viewing paste Unknown #9434 | Athena

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// (c) 2008 - 2012 eAmod Project; Andres Garbanzo / Zephyrus
//
//  - gaiaro.staff@yahoo.com
//  - MSN andresjgm.cr@hotmail.com
//  - Skype: Zephyrus_cr
//  - Site: http://dev.terra-gaming.com
//
// This file is NOT public - you are not allowed to distribute it.
// Authorized Server List : http://dev.terra-gaming.com/index.php?/topic/72-authorized-eamod-servers/
// eAmod is a non Free, extended version of eAthena Ragnarok Private Server.
 
// ==============================================================================
// BattleGround System - Rush
// ==============================================================================
 
// Registration NPC's
// *********************************************************************
 
sec_in01,77,170,6 script Registration Rush::RushR_Guillaume 418,{
OnInit:
waitingroom "Battle Station 4 Players",4,"Rush::OnGuillaumeJoin",4;
OnEnterBG:
set $@Rush_id1, waitingroom2bg(getvariableofnpc(.Castle$,"Rush"),getvariableofnpc(.GX,"Rush"),getvariableofnpc(.GY,"Rush"),0,"Rush::OnGuillaumeQuit","");
}
 
sec_in01,77,165,6 script Registration Rush::RushR_Croix 414,{
OnInit:
waitingroom "Battle Station 4 Players",4,"Rush::OnCroixJoin",4;
OnEnterBG:
set $@Rush_id2, waitingroom2bg(getvariableofnpc(.Castle$,"Rush"),getvariableofnpc(.CX,"Rush"),getvariableofnpc(.CY,"Rush"),1,"Rush::OnCroixQuit","");
}
 
// Battleground Engine
// *********************************************************************
 
- script Rush -1,{
 
OnSetRotation:
if( set(.Index,.Index + 1) > 3 ) set .Index, 0;
 
switch( .Index )
{
case 0: set .Castle$,"rush_cas01"; set .GX,202; set .GY,230; set .CX,202; set .CY,226; break;
case 1: set .Castle$,"rush_cas02"; set .GX,146; set .GY, 50; set .CX,146; set .CY, 46; break;
case 2: set .Castle$,"rush_cas03"; set .GX, 60; set .GY, 13; set .CX, 64; set .CY, 13; break;
case 3: set .Castle$,"rush_cas04"; set .GX,270; set .GY,292; set .CX,270; set .CY,288; break;
}
 
OnInit:
setwall "rush_cas01",198,228,10,6,0,"Rush_wall_a";
setcell "rush_cas01",198,224,207,233,cell_basilica,1;
setwall "rush_cas02",142,48,10,6,0,"Rush_wall_b";
setcell "rush_cas02",142,44,151,53,cell_basilica,1;
setwall "rush_cas03",62,8,10,0,0,"Rush_wall_c";
setcell "rush_cas03",56,6,69,17,cell_basilica,1;
setwall "rush_cas04",266,290,10,6,0,"Rush_wall_d";
setcell "rush_cas04",266,286,275,295,cell_basilica,1;
 
set .Index,0;
donpcevent "Rush::OnSetRotation";
 
OnGuillaumeQuit:
OnCroixQuit:
setquest 8506; // Deserter
if( $@Rush != 0 )
donpcevent "Rush::OnDoBalance";
 
OnGuillaumeJoin:
OnCroixJoin:
if( $@Rush == 0 )
donpcevent "Rush::OnReadyCheck";
else
donpcevent "Rush::OnDoBalance";
 
OnDoBalance:
if( $@Rush != 1 )
end; // No Balance if BG runing
 
set .@Guillaume, bg_get_data($@Rush_id1, 0);
set .@Croix, bg_get_data($@Rush_id2, 0);
 
if( .@Guillaume < .@Croix )
waitingroom2bg_single $@Rush_id1,.Castle$,.GX,.GY,"RushR_Guillaume";
else if( .@Guillaume > .@Croix )
waitingroom2bg_single $@Rush_id2,.Castle$,.CX,.CY,"RushR_Croix";
else
{
set .@GuillaumeR, getwaitingroomstate(0,"RushR_Guillaume");
set .@CroixR, getwaitingroomstate(0,"RushR_Croix");
 
if( .@GuillaumeR <= .@CroixR )
set .@Limit, .@GuillaumeR;
else
set .@Limit, .@CroixR;
 
if( .@Limit + .@Guillaume > 30 )
set .@Limit, 30 - .@Guillaume;
if( .@Limit <= 0 ) end;
 
for( set .@i, 0; .@i < .@Limit; set .@i, .@i + 1 )
{
waitingroom2bg_single $@Rush_id1,.Castle$,.GX,.GY,"RushR_Guillaume";
waitingroom2bg_single $@Rush_id2,.Castle$,.CX,.CY,"RushR_Croix";
}
 
set .@Guillaume, .@Guillaume + .@Limit;
set .@Croix, .@Croix + .@Limit;
mapannounce "bat_room","Battleground -- Rush [80-99] G: " + .@Guillaume + "/30, C: " + .@Croix + "/30 (Playing)",1,0xDDA0DD;
}
 
OnReadyCheck:
if( $@Rush )
set .@Guillaume, getwaitingroomstate(0,"RushR_Guillaume");
set .@Croix, getwaitingroomstate(0,"RushR_Croix");
 
if( .@Guillaume < 4 || .@Croix < 4 )
{
if( .@Guillaume > 10 && .@Croix > 10 && !agitcheck() && $@Rush_Flood < gettimetick(2) )
{
announce "Battleground -- Rush [80-99] G: " + .@Guillaume + "/15, C: " + .@Croix + "/15",0,0xDDA0DD;
set $@Rush_Flood, gettimetick(2) + 15;
}
else
mapannounce "bat_room","Battleground -- Rush [80-99] G: " + .@Guillaume + "/15, C: " + .@Croix + "/15",1,0xDDA0DD;
}
 
