
Fixing pre-re / re npc support, moving /config/ folder to src root so other servers may also make use of the #define renewal dir and other stuff. git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@16382 54d463be-8e91-2dee-dedb-b68131a5f0ec
756 lines
20 KiB
Plaintext
756 lines
20 KiB
Plaintext
//===== rAthena Script =======================================
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// BattleGround System - Flavius Second
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//===== By: ==================================================
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//= L0ne_W0lf
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//===== Current Version: =====================================
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//= 1.4
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//===== Compatible With: =====================================
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//= rAthena 1.0
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//===== Description: =========================================
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//= [AEGIS Conversion]
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//= Flavius Battleground.
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//= - Winning Team: 9 badges
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//= - Losing Team: 3 badge
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//===== Additional Comments: =================================
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//= 1.0 First Version.
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//= 1.1 Fixed NPCs being called for waiting rooms. (bugreport:4395)
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//= 1.2 Fixed pink crystal spawning as blue. [L0ne_W0lf]
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//= 1.3 Updated 'waitingroom' to support required zeny/lvl. [Kisuka]
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//= 1.4 Removed MaxLvl check in waitingrooms. Replaced setwall with setcell.
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//============================================================
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// Waiting Room NPCs
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//============================================================
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bat_room,142,227,4 script Lieutenant Huvas 418,{
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end;
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OnInit:
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waitingroom "Battle Station",10,"start#bat_b02::OnReadyCheck",1,0,80;
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end;
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OnEnterBG:
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set $@FlaviusBG2_id1, waitingroom2bg("bat_b02",10,290,"start#bat_b02::OnGuillaumeQuit","");
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end;
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}
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bat_room,142,204,0 script Lieutenant Yukon 414,{
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end;
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OnInit:
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waitingroom "Battle Station",10,"start#bat_b02::OnReadyCheck",1,0,80;
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end;
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OnEnterBG:
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set $@FlaviusBG2_id2, waitingroom2bg("bat_b02",390,10,"start#bat_b02::OnCroixQuit","");
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end;
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}
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bat_room,141,220,0 warp back_bgroomb02a 1,1,bat_room,154,150
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bat_room,141,211,0 warp back_bgroomb02b 1,1,bat_room,154,150
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bat_room,2,151,3 script #bat_b02_timer 844,{
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end;
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OnInit:
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OnEnable:
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initnpctimer;
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end;
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OnStop:
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stopnpctimer;
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end;
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OnTimer1000:
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stopnpctimer;
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initnpctimer;
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set .@chk_bat_a01,getmapusers("bat_b02");
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if (.@chk_bat_a01 < 1) {
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set $@FlaviusBG2, 0;
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if( $@FlaviusBG2_id1 ) { bg_destroy $@FlaviusBG2_id1; set $@FlaviusBG2_id1, 0; }
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if( $@FlaviusBG2_id2 ) { bg_destroy $@FlaviusBG2_id2; set $@FlaviusBG2_id2, 0; }
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donpcevent "start#bat_b02::OnReadyCheck";
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}
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end;
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}
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// Flavius Battleground Engine
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//============================================================
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bat_b02,15,15,3 script start#bat_b02 844,{
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OnInit:
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mapwarp "bat_b02","bat_room",154,150;
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end;
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OnReadyCheck:
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if( $@FlaviusBG2 )
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end;
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set .@Guillaume, getwaitingroomstate(0,"Lieutenant Huvas");
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set .@Croix, getwaitingroomstate(0,"Lieutenant Yukon");
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if( !.@Guillaume && !.@Croix ) {
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donpcevent "#bat_b02_timer::OnStop";
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end;
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}
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if( .@Guillaume < 10 || .@Croix < 10 )
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end;
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set $@FlaviusBG2, 1;
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set $@FlaviusBG2_Victory, 0;
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set $@Croix_ScoreBG2, 0;
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set $@Guill_ScoreBG2, 0;
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bg_updatescore "bat_b02",$@Guill_ScoreBG2,$@Croix_ScoreBG2;
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donpcevent "Lieutenant Huvas::OnEnterBG";
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donpcevent "Lieutenant Yukon::OnEnterBG";
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donpcevent "OBJ#bat_b02_a::Onkill";
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donpcevent "OBJ#bat_b02_a::OnEnable";
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donpcevent "OBJ#bat_b02_b::Onkill";
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donpcevent "OBJ#bat_b02_b::OnEnable";
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donpcevent "guardian#bat_b02_a::Onkill";
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donpcevent "guardian#bat_b02_b::Onkill";
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donpcevent "guardian#bat_b02_a::OnEnable";
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donpcevent "guardian#bat_b02_b::OnEnable";
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donpcevent "cell#bat_b02_a::Onred";
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donpcevent "cell#bat_b02_b::Onred";
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donpcevent "time#bat_b02::OnEnable";
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disablenpc "Guillaume Vintenar#b02_a";
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disablenpc "Croix Vintenar#b02_b";
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disablenpc "Vintenar#bat_b02_aover";
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disablenpc "Vintenar#bat_b02_bover";
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bg_warp $@FlaviusBG2_id1,"bat_b02",87,75;
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bg_warp $@FlaviusBG2_id2,"bat_b02",311,224;
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donpcevent "countdown#bat_b02::OnEnable";
