									mes "well. You'll have to try";
    									mes "something else.^000000";
    									close;
    								}
    								break;
    							case 2:
    								mes "^3355FFIt looks like the gate's";
    								mes "overall endurance needs to";
    								mes "be reinforced with something.^000000";
    								next;
    								switch(select("Trunk", "Steel", "Emveretarcon", "Oridecon")) {
    								case 1:
    									mes "^3355FFYou tried using wood";
    									mes "to reinforce the gate.^000000";
    									++.@ro_of02;
    									next;
    									break;
    								case 2:
    									mes "^3355FFYou tried using steel";
    									mes "to reinforce the gate, but";
    									mes "it's not working well at all.";
    									mes "You'll have to start over.^000000";
    									close;
    								case 3:
    									mes "^3355FFYou tried using emveretarcon";
    									mes "to reinforce the gate, but it's";
    									mes "not working well at all.";
    									mes "You'll have to start over.^000000";
    									close;
    								case 4:
    									mes "^3355FFYou hammered the";
    									mes "oridecon: it looks";
    									mes "like this will work.^000000";
    									++.@rp_temp;
    									++.@ro_of02;
    									specialeffect(EF_REPAIRWEAPON, AREA, playerattached());
    									next;
    									break;
    								}
    								break;
    							case 3:
    								mes "^3355FFThe damage to the gate";
    								mes "has caused all these";
    								mes "cracks. You'll have to";
    								mes "weld them solid somehow.^000000";
    								next;
    								switch(select("Trunk", "Steel", "Emveretarcon", "Oridecon")) {
    								case 1:
    									mes "^3355FFYou tried using wood to fix";
    									mes "this problem, but it seems";
    									mes "to have made it worse.";
    									mes "You'll have to start all over.^000000";
    									close;
    								case 2:
    									mes "^3355FFYou used steel to weld";
    									mes "all the cracks: the gate is";
    									mes "is starting to look more solid.^000000";
    									++.@rp_temp;
    									++.@ro_of02;
    									specialeffect(EF_REPAIRWEAPON, AREA, playerattached());
    									next;
    									break;
    								case 3:
    									mes "^3355FFYou tried using emveretarcon";
    									mes "to reinforce the gate, but it's";
    									mes "not working well at all.";
    									mes "You'll have to start over.^000000";
    									close;
    								case 4:
    									mes "^3355FFYou tried using oridecon,";
    									mes "but it's not working very";
    									mes "well. You'll have to try";
    									mes "something else.^000000";
    									close;
    								}
    								break;
    							case 4:
    								mes "^3355FFNow you need to make";
    								mes "sure that the gate is held";
    								mes "together pretty solidly.^000000";
    								next;
    								switch(select("Trunk", "Steel", "Emveretarcon", "Oridecon")) {
    								case 1:
    									mes "^3355FFYou tried using wood to fix";
    									mes "this problem, but it seems";
    									mes "to have made it worse.";
    									mes "You'll have to start all over.^000000";
    									close;
    								case 2:
    									mes "^3355FFYou tried using steel,";
    									mes "but it's not working very";
    									mes "well. You'll have to try";
    									mes "something else.^000000";
    									close;
    								case 3:
    									mes "^3355FFYou successfully used";
    									mes "the emveretarcon to repair";
    									mes "much of the gate's damage.^000000";
    									++.@rp_temp;
    									++.@ro_of02;
    									specialeffect(EF_REPAIRWEAPON, AREA, playerattached());
    									next;
    									break;
    								case 4:
    									mes "^3355FFYou tried using oridecon,";
    									mes "but it's not working very";
    									mes "well. You'll have to try";
    									mes "something else.^000000";
    									close;
    								}
    							}
    						}
    					}
    					mes "^3355FFWell, it looks like";
    					mes "you're just about done";
    					mes "with repairing the gate.^000000";
    					next;
    					if (!agitcheck2()) {
    						mes "^3355FFUnfortunately, the Fortress";
    						mes "Gate can't be reconstructed:";
    						mes "the Emperium is no longer here.^000000";
    						close;
    					}
    					else {
    						if (.@rp_temp == .@ro_of01) {
    							mes "^3355FFThe Fortress Gate has";
    							mes "been successfully repaired!^000000";
    							delitem Wooden_Block,30;
    							delitem Steel,10;
    							delitem Emveretarcon,10;
    							delitem Oridecon,5;
    							close2;
    							donpcevent "RL"+.@num+"#"+strnpcinfo(NPC_MAP)+"::OnEnable";
    							disablenpc strnpcinfo(NPC_NAME);
    							if (.@num == 1) .@str$ = "1st";
    							else if (.@num == 2) .@str$ = "2nd";
    							else if (.@num == 3) .@str$ = "3rd";
    							mapannounce strnpcinfo(NPC_MAP),"The "+.@str$+" Fortress Gate has been reconstructed!",bc_map,"0x00ff00";
    							if (.@num == 1) setd .@var$+"[2]",0;
    							else {
    								setarray getd(.@var$+"["+.@num+"]"),2,0;
    								donpcevent "Control Device0"+(.@num-1)+"#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnEnable";
    							}
    							end;
    						}
    						else {
    							mes "^3355FFThe wall has been breached,";
    							mes "and the attempt to repair the";
    							mes "Fortress Gate has failed.";
    							mes "You lost some of your";
    							mes "repair resources...^000000";
    							delitem Oridecon,2;
    							delitem Steel,4;
    							delitem Wooden_Block,14;
    							delitem Emveretarcon,3;
    							close;
    						}
    					}
    				}
    				else {
    					mes "^3355FFYou can't attempt to repair";
    					mes "the Fortress Gate if you don't";
    					mes "have all the needed materials.^000000";
    					close;
    				}
    			}
    		}
    	}
    	end;
    
