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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