set $@Rush, 1;
set .Guillaume_Score, 0;
set .Croix_Score, 0;
donpcevent "RushR_Guillaume::OnEnterBG";
donpcevent "RushR_Croix::OnEnterBG";
announce "Battleground -- Rush [80-99] has started!",0,0xDDA0DD;
// Emperium =====================
switch( .Index )
{
case 0: // =========================================================================
bg_monster 0,.Castle$,158,174,"Emperium",2107,"Rush::OnEmperium";
case 1: // =========================================================================
bg_monster 0,.Castle$,271,29,"Emperium",2107,"Rush::OnEmperium";
case 2: // =========================================================================
bg_monster 0,.Castle$,28,102,"Emperium",2107,"Rush::OnEmperium";
case 3: // =========================================================================
bg_monster 0,.Castle$,245,167,"Emperium",2107,"Rush::OnEmperium";
}
// ======================================
set .Defender, 0; // No Defender
donpcevent "::OnEmblemRush";
sleep 2000;
switch( .Index )
{
case 0:
bg_warp $@Rush_id1,.Castle$,43,229;
bg_warp $@Rush_id2,.Castle$,43,229;
case 1:
bg_warp $@Rush_id1,.Castle$,252,271;
bg_warp $@Rush_id2,.Castle$,252,271;
case 2:
bg_warp $@Rush_id1,.Castle$,216,103;
bg_warp $@Rush_id2,.Castle$,216,103;
case 3:
bg_warp $@Rush_id1,.Castle$,100,280;
bg_warp $@Rush_id2,.Castle$,100,280;
}
 
initnpctimer "Rush_Respawn";
 
OnTimer60000:
mapannounce .Castle$,"Battle of Rush will ends in 6 minutes",1,0xDDA0DD;
 
OnTimer360000:
mapannounce .Castle$,"Battle of Rush will ends in 1 minute",1,0xDDA0DD;
 
OnEmperium:
if( $@Rush != 1 )
if( .Defender == 0 )
{ // First Capture
set .Defender,getcharid(4);
if( .Defender == $@Rush_id1 )
{
set .Guillaume_Score,1;
mapannounce .Castle$,"General Guillaume : Castle captured, now prepare to Defend it!!",1,0x0000FF;
bg_warp $@Rush_id2,"RespawnPoint",0,0; // To Cementery and Wait
}
else
{
set .Croix_Score,1;
mapannounce .Castle$,"Prince Croix : Castle captured, now prepare to Defend it!!",1,0xFF0000;
bg_warp $@Rush_id1,"RespawnPoint",0,0; // To Cementery and Wait
}
 
bg_updatescore .Castle$,.Guillaume_Score,.Croix_Score;
 
// Emperium =====================
switch( .Index )
{
case 0: // =========================================================================
bg_monster .Defender,.Castle$,158,174,"Emperium",2107,"Rush::OnEmperium";
case 1: // =========================================================================
bg_monster .Defender,.Castle$,271,29,"Emperium",2107,"Rush::OnEmperium";
case 2: // =========================================================================
bg_monster .Defender,.Castle$,28,102,"Emperium",2107,"Rush::OnEmperium";
case 3: // =========================================================================
bg_monster .Defender,.Castle$,245,167,"Emperium",2107,"Rush::OnEmperium";
}
// ======================================
initnpctimer "Rush_Respawn";
 
sleep 5000;
if( .Defender == $@Rush_id1 )
mapannounce .Castle$,"Prince Croix : Capture the Castle, it's our last chance to Win!!",1,0xFF0000;
else
mapannounce .Castle$,"General Guillaume : Capture the Castle, it's our last chance to Win!!",1,0x0000FF;
}
 
// Second Capture
if( .Defender == $@Rush_id1 )
{
set .Croix_Score,2;
mapannounce .Castle$,"Prince Croix : Castle captured, we won the Battle!!",1,0xFF0000;
}
else
{
set .Guillaume_Score,2;
mapannounce .Castle$,"General Guillaume : Castle captured, we won the Battle!!",1,0x0000FF;
}
donpcevent "Rush::OnMatchEnd";
 
OnTimer420000:
if( .Defender == 0 )
mapannounce .Castle$,"Castle captured Fail. No winners",1,0xDDA0DD;
else if( .Defender == $@Rush_id1 )
{
set .Guillaume_Score,3;
mapannounce .Castle$,"General Guillaume : Castle protected, we won the Battle!!",1,0x0000FF;
}
else
{
set .Croix_Score,3;
mapannounce .Castle$,"Prince Croix : Castle protected, we won the Battle!!",1,0xFF0000;
}
donpcevent "Rush::OnMatchEnd";
 
OnMatchEnd:
stopnpctimer "Rush_Respawn";
set $@Rush, 2; // BG Status
killmonster .Castle$,"Rush::OnEmperium";
bg_updatescore .Castle$,.Guillaume_Score,.Croix_Score;
// =======================================================
// Team Rewards
// =======================================================
set .@Reward, 30 + (.Guillaume_Score * 18);
if( .Guillaume_Score > .Croix_Score )
set .@Won,0;
else
set .@Won,2;
 
bg_reward $@Rush_id1,7773,.@Reward,0,8510,"BG_RUSH",1,7,.@Won;
bg_reward $@Rush_id1,7828,.@Reward,0,8520,"BG_RUSH",1,7,.@Won;
bg_reward $@Rush_id1,7829,.@Reward,0,8530,"BG_RUSH",1,7,.@Won;
// =======================================================
set .@Reward, 30 + (.Croix_Score * 18);
if( .Croix_Score > .Guillaume_Score )
set .@Won,0;
else
set .@Won,2;
 
bg_reward $@Rush_id2,7773,.@Reward,0,8510,"BG_RUSH",1,7,.@Won;
bg_reward $@Rush_id2,7828,.@Reward,0,8520,"BG_RUSH",1,7,.@Won;
bg_reward $@Rush_id2,7829,.@Reward,0,8530,"BG_RUSH",1,7,.@Won;
// =======================================================
mapannounce .Castle$,"Battle of Rush will start 15 in seconds!",1,0xDDA0DD;
sleep 2000;
bg_destroy $@Rush_id1;
set $@Rush_id1, 0;
bg_destroy $@Rush_id2;
set $@Rush_id2, 0;
mapwarp .Castle$,"sec_in01",85,167;
sleep 1000;
maprespawnguildid .Castle$,0,3; // Just in case someone else
sleep 12000;
set $@Rush, 0;
set .Guillaume_Score, 0;
set .Croix_Score, 0;
bg_updatescore .Castle$,.Guillaume_Score,.Croix_Score;
 
donpcevent "Rush::OnSetRotation";
donpcevent "Rush::OnReadyCheck";
}
 
// Battleground Respawn
// *********************************************************************
 