    OnInit:
    OnDisable:
    	disablenpc strnpcinfo(NPC_NAME);
    	end;
    
    OnEnable:
    	enablenpc strnpcinfo(NPC_NAME);
    	end;
    }
    
    //== Guardian Summoners (2) ================================
    -	script	gard#template	FAKE_NPC,{
    OnEnable:
    	// .@x[i],.@y[i]: Normal coordinates, #0-21.
    	// .@w[x],.@w[y]: Special coordinates if 'defence' is under 11.
    	if (compare(strnpcinfo(NPC_NAME_HIDDEN),"arug")) {
    		if (strnpcinfo(NPC_NAME_HIDDEN) == "arug_cas01") {
    			setarray .@w[0],195,250,292,188;
    			setarray .x[0],233,252,232,201,224,196,269,252,201,224,222, 294,256,240,246,235,235,246,240,256,254,242;
    			setarray .y[0], 83, 81,108,130,168,137, 89, 81,130,168,129, 210,203,133, 92,132,132, 92,133,203, 95,151;
    		}
    		else if (strnpcinfo(NPC_NAME_HIDDEN) == "arug_cas02") {
    			setarray .@w[0],20,169,268,169;
    			setarray .x[0],104,67,67,113,122,67, 90, 91,122, 20,67, 175,204,211,209,161,186,183,150,161,209,211;
    			setarray .y[0], 32,36,85, 87,112,60,167,119,112,169,85,  31, 32, 63, 88, 91,170,121,110, 91, 88, 63;
    		}
    		else {	// Castles 3,4,5 are identical.
    			setarray .@w[0],66,157,211,159;
    			setarray .x[0],130,128,128,128,110,91,65, 65,110,128,128, 156,172,154,156,155,187,212,211,155,156,172;
    			setarray .y[0], 60, 77, 90,100, 96,53,71,103, 96,100, 77, 101, 95, 90, 77, 60, 54, 67,105, 60, 77, 95;
    		}
    	}
    	else {
    		if (strnpcinfo(NPC_NAME_HIDDEN) == "schg_cas02") {
    			setarray .@w[0],337,95,307,222;
    			setarray .x[0],326,337,334,296,285,236,285,296,334,337,334, 359,300,337,317,307,300,337,317,307,359,236;
    			setarray .y[0], 83, 95,119, 82, 40, 41, 40, 82,119, 95,119,  85,119,154,183,222,119,154,183,222, 85, 41;
    		}
    		else if (strnpcinfo(NPC_NAME_HIDDEN) == "schg_cas03") {
    			setarray .@w[0],306,325,364,305;
    			setarray .x[0],323,273,288,306,323,323,273,288,306,273,273, 338,364,365,317,338,338,364,365,317,364,329;
    			setarray .y[0],308,309,306,326,308,308,309,306,325,309,309, 309,305,261,318,310,309,305,261,318,305,314;
    		}
    		else {	// Castles 1,4,5 are identical.
    			setarray .@w[0],108,32,128,42,187,15;	// Contains an extra pair, for whatever reason.
    			setarray .x[0],111,109,65,110,88,64,47,109,111,112,120, 130,129,151,187,128,152,187,128,130,130,151;
    			setarray .y[0], 18, 44,22, 40,20,40,43, 48, 18, 32, 37,  22, 47, 18, 15, 42, 43, 15, 42, 22, 28, 18;
    		}
    	}
    	if (charat(strnpcinfo(NPC_NAME_VISIBLE),4) == "2")
    		.@z = 11;
    	freeloop(1);
    	.@defence = getcastledata(strnpcinfo(NPC_NAME_HIDDEN),3);
