viewing paste bg rush | Athena

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// ==============================================================================
// BattleGround System - Rush
// ==============================================================================
 
// Registration NPC's
// *********************************************************************
 
bat_room,169,227,4      script  Registration::RushR_Guillaume   418,{
        end;
OnInit:
        waitingroom "Battle Station 15 Players",15,"Rush::OnGuillaumeJoin",1;
        end;
OnEnterBG:
        set $@Rush_id1, waitingroom2bg(getvariableofnpc(.Castle$,"Rush"),getvariableofnpc(.GX,"Rush"),getvariableofnpc(.GY,"Rush"),0,"Rush::OnGuillaumeQuit","");
        end;
}
 
bat_room,169,204,0      script  Registration::RushR_Croix       414,{
        end;
OnInit:
        waitingroom "Battle Station 15 Players",15,"Rush::OnCroixJoin",1;
        end;
OnEnterBG:
        set $@Rush_id2, waitingroom2bg(getvariableofnpc(.Castle$,"Rush"),getvariableofnpc(.CX,"Rush"),getvariableofnpc(.CY,"Rush"),1,"Rush::OnCroixQuit","");
        end;
}
 
// Battleground Engine
// *********************************************************************
 
-       script  Rush    -1,{
        end;
 
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;
        }
        end;
 
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";
        end;
 
OnGuillaumeQuit:
OnCroixQuit:
        setquest 8506; // Deserter
        if( $@Rush != 0 )
                donpcevent "Rush::OnDoBalance";
        end;
 
OnGuillaumeJoin:
OnCroixJoin:
        if( $@Rush == 0 )
                donpcevent "Rush::OnReadyCheck";
        else
                donpcevent "Rush::OnDoBalance";
        end;
 
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;
        }
        end;
 
OnReadyCheck:
        if( $@Rush )
                end;
        set .@Guillaume, getwaitingroomstate(0,"RushR_Guillaume");
        set .@Croix, getwaitingroomstate(0,"RushR_Croix");
 
        if( .@Guillaume < 15 || .@Croix < 15 )
        {
                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;
                end;
        }
 
        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";
                break;
        case 1: // =========================================================================
                bg_monster 0,.Castle$,271,29,"Emperium",2107,"Rush::OnEmperium";
                break;
        case 2: // =========================================================================
                bg_monster 0,.Castle$,28,102,"Emperium",2107,"Rush::OnEmperium";
                break;
        case 3: // =========================================================================
                bg_monster 0,.Castle$,245,167,"Emperium",2107,"Rush::OnEmperium";
                break;
        }
        // ======================================
        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;
                break;
        case 1:
                bg_warp $@Rush_id1,.Castle$,252,271;
                bg_warp $@Rush_id2,.Castle$,252,271;
                break;
        case 2:
                bg_warp $@Rush_id1,.Castle$,216,103;
                bg_warp $@Rush_id2,.Castle$,216,103;
                break;
        case 3:
                bg_warp $@Rush_id1,.Castle$,100,280;
                bg_warp $@Rush_id2,.Castle$,100,280;
                break;
        }
 
        initnpctimer;
        initnpctimer "Rush_Respawn";
        end;
 
OnTimer60000:
        mapannounce .Castle$,"Battle of Rush will ends in 6 minutes",1,0xDDA0DD;
        end;
 
OnTimer360000:
        mapannounce .Castle$,"Battle of Rush will ends in 1 minute",1,0xDDA0DD;
        end;
 
OnEmperium:
        if( $@Rush != 1 )
                end;
        if( .Defender == 0 )
        { // First Capture
                initnpctimer;
                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$,158,174,"Emperium",2107,"Rush::OnEmperium";
                        break;
                case 1: // =========================================================================
                        bg_monster .Defender,.Castle$,271,29,"Emperium",2107,"Rush::OnEmperium";
                        break;
                case 2: // =========================================================================
                        bg_monster .Defender,.Castle$,28,102,"Emperium",2107,"Rush::OnEmperium";
                        break;
                case 3: // =========================================================================
                        bg_monster .Defender,.Castle$,245,167,"Emperium",2107,"Rush::OnEmperium";
                        break;
                }
                // ======================================
                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;
                end;
        }
       
        // 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";
        end;
 
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";
        end;
 
OnMatchEnd:
        stopnpctimer;
        stopnpctimer "Rush_Respawn";
        set $@Rush, 2; // BG Status
        killmonster .Castle$,"Rush::OnEmperium";
        bg_updatescore .Castle$,.Guillaume_Score,.Croix_Score;
        // =======================================================
        // Team Rewards
        // =======================================================
        set .@Reward, 15 + (.Guillaume_Score * 2);
        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;
        // =======================================================
        set .@Reward, 15 + (.Croix_Score * 2);
        if( .Croix_Score > .Guillaume_Score )
                set .@Won,0;
        else
                set .@Won,2;
 
        bg_reward $@Rush_id2,7773,.@Reward,0,8510,"BG_RUSH",1,7,.@Won;
        // =======================================================
        mapannounce .Castle$,"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 $@Rush_id2, 0;
        mapwarp .Castle$,"bat_room",155,150;
        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";
        end;
}
 
// Battleground Respawn
// *********************************************************************
 
-       script  Rush_Respawn    -1,{
        end;
 
OnTimer24000:
        mapannounce .Castle$,"-- Reinforcements entering the Battle of Rush --",1,0xDDA0DD;
        end;
 
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$,71,36;
                }
                break;
        case 1: // rush_cas02 ========================================================================
                areapercentheal .@Castle$,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$,40,235;
                }
                break;
        case 2: // rush_cas03 ========================================================================
                areapercentheal .@Castle$,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$,31,190;
                }
                break;
        case 3: // rush_cas04 ========================================================================
                areapercentheal .@Castle$,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;
                }
                break;
        }
 
        initnpctimer;
        end;
}
 
// Battleground Therapist
// *********************************************************************
 
rush_cas01,198,230,6    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.";
        specialeffect2 312;
        percentheal 100,100;
        repairall;
        close2;
        openstorage;
        end;
}
 
rush_cas01,198,226,6    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.";
        specialeffect2 312;
        percentheal 100,100;
        repairall;
        close2;
        openstorage;
        end;
}
 
rush_cas02,142,50,6     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.";
        specialeffect2 312;
        percentheal 100,100;
        repairall;
        close2;
        openstorage;
        end;
}
 
rush_cas02,142,46,6     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.";
        specialeffect2 312;
        percentheal 100,100;
        repairall;
        close2;
        openstorage;
        end;
}
 
rush_cas03,60,17,4      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.";
        specialeffect2 312;
        percentheal 100,100;
        repairall;
        close2;
        openstorage;
        end;
}
 
rush_cas03,64,17,4      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.";
        specialeffect2 312;
        percentheal 100,100;
        repairall;
        close2;
        openstorage;
        end;
}
 
rush_cas04,266,292,6    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.";
        specialeffect2 312;
        percentheal 100,100;
        repairall;
        close2;
        openstorage;
        end;
}
 
rush_cas04,266,288,6    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.";
        specialeffect2 312;
        percentheal 100,100;
        repairall;
        close2;
        openstorage;
        end;
}
 
// 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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