- script Rush_Respawn -1,{
 
OnTimer24000:
mapannounce .Castle$,"-- Reinforcements entering the Battle of Rush --",1,0xDDA0DD;
 
OnTimer25000:
set .@Castle$,getvariableofnpc(.Castle$,"Rush");
set .@Defender,getvariableofnpc(.Defender,"Rush");
 
switch( getvariableofnpc(.Index,"Rush") )
{
case 0: // rush_cas01 ========================================================================
areapercentheal .@Castle$,198,224,207,233,100,100;
if( .@Defender == 0 )
areawarp .@Castle$,198,224,207,233,.@Castle$,43,229;
else if( $@Rush_id1 == .@Defender )
{
areawarp .@Castle$,198,229,207,233,.@Castle$,71,36;
areawarp .@Castle$,198,224,207,227,.@Castle$,43,229;
}
else
{
areawarp .@Castle$,198,229,207,233,.@Castle$,43,229;
areawarp .@Castle$,198,224,207,227,.@Castle$,71,36;
}
case 1: // rush_cas02 ========================================================================
areapercentheal .@Castle$,142,44,151,53,100,100;
if( .@Defender == 0 )
areawarp .@Castle$,142,44,151,53,.@Castle$,252,271;
else if( $@Rush_id1 == .@Defender )
{
areawarp .@Castle$,142,49,151,53,.@Castle$,40,235;
areawarp .@Castle$,142,44,151,47,.@Castle$,252,271;
}
else
{
areawarp .@Castle$,142,49,151,53,.@Castle$,252,271;
areawarp .@Castle$,142,44,151,47,.@Castle$,40,235;
}
case 2: // rush_cas03 ========================================================================
areapercentheal .@Castle$,56,6,69,17,100,100;
if( .@Defender == 0 )
areawarp .@Castle$,56,6,69,17,.@Castle$,216,103;
else if( $@Rush_id1 == .@Defender )
{
areawarp .@Castle$,56,6,61,17,.@Castle$,31,190;
areawarp .@Castle$,63,6,69,17,.@Castle$,216,103;
}
else
{
areawarp .@Castle$,56,6,61,17,.@Castle$,216,103;
areawarp .@Castle$,63,6,69,17,.@Castle$,31,190;
}
case 3: // rush_cas04 ========================================================================
areapercentheal .@Castle$,266,286,275,295,100,100;
if( .@Defender == 0 )
areawarp .@Castle$,266,286,275,295,.@Castle$,100,280;
else if( $@Rush_id1 == .@Defender )
{
areawarp .@Castle$,266,291,275,295,.@Castle$,116,89;
areawarp .@Castle$,266,286,275,289,.@Castle$,100,280;
}
else
{
areawarp .@Castle$,266,291,275,295,.@Castle$,100,280;
areawarp .@Castle$,266,286,275,289,.@Castle$,116,89;
}
}
 
}
 
// Battleground Therapist
// *********************************************************************
 
rush_cas01,198,233,6 script Therapist in battle#rh1 95,{
mes "[Therapist in battle]";
mes "Just close your eyes, and take a deep breathe.";
mes "You can be free from pain.";
percentheal 100,100;
repairall;
}
 
rush_cas01,198,224,6 script Therapist in battle#rh2 95,{
mes "[Therapist in battle]";
mes "Just close your eyes, and take a deep breathe.";
mes "You can be free from pain.";
percentheal 100,100;
repairall;
}
 
rush_cas02,142,53,6 script Therapist in battle#rh3 95,{
mes "[Therapist in battle]";
mes "Just close your eyes, and take a deep breathe.";
mes "You can be free from pain.";
percentheal 100,100;
repairall;
}
 
rush_cas02,142,44,6 script Therapist in battle#rh4 95,{
mes "[Therapist in battle]";
mes "Just close your eyes, and take a deep breathe.";
mes "You can be free from pain.";
percentheal 100,100;
repairall;
}
 
rush_cas03,68,17,4 script Therapist in battle#rh5 95,{
mes "[Therapist in battle]";
mes "Just close your eyes, and take a deep breathe.";
mes "You can be free from pain.";
percentheal 100,100;
repairall;
}
 
rush_cas03,66,17,4 script Therapist in battle#rh6 95,{
mes "[Therapist in battle]";
mes "Just close your eyes, and take a deep breathe.";
mes "You can be free from pain.";
percentheal 100,100;
repairall;
}
 
rush_cas04,266,295,6 script Therapist in battle#rh7 95,{
mes "[Therapist in battle]";
mes "Just close your eyes, and take a deep breathe.";
mes "You can be free from pain.";
percentheal 100,100;
repairall;
}
 
rush_cas04,266,286,6 script Therapist in battle#rh8 95,{
mes "[Therapist in battle]";
mes "Just close your eyes, and take a deep breathe.";
mes "You can be free from pain.";
percentheal 100,100;
repairall;
}
 
// Warp Portals
// *********************************************************************
 
rush_cas01,157,135,0 warp rush106-1 1,1,rush_cas01,184,40
rush_cas01,161,41,0 warp rush102-1 1,1,rush_cas01,57,202
rush_cas01,184,44,0 warp rush106 1,1,rush_cas01,157,140
rush_cas01,203,21,0 warp rush105-1 1,1,rush_cas01,45,25
rush_cas01,210,41,0 warp rush101-1 1,1,rush_cas01,84,215
rush_cas01,35,183,0 warp rush104 1,1,rush_cas01,71,82
rush_cas01,45,21,0 warp rush105 1,1,rush_cas01,203,25
rush_cas01,53,202,0 warp rush102 1,1,rush_cas01,165,41
rush_cas01,64,164,0 warp rush103 1,1,rush_cas01,98,25
rush_cas01,71,86,0 warp rush104-1 1,1,rush_cas01,35,187
rush_cas01,88,215,0 warp rush101 1,1,rush_cas01,206,41
rush_cas01,98,21,0 warp rush103-1 1,1,rush_cas01,64,168
 