    	callsub OnSummon,.@z;
    	if (.@defence > 70) set getd(".MyMobCount_"+charat(strnpcinfo(NPC_NAME_VISIBLE),4)+strnpcinfo(NPC_NAME_HIDDEN)),5;
    	else if (.@defence > 50) set getd(".MyMobCount_"+charat(strnpcinfo(NPC_NAME_VISIBLE),4)+strnpcinfo(NPC_NAME_HIDDEN)),4;
    	else if (.@defence > 30) set getd(".MyMobCount_"+charat(strnpcinfo(NPC_NAME_VISIBLE),4)+strnpcinfo(NPC_NAME_HIDDEN)),3;
    	else if (.@defence > 10) set getd(".MyMobCount_"+charat(strnpcinfo(NPC_NAME_VISIBLE),4)+strnpcinfo(NPC_NAME_HIDDEN)),2;
    	if (.@w[4] && .@z)
    		guardian strnpcinfo(NPC_NAME_HIDDEN),.@w[4],.@w[5],"Guardian Soldier",1899,strnpcinfo(NPC_NAME)+"::OnGuardianDied";
    	else if (.@defence < 11) {
    		set getd(".MyMobCount_"+charat(strnpcinfo(NPC_NAME_VISIBLE),4)+strnpcinfo(NPC_NAME_HIDDEN)),2;
    		.@i = (.@z)?2:0;
    		guardian strnpcinfo(NPC_NAME_HIDDEN),.@w[.@i],.@w[.@i+1],"Guardian Soldier",1899,strnpcinfo(NPC_NAME)+"::OnGuardianDied";
    	}
    	else for(.@i = 1; .@i<getd(".MyMobCount_"+charat(strnpcinfo(NPC_NAME_VISIBLE),4)+strnpcinfo(NPC_NAME_HIDDEN)); ++.@i)
    		callsub OnSummon,.@i+.@z;
    	freeloop(0);
    	copyarray getd(".x_"+strnpcinfo(NPC_NAME_HIDDEN)+"[0]"),.@x[0],22;
    	copyarray getd(".y_"+strnpcinfo(NPC_NAME_HIDDEN)+"[0]"),.@y[0],22;
    	setd ".timer_"+charat(strnpcinfo(NPC_NAME_VISIBLE),4)+strnpcinfo(NPC_NAME_HIDDEN),4+.@z;
    	setarray .count$[5],"1st","2nd","3rd","4th","5th";
    	initnpctimer;
    	end;
    
    OnTimer300000:
    OnTimer900000:
    OnTimer1800000:
    OnTimer2700000:
    OnTimer3600000:
    	if (charat(strnpcinfo(NPC_NAME_VISIBLE),4) == "2") end;
    	.@var$ = ".timer_"+charat(strnpcinfo(NPC_NAME_VISIBLE),4)+strnpcinfo(NPC_NAME_HIDDEN);
    	setd .@var$, getd(.@var$)+1;
    	set getd(".MyMobCount_"+charat(strnpcinfo(NPC_NAME_VISIBLE),4)+strnpcinfo(NPC_NAME_HIDDEN)),getd(".MyMobCount_"+charat(strnpcinfo(NPC_NAME_VISIBLE),4)+strnpcinfo(NPC_NAME_HIDDEN))+1;
    	callsub OnSummon,getd(.@var$);
    	setarray .count$[5],"1st","2nd","3rd","4th","5th";
    	mapannounce strnpcinfo(NPC_NAME_HIDDEN),"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(NPC_NAME_VISIBLE),4) == "2")) end;
    	.@var$ = ".timer_"+charat(strnpcinfo(NPC_NAME_VISIBLE),4)+strnpcinfo(NPC_NAME_HIDDEN);
    	setd .@var$, getd(.@var$)+1;
    	set getd(".MyMobCount_"+charat(strnpcinfo(NPC_NAME_VISIBLE),4)+strnpcinfo(NPC_NAME_HIDDEN)),getd(".MyMobCount_"+charat(strnpcinfo(NPC_NAME_VISIBLE),4)+strnpcinfo(NPC_NAME_HIDDEN))+1;
    	callsub OnSummon,getd(.@var$);
    	if (getd(.@var$) == 20) {
    		setd .@var$,0;
    		stopnpctimer;
    	}
    	end;
    
    OnSummon:
    	guardian strnpcinfo(NPC_NAME_HIDDEN),getd(".x_"+strnpcinfo(NPC_NAME_HIDDEN)+"["+getarg(0)+"]"),getd(".y_"+strnpcinfo(NPC_NAME_HIDDEN)+"["+getarg(0)+"]"),"Guardian Soldier",1899,strnpcinfo(NPC_NAME)+"::OnGuardianDied";
    	return;
    
    OnGuardianDied:
    	if (charat(strnpcinfo(NPC_NAME_VISIBLE),4) == "2")
    		.@z = 11;
    	set getd(".MyMobCount_"+charat(strnpcinfo(NPC_NAME_VISIBLE),4)+strnpcinfo(NPC_NAME_HIDDEN)),getd(".MyMobCount_"+charat(strnpcinfo(NPC_NAME_VISIBLE),4)+strnpcinfo(NPC_NAME_HIDDEN))-1;
    	if (getd(".MyMobCount_"+charat(strnpcinfo(NPC_NAME_VISIBLE),4)+strnpcinfo(NPC_NAME_HIDDEN)) < 2) {
    		set getd(".MyMobCount_"+charat(strnpcinfo(NPC_NAME_VISIBLE),4)+strnpcinfo(NPC_NAME_HIDDEN)),getd(".MyMobCount_"+charat(strnpcinfo(NPC_NAME_VISIBLE),4)+strnpcinfo(NPC_NAME_HIDDEN))+1;
    		callsub OnSummon,10+.@z;
    	}
    	end;
    
    OnReset:
    	stopnpctimer;
    	killmonster strnpcinfo(NPC_NAME_HIDDEN),strnpcinfo(NPC_NAME)+"::OnGuardianDied";
    	deletearray getd(".x_"+strnpcinfo(NPC_NAME_HIDDEN)+"[0]"),22;
    	deletearray getd(".y_"+strnpcinfo(NPC_NAME_HIDDEN)+"[0]"),22;
    	end;
    }
    
    //== Guardian Stone Summoners (2) ==========================
    -	script	df#template	FAKE_NPC,{
    OnEnable:
    	if (compare(strnpcinfo(NPC_NAME_HIDDEN),"arug")) {
    		if (strnpcinfo(NPC_NAME_HIDDEN) == "arug_cas01") setarray .@i[0],210,234,308,189;
    		else if (strnpcinfo(NPC_NAME_HIDDEN) == "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(NPC_NAME_HIDDEN) == "schg_cas02") setarray .@i[0],231,58,335,230;
    		else if (strnpcinfo(NPC_NAME_HIDDEN) == "schg_cas03") setarray .@i[0],242,309,376,251;
    		else setarray .@i[0],27,35,207,75;	// Castles 1,4,5 are identical.
    	}
    	.@num = atoi(charat(strnpcinfo(NPC_NAME_VISIBLE),2));
    	.@j = (.@num == 1)?0:2;
    	guardian strnpcinfo(NPC_NAME_HIDDEN),.@i[.@j],.@i[.@j+1],((.@num == 1)?"1st":"2nd")+" Guardian Stone",1906+.@num,strnpcinfo(NPC_NAME)+"::OnGuardianStoneDied";
    	end;
    
    OnDisable:
    	killmonster strnpcinfo(NPC_NAME_HIDDEN),strnpcinfo(NPC_NAME)+"::OnGuardianStoneDied";
    	setd "$agit_"+substr(strnpcinfo(NPC_NAME_HIDDEN),0,1)+substr(strnpcinfo(NPC_NAME_HIDDEN),8,9)+"["+(atoi(charat(strnpcinfo(NPC_NAME_VISIBLE),2))-1)+"]",1;
    	stopnpctimer;
    	end;
    