rush_cas02,259,212,0 warp rush201 1,1,rush_cas02,72,240
rush_cas02,75,240,0 warp rush201-1 1,5,rush_cas02,256,212
rush_cas02,232,189,0 warp rush202 1,1,rush_cas02,74,261
rush_cas02,78,261,0 warp rush202-1 1,1,rush_cas02,236,189
rush_cas02,229,208,0 warp rush203 1,1,rush_cas02,70,282
rush_cas02,74,282,0 warp rush203-1 1,1,rush_cas02,225,208
rush_cas02,7,261,0 warp rush204 1,1,rush_cas02,55,30
rush_cas02,59,30,0 warp rush204-1 1,1,rush_cas02,11,261
rush_cas02,28,31,0 warp rush205 1,1,rush_cas02,251,42
rush_cas02,254,45,0 warp rush205-1 1,1,rush_cas02,24,31
 
rush_cas03,194,71,0 warp rush301 1,1,rush_cas03,129,194
rush_cas03,125,194,0 warp rush301-1 1,1,rush_cas03,199,70
rush_cas03,164,86,0 warp rush302 1,1,rush_cas03,66,189
rush_cas03,70,189,0 warp rush302-1 1,1,rush_cas03,166,81
rush_cas03,150,67,0 warp rush303 1,1,rush_cas03,9,187
rush_cas03,5,187,0 warp rush303-1 1,1,rush_cas03,151,62
rush_cas03,165,232,0 warp rush304 1,1,rush_cas03,193,49
rush_cas03,188,49,0 warp rush304-1 1,1,rush_cas03,165,228
rush_cas03,195,42,0 warp rush305 1,1,rush_cas03,19,227
rush_cas03,15,227,0 warp rush305-1 1,1,rush_cas03,195,46
rush_cas03,13,175,0 warp rush306 1,1,rush_cas03,162,194
rush_cas03,166,194,0 warp rush306-1 1,1,rush_cas03,13,179
rush_cas03,156,231,0 warp rush307 1,1,rush_cas03,18,88
rush_cas03,14,88,0 warp rush307-1 1,1,rush_cas03,156,227
 
rush_cas04,106,217,0 warp rush407 1,1,rush_cas04,131,15
rush_cas04,115,210,0 warp rush408 1,1,rush_cas04,92,215
rush_cas04,135,15,0 warp rush407-1 1,1,rush_cas04,110,217
rush_cas04,135,92,0 warp rush402-1 1,1,rush_cas04,34,282
rush_cas04,152,92,0 warp rush404-1 1,1,rush_cas04,59,255
rush_cas04,154,16,0 warp rush414 1,1,rush_cas04,252,11
rush_cas04,17,206,0 warp rush406-1 1,1,rush_cas04,29,219
rush_cas04,212,46,0 warp rush415 1,1,rush_cas04,225,158
rush_cas04,225,154,0 warp rush415-1 1,1,rush_cas04,212,42
rush_cas04,237,74,0 warp rush412-1 1,1,rush_cas04,62,213
rush_cas04,256,11,0 warp rush414-1 1,1,rush_cas04,159,16
rush_cas04,266,47,0 warp rush409-1 1,1,rush_cas04,45,175
rush_cas04,27,215,0 warp rush406-2 1,1,rush_cas04,17,202
rush_cas04,34,286,0 warp rush402 1,1,rush_cas04,131,92
rush_cas04,38,243,0 warp rush406 1,1,rush_cas04,29,219
rush_cas04,38,259,0 warp rush403-1 1,1,rush_cas04,43,271
rush_cas04,42,175,0 warp rush409 1,1,rush_cas04,266,43
rush_cas04,43,191,0 warp rush410-1 1,1,rush_cas04,70,185
rush_cas04,47,271,0 warp rush403 1,1,rush_cas04,38,255
rush_cas04,50,248,0 warp rush405 1,1,rush_cas04,54,229
rush_cas04,58,232,0 warp rush405-1 1,1,rush_cas04,62,213
rush_cas04,63,255,0 warp rush404 1,1,rush_cas04,156,92
rush_cas04,65,215,0 warp rush412 1,1,rush_cas04,233,74
rush_cas04,66,223,0 warp rush401 1,1,rush_cas04,96,53
rush_cas04,70,182,0 warp rush410 1,1,rush_cas04,39,191
rush_cas04,79,244,0 warp rush413-1 1,1,rush_cas04,91,250
rush_cas04,88,248,0 warp rush411-1 1,1,rush_cas04,76,242
rush_cas04,90,218,0 warp rush408-1 1,1,rush_cas04,111,210
rush_cas04,92,53,0 warp rush401-1 1,1,rush_cas04,62,223
rush_cas04,93,209,0 warp rush411 1,1,rush_cas04,92,250
rush_cas04,95,251,0 warp rush413 1,1,rush_cas04,91,209
 
// MapFlags
// *********************************************************************
 
rush_cas01 mapflag battleground 2
rush_cas01 mapflag nomemo
rush_cas01 mapflag nosave SavePoint
rush_cas01 mapflag noteleport
rush_cas01 mapflag nowarp
rush_cas01 mapflag nowarpto
rush_cas01 mapflag noreturn
rush_cas01 mapflag nobranch
rush_cas01 mapflag nopenalty
 
rush_cas02 mapflag battleground 2
rush_cas02 mapflag nomemo
rush_cas02 mapflag nosave SavePoint
rush_cas02 mapflag noteleport
rush_cas02 mapflag nowarp
rush_cas02 mapflag nowarpto
rush_cas02 mapflag noreturn
rush_cas02 mapflag nobranch
rush_cas02 mapflag nopenalty
 
rush_cas03 mapflag battleground 2
rush_cas03 mapflag nomemo
rush_cas03 mapflag nosave SavePoint
rush_cas03 mapflag noteleport
rush_cas03 mapflag nowarp
rush_cas03 mapflag nowarpto
rush_cas03 mapflag noreturn
rush_cas03 mapflag nobranch
rush_cas03 mapflag nopenalty
 
rush_cas04 mapflag battleground 2
rush_cas04 mapflag nomemo
rush_cas04 mapflag nosave SavePoint
rush_cas04 mapflag noteleport
rush_cas04 mapflag nowarp
rush_cas04 mapflag nowarpto
rush_cas04 mapflag noreturn
rush_cas04 mapflag nobranch
rush_cas04 mapflag nopenalty
[spoiler/]
 
rangel, em 22 Dez 2013 - 21:40, disse:
 
desculpe amigo '-'
 
[spoiler] // (c) 2008 - 2012 eAmod Project; Andres Garbanzo / Zephyrus
//
//  - gaiaro.staff@yahoo.com
//  - MSN andresjgm.cr@hotmail.com
//  - Skype: Zephyrus_cr
//  - Site: http://dev.terra-gaming.com
//
// This file is NOT public - you are not allowed to distribute it.
// Authorized Server List : http://dev.terra-gaming.com/index.php?/topic/72-authorized-eamod-servers/
// eAmod is a non Free, extended version of eAthena Ragnarok Private Server.
 