    OnGuardianStoneDied:
    	.@num = atoi(charat(strnpcinfo(NPC_NAME_VISIBLE),2));
    	.@var$ = "$agit_"+substr(strnpcinfo(NPC_NAME_HIDDEN),0,1)+substr(strnpcinfo(NPC_NAME_HIDDEN),8,9);
    	setd .@var$+"["+(.@num-1)+"]",1;
    	if (getd(.@var$+"[0]") == 1 || getd(.@var$+"[0]") == 2) {
    		++.@destroyed;
    	}
    	if (getd(.@var$+"[1]") == 1 || getd(.@var$+"[1]") == 2) {
    		++.@destroyed;
    	}
    	if (.@destroyed == 2) {
    		mapannounce strnpcinfo(NPC_NAME_HIDDEN),"All of the Guardian Stones have been destroyed!",bc_map,"0x00ff00";
    		donpcevent "RL0#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnDisable";
    	}
    	else mapannounce strnpcinfo(NPC_NAME_HIDDEN),"The "+((.@num == 1)?"1st":"2nd")+" Guardian Stone has been destroyed!",bc_map,"0x00ff00";
    	donpcevent "gard"+.@num+"#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnReset";
    	initnpctimer;
    	end;
    
    OnTimer300000:
    	.@num = atoi(charat(strnpcinfo(NPC_NAME_VISIBLE),2));
    	.@str$ = substr(strnpcinfo(NPC_NAME_HIDDEN),0,1)+substr(strnpcinfo(NPC_NAME_HIDDEN),8,9);
    	donpcevent ((.@num == 1)?"1st":"2nd")+" Guardian Stone#"+.@str$+"::OnEnable";
    	setd "$agit_"+.@str$+"["+(atoi(charat(strnpcinfo(NPC_NAME_VISIBLE),2))-1)+"]",2;
    	stopnpctimer;
    	end;
    }
    
    //== Barrier Summoners (4) =================================
    -	script	RL#template	FAKE_NPC,{
    OnEnable:
    	.@num = atoi(charat(strnpcinfo(NPC_NAME_VISIBLE),2));
    	if (.@num == 0) {
    		if (compare(strnpcinfo(NPC_NAME_HIDDEN),"arug")) {
    			if (strnpcinfo(NPC_NAME_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 (strnpcinfo(NPC_NAME_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 (strnpcinfo(NPC_NAME_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 (strnpcinfo(NPC_NAME_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(strnpcinfo(NPC_NAME_HIDDEN),"arug")) {
    			if (strnpcinfo(NPC_NAME_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 (strnpcinfo(NPC_NAME_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 (strnpcinfo(NPC_NAME_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 (strnpcinfo(NPC_NAME_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(strnpcinfo(NPC_NAME_HIDDEN),"arug")) {
    			if (strnpcinfo(NPC_NAME_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 (strnpcinfo(NPC_NAME_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 (strnpcinfo(NPC_NAME_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 (strnpcinfo(NPC_NAME_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(strnpcinfo(NPC_NAME_HIDDEN),"arug")) {
    			if (strnpcinfo(NPC_NAME_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 (strnpcinfo(NPC_NAME_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 (strnpcinfo(NPC_NAME_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 (strnpcinfo(NPC_NAME_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;
    			}
    		}
    	}
    	if (.@num == 3) set getd(".MyMobCount_"+.@num+strnpcinfo(NPC_NAME_HIDDEN)),4;
    	else if (.@num) set getd(".MyMobCount_"+.@num+strnpcinfo(NPC_NAME_HIDDEN)),6;
    	setwall strnpcinfo(NPC_NAME_HIDDEN),.@wall[0],.@wall[1],.@wall[2],.@wall[3],.@wall[4],substr(strnpcinfo(NPC_NAME_HIDDEN),0,1)+substr(strnpcinfo(NPC_NAME_HIDDEN),8,9)+"_"+strnpcinfo(NPC_NAME_VISIBLE);
    	if (.@num == 0)
    		setcell(strnpcinfo(NPC_NAME_HIDDEN), .@x[0], .@y[0], .@x[getarraysize(.@x)-1], .@y[getarraysize(.@y)-1], cell_basilica, true);
    	if (.@num == 1 && (strnpcinfo(NPC_NAME_HIDDEN) == "schg_cas01" || strnpcinfo(NPC_NAME_HIDDEN) == "schg_cas04" || strnpcinfo(NPC_NAME_HIDDEN) == "schg_cas05"))
    		setcell(strnpcinfo(NPC_NAME_HIDDEN), .@x[0], .@y[0], .@x[5], .@y[5], cell_basilica, true);
    	.@j = (getd(".MyMobCount_"+.@num+strnpcinfo(NPC_NAME_HIDDEN)))?getd(".MyMobCount_"+.@num+strnpcinfo(NPC_NAME_HIDDEN)):getarraysize(.@x);
    	for (.@i = 0; .@i<.@j; ++.@i)
    		guardian strnpcinfo(NPC_NAME_HIDDEN),.@x[.@i],.@y[.@i]," ",1905,strnpcinfo(NPC_NAME)+"::OnBarrierDestroyed";
    	end;
    
    OnBarrierDestroyed:
    	.@num = atoi(charat(strnpcinfo(NPC_NAME_VISIBLE),2));
    	if (!.@num) end;
    	set getd(".MyMobCount_"+.@num+strnpcinfo(NPC_NAME_HIDDEN)),getd(".MyMobCount_"+.@num+strnpcinfo(NPC_NAME_HIDDEN))-1;
    	if (getd(".MyMobCount_"+.@num+strnpcinfo(NPC_NAME_HIDDEN)) == 0) {
    		.@var$ = substr(strnpcinfo(NPC_NAME_HIDDEN),0,1)+substr(strnpcinfo(NPC_NAME_HIDDEN),8,9);
    		setd "$agit_"+.@var$+"["+(.@num+1)+"]",1;
    		setarray .@count$[0],"1st","2nd","3rd";
    		mapannounce strnpcinfo(NPC_NAME_HIDDEN),"The "+.@count$[.@num-1]+" Fortress Gate is destroyed.",bc_map,"0x00ff00";
    		delwall .@var$+"_"+strnpcinfo(NPC_NAME_VISIBLE);
    	}
    	end;
    
    OnDisable:
    	if (compare(strnpcinfo(NPC_NAME_HIDDEN),"arug")) {
    		if (strnpcinfo(NPC_NAME_HIDDEN) == "arug_cas01") {
    			setarray(.@x[0], 239, 245);
    			setarray(.@y[0],  73,  73);
    		} else if (strnpcinfo(NPC_NAME_HIDDEN) == "arug_cas02") {
    			setarray(.@x[0], 137, 143);
    			setarray(.@y[0], 137, 137);
    		} else {	// Castles 3, 4, 5 are identical.
    			setarray(.@x[0], 139, 145);
    			setarray(.@y[0], 111, 111);
    		}
    	} else {
    		if (strnpcinfo(NPC_NAME_HIDDEN) == "schg_cas02") {
    			setarray(.@x[0], 289, 289);
    			setarray(.@y[0],  98, 104);
    		} else if (strnpcinfo(NPC_NAME_HIDDEN) == "schg_cas03") {
    			setarray(.@x[0], 326, 330);
    			setarray(.@y[0], 300, 300);
    		} else {	// Castles 1, 4, 5 are identical.
    			setarray(.@x[0], 115, 125);
    			setarray(.@y[0],  49,  49);
    			setcell(strnpcinfo(NPC_NAME_HIDDEN), 115, 50, 125, 50, cell_basilica, false);
    		}
    	}
    	setcell(strnpcinfo(NPC_NAME_HIDDEN), .@x[0], .@y[0], .@x[1], .@y[1], cell_basilica, false);
    	delwall substr(strnpcinfo(NPC_NAME_HIDDEN),0,1)+substr(strnpcinfo(NPC_NAME_HIDDEN),8,9)+"_"+strnpcinfo(NPC_NAME_VISIBLE);
    	killmonster strnpcinfo(NPC_NAME_HIDDEN),strnpcinfo(NPC_NAME)+"::OnBarrierDestroyed";
    	end;
    }
    
    //== Link Flags (function) =================================
    function	script	LinkFlag	{
    	if (!getcharid(CHAR_ID_GUILD) || getcharid(CHAR_ID_GUILD) != getcastledata(strnpcinfo(NPC_MAP),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(NPC_MAP),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(NPC_MAP),getarg(1),getarg(2);
    		close;
    	}
    	mes "^3355FFThis is the Stronghold";
    	mes "Teleport Service. Please";
    	mes "choose a destination";
    	mes "within the stronghold.^000000";
    	for (.@i = 0; .@i<getargcount(); .@i += 3)
    		.@menu$ += getarg(.@i)+":";
    	.@menu$ += "Cancel";
    	.@i = select(.@menu$)-1;
    	if (.@i != getargcount()/3)
    		warp strnpcinfo(NPC_MAP),getarg(.@i*3+1),getarg(.@i*3+2);
    	close;
    }
    