// ==============================================================================
// BattleGround System - Rush
// ==============================================================================
 
// Registration NPC's
// *********************************************************************
 
sec_in01,77,170,6 script Registration Rush::RushR_Guillaume 418,{
OnInit:
waitingroom "Battle Station 4 Players",4,"Rush::OnGuillaumeJoin",4;
OnEnterBG:
set $@Rush_id1, waitingroom2bg(getvariableofnpc(.Castle$,"Rush"),getvariableofnpc(.GX,"Rush"),getvariableofnpc(.GY,"Rush"),0,"Rush::OnGuillaumeQuit","");
}
 
sec_in01,77,165,6 script Registration Rush::RushR_Croix 414,{
OnInit:
waitingroom "Battle Station 4 Players",4,"Rush::OnCroixJoin",4;
OnEnterBG:
set $@Rush_id2, waitingroom2bg(getvariableofnpc(.Castle$,"Rush"),getvariableofnpc(.CX,"Rush"),getvariableofnpc(.CY,"Rush"),1,"Rush::OnCroixQuit","");
}
 
// Battleground Engine
// *********************************************************************
 
- script Rush -1,{
 
OnSetRotation:
if( set(.Index,.Index + 1) > 3 ) set .Index, 0;
 
switch( .Index )
{
case 0: set .Castle$,"rush_cas01"; set .GX,202; set .GY,230; set .CX,202; set .CY,226; break;
case 1: set .Castle$,"rush_cas02"; set .GX,146; set .GY, 50; set .CX,146; set .CY, 46; break;
case 2: set .Castle$,"rush_cas03"; set .GX, 60; set .GY, 13; set .CX, 64; set .CY, 13; break;
case 3: set .Castle$,"rush_cas04"; set .GX,270; set .GY,292; set .CX,270; set .CY,288; break;
}
 
OnInit:
setwall "rush_cas01",198,228,10,6,0,"Rush_wall_a";
setcell "rush_cas01",198,224,207,233,cell_basilica,1;
setwall "rush_cas02",142,48,10,6,0,"Rush_wall_b";
setcell "rush_cas02",142,44,151,53,cell_basilica,1;
setwall "rush_cas03",62,8,10,0,0,"Rush_wall_c";
setcell "rush_cas03",56,6,69,17,cell_basilica,1;
setwall "rush_cas04",266,290,10,6,0,"Rush_wall_d";
setcell "rush_cas04",266,286,275,295,cell_basilica,1;
 
set .Index,0;
donpcevent "Rush::OnSetRotation";
 
OnGuillaumeQuit:
OnCroixQuit:
setquest 8506; // Deserter
if( $@Rush != 0 )
donpcevent "Rush::OnDoBalance";
 
OnGuillaumeJoin:
OnCroixJoin:
if( $@Rush == 0 )
donpcevent "Rush::OnReadyCheck";
else
donpcevent "Rush::OnDoBalance";
 
OnDoBalance:
if( $@Rush != 1 )
end; // No Balance if BG runing
 
set .@Guillaume, bg_get_data($@Rush_id1, 0);
set .@Croix, bg_get_data($@Rush_id2, 0);
 
if( .@Guillaume < .@Croix )
waitingroom2bg_single $@Rush_id1,.Castle$,.GX,.GY,"RushR_Guillaume";
else if( .@Guillaume > .@Croix )
waitingroom2bg_single $@Rush_id2,.Castle$,.CX,.CY,"RushR_Croix";
else
{
set .@GuillaumeR, getwaitingroomstate(0,"RushR_Guillaume");
set .@CroixR, getwaitingroomstate(0,"RushR_Croix");
 
if( .@GuillaumeR <= .@CroixR )
set .@Limit, .@GuillaumeR;
else
set .@Limit, .@CroixR;
 
if( .@Limit + .@Guillaume > 30 )
set .@Limit, 30 - .@Guillaume;
if( .@Limit <= 0 ) end;
 
for( set .@i, 0; .@i < .@Limit; set .@i, .@i + 1 )
{
waitingroom2bg_single $@Rush_id1,.Castle$,.GX,.GY,"RushR_Guillaume";
waitingroom2bg_single $@Rush_id2,.Castle$,.CX,.CY,"RushR_Croix";
}
 
set .@Guillaume, .@Guillaume + .@Limit;
set .@Croix, .@Croix + .@Limit;
mapannounce "bat_room","Battleground -- Rush [80-99] G: " + .@Guillaume + "/30, C: " + .@Croix + "/30 (Playing)",1,0xDDA0DD;
}
 
OnReadyCheck:
if( $@Rush )
set .@Guillaume, getwaitingroomstate(0,"RushR_Guillaume");
set .@Croix, getwaitingroomstate(0,"RushR_Croix");
 
if( .@Guillaume < 4 || .@Croix < 4 )
{
if( .@Guillaume > 10 && .@Croix > 10 && !agitcheck() && $@Rush_Flood < gettimetick(2) )
{
announce "Battleground -- Rush [80-99] G: " + .@Guillaume + "/15, C: " + .@Croix + "/15",0,0xDDA0DD;
set $@Rush_Flood, gettimetick(2) + 15;
}
else
mapannounce "bat_room","Battleground -- Rush [80-99] G: " + .@Guillaume + "/15, C: " + .@Croix + "/15",1,0xDDA0DD;
}
 
set $@Rush, 1;
set .Guillaume_Score, 0;
set .Croix_Score, 0;
donpcevent "RushR_Guillaume::OnEnterBG";
donpcevent "RushR_Croix::OnEnterBG";
announce "Battleground -- Rush [80-99] has started!",0,0xDDA0DD;
// Emperium =====================
switch( .Index )
{
case 0: // =========================================================================
bg_monster 0,.Castle$,158,174,"Emperium",2107,"Rush::OnEmperium";
case 1: // =========================================================================
bg_monster 0,.Castle$,271,29,"Emperium",2107,"Rush::OnEmperium";
case 2: // =========================================================================
bg_monster 0,.Castle$,28,102,"Emperium",2107,"Rush::OnEmperium";
case 3: // =========================================================================
bg_monster 0,.Castle$,245,167,"Emperium",2107,"Rush::OnEmperium";
}
// ======================================
set .Defender, 0; // No Defender
donpcevent "::OnEmblemRush";
sleep 2000;
switch( .Index )
{
case 0:
bg_warp $@Rush_id1,.Castle$,43,229;
bg_warp $@Rush_id2,.Castle$,43,229;
case 1:
bg_warp $@Rush_id1,.Castle$,252,271;
bg_warp $@Rush_id2,.Castle$,252,271;
case 2:
bg_warp $@Rush_id1,.Castle$,216,103;
bg_warp $@Rush_id2,.Castle$,216,103;
case 3:
bg_warp $@Rush_id1,.Castle$,100,280;
bg_warp $@Rush_id2,.Castle$,100,280;
}
 
initnpctimer "Rush_Respawn";
 
OnTimer60000:
mapannounce .Castle$,"Battle of Rush will ends in 6 minutes",1,0xDDA0DD;
 
OnTimer360000:
mapannounce .Castle$,"Battle of Rush will ends in 1 minute",1,0xDDA0DD;
 
OnEmperium:
if( $@Rush != 1 )
if( .Defender == 0 )
{ // First Capture
set .Defender,getcharid(4);
if( .Defender == $@Rush_id1 )
{
set .Guillaume_Score,1;
mapannounce .Castle$,"General Guillaume : Castle captured, now prepare to Defend it!!",1,0x0000FF;
bg_warp $@Rush_id2,"RespawnPoint",0,0; // To Cementery and Wait
}
else
{
set .Croix_Score,1;
mapannounce .Castle$,"Prince Croix : Castle captured, now prepare to Defend it!!",1,0xFF0000;
bg_warp $@Rush_id1,"RespawnPoint",0,0; // To Cementery and Wait
}
 
bg_updatescore .Castle$,.Guillaume_Score,.Croix_Score;
 
// Emperium =====================
switch( .Index )
{
case 0: // =========================================================================
bg_monster .Defender,.Castle$,158,174,"Emperium",2107,"Rush::OnEmperium";
case 1: // =========================================================================
bg_monster .Defender,.Castle$,271,29,"Emperium",2107,"Rush::OnEmperium";
case 2: // =========================================================================
bg_monster .Defender,.Castle$,28,102,"Emperium",2107,"Rush::OnEmperium";
case 3: // =========================================================================
bg_monster .Defender,.Castle$,245,167,"Emperium",2107,"Rush::OnEmperium";
}
// ======================================
initnpctimer "Rush_Respawn";
 
sleep 5000;
if( .Defender == $@Rush_id1 )
mapannounce .Castle$,"Prince Croix : Capture the Castle, it's our last chance to Win!!",1,0xFF0000;
else
mapannounce .Castle$,"General Guillaume : Capture the Castle, it's our last chance to Win!!",1,0x0000FF;
}
 
// Second Capture
if( .Defender == $@Rush_id1 )
{
set .Croix_Score,2;
mapannounce .Castle$,"Prince Croix : Castle captured, we won the Battle!!",1,0xFF0000;
}
else
{
set .Guillaume_Score,2;
mapannounce .Castle$,"General Guillaume : Castle captured, we won the Battle!!",1,0x0000FF;
}
donpcevent "Rush::OnMatchEnd";
 
OnTimer420000:
if( .Defender == 0 )
mapannounce .Castle$,"Castle captured Fail. No winners",1,0xDDA0DD;
else if( .Defender == $@Rush_id1 )
{
set .Guillaume_Score,3;
mapannounce .Castle$,"General Guillaume : Castle protected, we won the Battle!!",1,0x0000FF;
}
else
{
set .Croix_Score,3;
mapannounce .Castle$,"Prince Croix : Castle protected, we won the Battle!!",1,0xFF0000;
}
donpcevent "Rush::OnMatchEnd";
 
OnMatchEnd:
stopnpctimer "Rush_Respawn";
set $@Rush, 2; // BG Status
killmonster .Castle$,"Rush::OnEmperium";
bg_updatescore .Castle$,.Guillaume_Score,.Croix_Score;
// =======================================================
// Team Rewards
// =======================================================
set .@Reward, 30 + (.Guillaume_Score * 18);
if( .Guillaume_Score > .Croix_Score )
set .@Won,0;
else
set .@Won,2;
 
bg_reward $@Rush_id1,7773,.@Reward,0,8510,"BG_RUSH",1,7,.@Won;
bg_reward $@Rush_id1,7828,.@Reward,0,8520,"BG_RUSH",1,7,.@Won;
bg_reward $@Rush_id1,7829,.@Reward,0,8530,"BG_RUSH",1,7,.@Won;
// =======================================================
set .@Reward, 30 + (.Croix_Score * 18);
if( .Croix_Score > .Guillaume_Score )
set .@Won,0;
else
set .@Won,2;
 
bg_reward $@Rush_id2,7773,.@Reward,0,8510,"BG_RUSH",1,7,.@Won;
bg_reward $@Rush_id2,7828,.@Reward,0,8520,"BG_RUSH",1,7,.@Won;
bg_reward $@Rush_id2,7829,.@Reward,0,8530,"BG_RUSH",1,7,.@Won;
// =======================================================
mapannounce .Castle$,"Battle of Rush will start 15 in seconds!",1,0xDDA0DD;
sleep 2000;
bg_destroy $@Rush_id1;
set $@Rush_id1, 0;
bg_destroy $@Rush_id2;
set $@Rush_id2, 0;
mapwarp .Castle$,"sec_in01",85,167;
sleep 1000;
maprespawnguildid .Castle$,0,3; // Just in case someone else
sleep 12000;
set $@Rush, 0;
set .Guillaume_Score, 0;
set .Croix_Score, 0;
bg_updatescore .Castle$,.Guillaume_Score,.Croix_Score;
 
donpcevent "Rush::OnSetRotation";
donpcevent "Rush::OnReadyCheck";
}
 
// Battleground Respawn
// *********************************************************************
 