    //== Return Flags (function) ===============================
    function	script	ReturnFlag	{
    	.@str$ = (compare(strnpcinfo(NPC_MAP),"aru"))?"Arunafeltz":"Schwaltzvalt";
    	.@GID = getcastledata(getarg(0),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(CHAR_ID_GUILD) == .@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(CHAR_ID_GUILD) == getcastledata(getarg(0),1)) {
    			if (compare(getarg(0),"arug")) {
    				if (getarg(0) == "arug_cas01") setarray .@i[0],67,193;
    				else if (getarg(0) == "arug_cas02") setarray .@i[0],43,256;
    				else setarray .@i[0],121,318;	// Castles 3,4,5 are identical.
    			}
    			else {
    				if (getarg(0) == "schg_cas02") setarray .@i[0],136,188;
    				else if (getarg(0) == "schg_cas03") setarray .@i[0],308,202;
    				else setarray .@i[0],120,290;	// Castles 1,4,5 are identical.
    			}
    			warp getarg(0),.@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	FAKE_NPC,{
    	mes " ";
    	mes "^3355FFWill you pull";
    	mes "this small lever?^000000";
    	next;
    	if(select("Pull Lever", "Cancel") == 2) close;
    	if (compare(strnpcinfo(NPC_MAP),"arug")) {
    		if (strnpcinfo(NPC_MAP) == "arug_cas01") setarray .@i[0],121,357;
    		else if (strnpcinfo(NPC_MAP) == "arug_cas02") setarray .@i[0],387,323;
    		else setarray .@i[0],321,57;	// Castles 3,4,5 are identical.
    	}
    	else {
    		if (strnpcinfo(NPC_MAP) == "schg_cas02") setarray .@i[0],339,79;
    		else if (strnpcinfo(NPC_MAP) == "schg_cas03") setarray .@i[0],57,13;
    		else setarray .@i[0],275,244;	// Castles 1,4,5 are identical.
    	}
    	warp strnpcinfo(NPC_MAP),.@i[0],.@i[1];
    	close;
    }
    
    //== Guild Dungeon Warps ===================================
    -	script	Sunflower#template	FAKE_NPC,{
    	if (getcharid(CHAR_ID_GUILD) == getcastledata(strnpcinfo(NPC_MAP),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(NPC_MAP),"arug")) {
    				.@map$ = "arug_dun01";
    				setarray .@mapx[0],350,350,50, 50,200;
    				setarray .@mapy[0],350, 50,50,350,386;
    			}
    			else {
    				.@map$ = "schg_dun01";
    				setarray .@mapx[0],262, 94, 79,212,322;
    				setarray .@mapy[0],314,284,140, 70,166;
    			}
    			.@i = atoi(charat(strnpcinfo(NPC_MAP),9))-1;
    			warp .@map$,.@mapx[.@i],.@mapy[.@i];
    			close;
    		case 2:
    			mes "It's too scary to touch unknown things.";
    			close;
    		}
    	}
    }
    

     

     


  7. @ThyroDree you could use the script AnnieRuru provided here:

    Spoiler
    On 3.6.2018 at 1:01 PM, AnnieRuru said:

    if you don't like mathematics then just hard-code the value

    
    
    prontera,155,185,1	script	Treasure Hunter's Shop	1_M_YOUNGKNIGHT,{
    	mes "[Ash]";
    	mes "Ahh, "+ strcharinfo(PC_NAME) +"! Welcome to the Offical Treasure Hunter's Guild Shop.";
    	mes "You currently have ^FF0000"+ #Treasure_Token +"^000000 treasure tokens!!!";
    	next;
    	switch( select( "How does this place work?","What do you have in stock?","Nevermind" ) ) {
    	case 1:
    		mes "[Ash]";
    		mes "Well you see here you can exchange your treasure hunter tokens for zeny or rare weapons forged by our blacksmiths.";
    		mes " ";
    		mes "Everything has its own price value and the only way you can get the tokens is by completing quests assigned to you,the system normally works like this.";
    		mes " ";
    		mes "The harder the mission the more Tokens you will earn. All red quests are worth 4-8 Tokens, and the rest are worth 1-5.";
    		mes " ";
    		mes "Hope that solves your problem and questions.";
    		close;
    	case 2:
    		mes "[Ash]";
    		mes "Ok here is our Big list of goods.";
    		mes " ";
    		mes "(Note T stands for a Treasure Token.)";
    		next;
    		mes "[Ash]";
    		mes "This is what we have to offer.";
    		next;
    		switch( select( "Trade with zeny", "Nevermind" ) ) {
    		case 1:
    			switch( select( "5m Zeny -> 1 Token", "50m Zeny -> 10 Token", "500m -> 100 Token", "Nevermind" ) ) {
    			case 1:
    				.@zeny = 5000000;
    				.@token = 10;
    				break;
    			case 2:
    				.@zeny = 50000000;
    				.@token = 10;
    				break;
    			case 3:
    				.@zeny = 500000000;
    				.@token = 100;
    				break;
    			case 4:
    				close;
    			}
    			if ( #Treasure_Token < .@token ) {
    				mes "[Ash]";
    				mes "You don't have enough tokens!";
    				close;
    			}
    			if ( Zeny > MAX_ZENY - .@zeny ) {
    				mes "[Ash]";
    				mes "You can't add more zeny to your character";
    				close;
    			}
    			Zeny += .@zeny;
    			#Treasure_Token -= .@token;
    			close;
    		default:
    		}
    	default:
    	}
    	close;
    