- script Rush_Respawn -1,{
 
OnTimer24000:
mapannounce .Castle$,"-- Reinforcements entering the Battle of Rush --",1,0xDDA0DD;
 
OnTimer25000:
set .@Castle$,getvariableofnpc(.Castle$,"Rush");
set .@Defender,getvariableofnpc(.Defender,"Rush");
 
switch( getvariableofnpc(.Index,"Rush") )
{
case 0: // rush_cas01 ========================================================================
areapercentheal .@Castle$,198,224,207,233,100,100;
if( .@Defender == 0 )
areawarp .@Castle$,198,224,207,233,.@Castle$,43,229;
else if( $@Rush_id1 == .@Defender )
{
areawarp .@Castle$,198,229,207,233,.@Castle$,71,36;
areawarp .@Castle$,198,224,207,227,.@Castle$,43,229;
}
else
{
areawarp .@Castle$,198,229,207,233,.@Castle$,43,229;
areawarp .@Castle$,198,224,207,227,.@Castle$,71,36;
}
case 1: // rush_cas02 ========================================================================
areapercentheal .@Castle$,142,44,151,53,100,100;
if( .@Defender == 0 )
areawarp .@Castle$,142,44,151,53,.@Castle$,252,271;
else if( $@Rush_id1 == .@Defender )
{
areawarp .@Castle$,142,49,151,53,.@Castle$,40,235;
areawarp .@Castle$,142,44,151,47,.@Castle$,252,271;
}
else
{
areawarp .@Castle$,142,49,151,53,.@Castle$,252,271;
areawarp .@Castle$,142,44,151,47,.@Castle$,40,235;
}
case 2: // rush_cas03 ========================================================================
areapercentheal .@Castle$,56,6,69,17,100,100;
if( .@Defender == 0 )
areawarp .@Castle$,56,6,69,17,.@Castle$,216,103;
else if( $@Rush_id1 == .@Defender )
{
areawarp .@Castle$,56,6,61,17,.@Castle$,31,190;
areawarp .@Castle$,63,6,69,17,.@Castle$,216,103;
}
else
{
areawarp .@Castle$,56,6,61,17,.@Castle$,216,103;
areawarp .@Castle$,63,6,69,17,.@Castle$,31,190;
}
case 3: // rush_cas04 ========================================================================
areapercentheal .@Castle$,266,286,275,295,100,100;
if( .@Defender == 0 )
areawarp .@Castle$,266,286,275,295,.@Castle$,100,280;
else if( $@Rush_id1 == .@Defender )
{
areawarp .@Castle$,266,291,275,295,.@Castle$,116,89;
areawarp .@Castle$,266,286,275,289,.@Castle$,100,280;
}
else
{
areawarp .@Castle$,266,291,275,295,.@Castle$,100,280;
areawarp .@Castle$,266,286,275,289,.@Castle$,116,89;
}
}
 
}
 
// Battleground Therapist
// *********************************************************************
 
rush_cas01,198,233,6 script Therapist in battle#rh1 95,{
mes "[Therapist in battle]";
mes "Just close your eyes, and take a deep breathe.";
mes "You can be free from pain.";
percentheal 100,100;
repairall;
}
 
rush_cas01,198,224,6 script Therapist in battle#rh2 95,{
mes "[Therapist in battle]";
mes "Just close your eyes, and take a deep breathe.";
mes "You can be free from pain.";
percentheal 100,100;
repairall;
}
 
rush_cas02,142,53,6 script Therapist in battle#rh3 95,{
mes "[Therapist in battle]";
mes "Just close your eyes, and take a deep breathe.";
mes "You can be free from pain.";
percentheal 100,100;
repairall;
}
 
rush_cas02,142,44,6 script Therapist in battle#rh4 95,{
mes "[Therapist in battle]";
mes "Just close your eyes, and take a deep breathe.";
mes "You can be free from pain.";
percentheal 100,100;
repairall;
}
 
rush_cas03,68,17,4 script Therapist in battle#rh5 95,{
mes "[Therapist in battle]";
mes "Just close your eyes, and take a deep breathe.";
mes "You can be free from pain.";
percentheal 100,100;
repairall;
}
 
rush_cas03,66,17,4 script Therapist in battle#rh6 95,{
mes "[Therapist in battle]";
mes "Just close your eyes, and take a deep breathe.";
mes "You can be free from pain.";
percentheal 100,100;
repairall;
}
 
rush_cas04,266,295,6 script Therapist in battle#rh7 95,{
mes "[Therapist in battle]";
mes "Just close your eyes, and take a deep breathe.";
mes "You can be free from pain.";
percentheal 100,100;
repairall;
}
 
rush_cas04,266,286,6 script Therapist in battle#rh8 95,{
mes "[Therapist in battle]";
mes "Just close your eyes, and take a deep breathe.";
mes "You can be free from pain.";
percentheal 100,100;
repairall;
}
 
// Warp Portals
// *********************************************************************
 
rush_cas01,157,135,0 warp rush106-1 1,1,rush_cas01,184,40
rush_cas01,161,41,0 warp rush102-1 1,1,rush_cas01,57,202
rush_cas01,184,44,0 warp rush106 1,1,rush_cas01,157,140
rush_cas01,203,21,0 warp rush105-1 1,1,rush_cas01,45,25
rush_cas01,210,41,0 warp rush101-1 1,1,rush_cas01,84,215
rush_cas01,35,183,0 warp rush104 1,1,rush_cas01,71,82
rush_cas01,45,21,0 warp rush105 1,1,rush_cas01,203,25
rush_cas01,53,202,0 warp rush102 1,1,rush_cas01,165,41
rush_cas01,64,164,0 warp rush103 1,1,rush_cas01,98,25
rush_cas01,71,86,0 warp rush104-1 1,1,rush_cas01,35,187
rush_cas01,88,215,0 warp rush101 1,1,rush_cas01,206,41
rush_cas01,98,21,0 warp rush103-1 1,1,rush_cas01,64,168
 
rush_cas02,259,212,0 warp rush201 1,1,rush_cas02,72,240
rush_cas02,75,240,0 warp rush201-1 1,5,rush_cas02,256,212
rush_cas02,232,189,0 warp rush202 1,1,rush_cas02,74,261
rush_cas02,78,261,0 warp rush202-1 1,1,rush_cas02,236,189
rush_cas02,229,208,0 warp rush203 1,1,rush_cas02,70,282
rush_cas02,74,282,0 warp rush203-1 1,1,rush_cas02,225,208
rush_cas02,7,261,0 warp rush204 1,1,rush_cas02,55,30
rush_cas02,59,30,0 warp rush204-1 1,1,rush_cas02,11,261
rush_cas02,28,31,0 warp rush205 1,1,rush_cas02,251,42
rush_cas02,254,45,0 warp rush205-1 1,1,rush_cas02,24,31
 
rush_cas03,194,71,0 warp rush301 1,1,rush_cas03,129,194
rush_cas03,125,194,0 warp rush301-1 1,1,rush_cas03,199,70
rush_cas03,164,86,0 warp rush302 1,1,rush_cas03,66,189
rush_cas03,70,189,0 warp rush302-1 1,1,rush_cas03,166,81
rush_cas03,150,67,0 warp rush303 1,1,rush_cas03,9,187
rush_cas03,5,187,0 warp rush303-1 1,1,rush_cas03,151,62
rush_cas03,165,232,0 warp rush304 1,1,rush_cas03,193,49
rush_cas03,188,49,0 warp rush304-1 1,1,rush_cas03,165,228
rush_cas03,195,42,0 warp rush305 1,1,rush_cas03,19,227
rush_cas03,15,227,0 warp rush305-1 1,1,rush_cas03,195,46
rush_cas03,13,175,0 warp rush306 1,1,rush_cas03,162,194
rush_cas03,166,194,0 warp rush306-1 1,1,rush_cas03,13,179
rush_cas03,156,231,0 warp rush307 1,1,rush_cas03,18,88
rush_cas03,14,88,0 warp rush307-1 1,1,rush_cas03,156,227
 
rush_cas04,106,217,0 warp rush407 1,1,rush_cas04,131,15
rush_cas04,115,210,0 warp rush408 1,1,rush_cas04,92,215
rush_cas04,135,15,0 warp rush407-1 1,1,rush_cas04,110,217
rush_cas04,135,92,0 warp rush402-1 1,1,rush_cas04,34,282
rush_cas04,152,92,0 warp rush404-1 1,1,rush_cas04,59,255
rush_cas04,154,16,0 warp rush414 1,1,rush_cas04,252,11
rush_cas04,17,206,0 warp rush406-1 1,1,rush_cas04,29,219
rush_cas04,212,46,0 warp rush415 1,1,rush_cas04,225,158
rush_cas04,225,154,0 warp rush415-1 1,1,rush_cas04,212,42
rush_cas04,237,74,0 warp rush412-1 1,1,rush_cas04,62,213
rush_cas04,256,11,0 warp rush414-1 1,1,rush_cas04,159,16
rush_cas04,266,47,0 warp rush409-1 1,1,rush_cas04,45,175
rush_cas04,27,215,0 warp rush406-2 1,1,rush_cas04,17,202
rush_cas04,34,286,0 warp rush402 1,1,rush_cas04,131,92
rush_cas04,38,243,0 warp rush406 1,1,rush_cas04,29,219
rush_cas04,38,259,0 warp rush403-1 1,1,rush_cas04,43,271
rush_cas04,42,175,0 warp rush409 1,1,rush_cas04,266,43
rush_cas04,43,191,0 warp rush410-1 1,1,rush_cas04,70,185
rush_cas04,47,271,0 warp rush403 1,1,rush_cas04,38,255
rush_cas04,50,248,0 warp rush405 1,1,rush_cas04,54,229
rush_cas04,58,232,0 warp rush405-1 1,1,rush_cas04,62,213
rush_cas04,63,255,0 warp rush404 1,1,rush_cas04,156,92
rush_cas04,65,215,0 warp rush412 1,1,rush_cas04,233,74
rush_cas04,66,223,0 warp rush401 1,1,rush_cas04,96,53
rush_cas04,70,182,0 warp rush410 1,1,rush_cas04,39,191
rush_cas04,79,244,0 warp rush413-1 1,1,rush_cas04,91,250
rush_cas04,88,248,0 warp rush411-1 1,1,rush_cas04,76,242
rush_cas04,90,218,0 warp rush408-1 1,1,rush_cas04,111,210
rush_cas04,92,53,0 warp rush401-1 1,1,rush_cas04,62,223
rush_cas04,93,209,0 warp rush411 1,1,rush_cas04,92,250
rush_cas04,95,251,0 warp rush413 1,1,rush_cas04,91,209
 
// MapFlags
// *********************************************************************
 
rush_cas01 mapflag battleground 2
rush_cas01 mapflag nomemo
rush_cas01 mapflag nosave SavePoint
rush_cas01 mapflag noteleport
rush_cas01 mapflag nowarp
rush_cas01 mapflag nowarpto
rush_cas01 mapflag noreturn
rush_cas01 mapflag nobranch
rush_cas01 mapflag nopenalty
 
rush_cas02 mapflag battleground 2
rush_cas02 mapflag nomemo
rush_cas02 mapflag nosave SavePoint
rush_cas02 mapflag noteleport
rush_cas02 mapflag nowarp
rush_cas02 mapflag nowarpto
rush_cas02 mapflag noreturn
rush_cas02 mapflag nobranch
rush_cas02 mapflag nopenalty
 
rush_cas03 mapflag battleground 2
rush_cas03 mapflag nomemo
rush_cas03 mapflag nosave SavePoint
rush_cas03 mapflag noteleport
rush_cas03 mapflag nowarp
rush_cas03 mapflag nowarpto
rush_cas03 mapflag noreturn
rush_cas03 mapflag nobranch
rush_cas03 mapflag nopenalty
 
rush_cas04 mapflag battleground 2
rush_cas04 mapflag nomemo
rush_cas04 mapflag nosave SavePoint
rush_cas04 mapflag noteleport
rush_cas04 mapflag nowarp
rush_cas04 mapflag nowarpto
rush_cas04 mapflag noreturn
rush_cas04 mapflag nobranch
rush_cas04 mapflag nopenalty
 
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