    }

     

     


  8. Hi,

    does it work when you use a minimal set of patches?

    If it does you should reduce the applied patches to a minimum and if one setup works, add another patch and repeat the process to seperate the patch that is not working.

    You also could check if your sclientinfo.xml is valid, as far as i can remember if it is broken, the client simply closes without a error, too.


  9. there are 3 different kinds of scripters

    1 that just write for fun and knowledge <- like me, but this kind of member going to extinct someday

    1 that just write for money

    1 that just write for fame

     

    yes if you meet those write for money or write for knowledge, then you won't run into this kind of problem

    but seems your problem is, you met the one who write for fame

     

    those who write for fame, they want to get credits from the community

    -> like this topic

    they will feel they want to get recognize from the community

    because they feel all the hard work they put in, nobody recognize their ability

    that's why they want to release them to public to show they are capable of doing this and that

     

    well, from a customer side its quite hard to understand this ....

    yes its very unfair to customer, customer will feel like their idea got stolen

     

    I guess the same things happen with scripting or map designing

    I think it isn't fair to use that post as example for someone that is a famewhore.

     

    There is a difference between someone that is all about fame and someone that is so insecure that he falls in a hole just because he feels like he is not recognized at all and seeks a explanetion. I remember that conversation and i would say it was more about a insecure person that felt like he has nothing to give and felt sad because that what he gave didn't get recognized at all. Not because he didn't get enough fame.

    But your definition looks pretty right to me, except there are also mixes. People that have a passion for a thing but are also about making money etc. It is not that all black and white, there are a lot of shades in between.

     

    I guess it depends on the person you have a deal with, it is quiet tempting to get your development costs paid and afterwards you sell it to the masses or release it for free for free promotion in the community.

     

    This real face and proof thing is nonsense by the way, it is simple to fake and what will you do with it at all? Proof that someone is a scammer? He could allways claim it's faked. If that doesn't work out, he just would change his name and start all over if shit hits the fan. I doubt you will try to sue him, it would cost more then what most people pay for by far and given the country barrier it would be far worse, so having that data is worth nothing.

     

    I think the only way to be sure is to check the reputation of that person on boards like herc.ws, where people comment on services etc. It might not be 100% secure, but it is the only way that makes sense. 


  10. @@Alexandria

    //===== Description: =========================================//= Basic healer script.//===== Additional Comments: =================================//= 1.0 Initial script.//= 1.1 Aligned coordinates with @go.//= 1.2 Fix variables and character stuck at healing//============================================================-	script	Healer	-1,{	if( gettimetick( 2 ) < HEALCD ) {		dispbottom "You need wait for " + ( gettimetick( 2 ) - HEALCD ) + " seconds.";		end;	}		sc_end SC_STONE;	sc_end SC_FREEZE;	sc_end SC_STUN;	sc_end SC_SLEEP;	sc_end SC_POISON;	sc_end SC_CURSE;	sc_end SC_SILENCE;	sc_end SC_CONFUSION;	sc_end SC_BLIND;	sc_end SC_BLEEDING;	percentheal 100,100;	specialeffect2 EF_INCAGILITY; sc_start SC_INC_AGI,240000,10;	specialeffect2 EF_BLESSING; sc_start SC_BLESSING,240000,10;	emotion e_lv;	HEALCD = gettimetick( 2 ) + 60;	end;}// Duplicates//============================================================alberta,25,240,6	duplicate(Healer)	Healer#alb	4_F_ACOLYTE,5,5

  11. let me rephrase your question, you want an item to bypass the class restriction using npc scripts ?

    He wants to make a item equipable for a class that normally couldn't equip it as long as you have a certain item in the inventory.

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