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initnpctimer;
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end;
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OnReset:
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donpcevent "OBJ#bat_b02_a::Onkill";
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donpcevent "OBJ#bat_b02_a::OnEnable";
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donpcevent "OBJ#bat_b02_b::Onkill";
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donpcevent "OBJ#bat_b02_b::OnEnable";
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donpcevent "guardian#bat_b02_a::Onkill";
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donpcevent "guardian#bat_b02_b::Onkill";
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donpcevent "guardian#bat_b02_a::OnEnable";
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donpcevent "guardian#bat_b02_b::OnEnable";
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donpcevent "cell#bat_b02_a::Onred";
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donpcevent "cell#bat_b02_b::Onred";
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donpcevent "time#bat_b02::OnEnable";
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disablenpc "Guillaume Vintenar#b02_a";
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disablenpc "Croix Vintenar#b02_b";
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disablenpc "Vintenar#bat_b02_aover";
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disablenpc "Vintenar#bat_b02_bover";
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bg_warp $@FlaviusBG2_id1,"bat_b02",87,75;
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bg_warp $@FlaviusBG2_id2,"bat_b02",311,224;
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end;
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OnGuillaumeQuit:
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OnCroixQuit:
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bg_leave;
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end;
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OnTimer10000:
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stopnpctimer;
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donpcevent "#bat_b02_timer::OnEnable";
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end;
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}
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bat_b02,1,1,3 script OBJ#bat_b02_a 844,{
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OnEnable:
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bg_monster $@FlaviusBG2_id1,"bat_b02",61,150,"Pink Crystal",1915,"OBJ#bat_b02_a::OnMyMobDead";
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end;
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Onkill:
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killmonster "bat_b02","OBJ#bat_b02_a::OnMyMobDead";
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end;
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OnMyMobDead:
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if (mobcount("bat_b02","OBJ#bat_b02_a::OnMyMobDead") < 1) {
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mapannounce "bat_b02", "Guillaume's Crystal has been destroyed.",bc_map,"0xFFCE00";
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if ($@Croix_ScoreBG2 > 0) {
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set $@FlaviusBG2_Victory,2;
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set $@Croix_ScoreBG2,$@Croix_ScoreBG2+1;
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enablenpc "Guillaume Vintenar#b02_a";
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enablenpc "Croix Vintenar#b02_b";
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donpcevent "time#bat_b02::Onstop";
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}
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else {
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set $@Croix_ScoreBG2,1;
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donpcevent "time#bat_b02::OnEnable";
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donpcevent "start#bat_b02::onReset";
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}
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donpcevent "#bat_b02_timer::OnStop";
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bg_updatescore "bat_b02",$@Guill_ScoreBG2,$@Croix_ScoreBG2;
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bg_warp $@FlaviusBG2_id1,"bat_b02",10,290;
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bg_warp $@FlaviusBG2_id2,"bat_b02",390,10;
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donpcevent "#bat_b02_timer::OnEnable";
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}
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end;
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}
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bat_b02,1,2,3 script OBJ#bat_b02_b 844,{
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OnEnable:
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bg_monster $@FlaviusBG2_id2,"bat_b02",328,150,"Blue Crystal",1914,"OBJ#bat_b02_b::OnMyMobDead";
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end;
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Onkill:
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killmonster "bat_b02","OBJ#bat_b02_b::OnMyMobDead";
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end;
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OnMyMobDead:
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if (mobcount("bat_b02","OBJ#bat_b02_b::OnMyMobDead") < 1) {
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mapannounce "bat_b02", "Croix's Crystal has been destroyed.",bc_map,"0xFFCE00";
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if ($@Guill_ScoreBG2 > 0) {
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set $@FlaviusBG2_Victory,1;
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set $@Guill_ScoreBG2,$@Guill_ScoreBG2+1;
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enablenpc "Guillaume Vintenar#b02_a";
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enablenpc "Croix Vintenar#b02_b";
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donpcevent "time#bat_b02::Onstop";
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}
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else {
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set $@Guill_ScoreBG2,1;
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donpcevent "time#bat_b02::OnEnable";
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donpcevent "start#bat_b02::onReset";
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}
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donpcevent "#bat_b02_timer::OnStop";
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bg_updatescore "bat_b02",$@Guill_ScoreBG2,$@Croix_ScoreBG2;
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bg_warp $@FlaviusBG2_id1,"bat_b02",10,290;
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bg_warp $@FlaviusBG2_id2,"bat_b02",390,10;
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donpcevent "#bat_b02_timer::OnEnable";
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}
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end;
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}
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bat_b02,1,3,3 script guardian#bat_b02_a 844,{
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OnEnable:
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bg_monster $@FlaviusBG2_id1,"bat_b02",108,159,"Guillaume Camp Guardian",1949,"guardian#bat_b02_a::OnMyMobDead";
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bg_monster $@FlaviusBG2_id1,"bat_b02",108,141,"Guillaume Camp Guardian",1949,"guardian#bat_b02_a::OnMyMobDead";
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end;
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Onkill:
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killmonster "bat_b02","guardian#bat_b02_a::OnMyMobDead";
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end;
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OnMyMobDead:
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if (mobcount("bat_b02","guardian#bat_b02_a::OnMyMobDead") < 1) {
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donpcevent "cell#bat_b02_a::Ongreen";
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mapannounce "bat_b02", "The Guardian protecting Guillaume's Crystal has been slain.",bc_map,"0xFFCE00";
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}
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end;
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}
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bat_b02,1,3,3 script guardian#bat_b02_b 844,{
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OnEnable:
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bg_monster $@FlaviusBG2_id2,"bat_b02",307,160,"Croix Camp Guardian",1949,"guardian#bat_b02_b::OnMyMobDead";
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bg_monster $@FlaviusBG2_id2,"bat_b02",307,138,"Croix Camp Guardian",1949,"guardian#bat_b02_b::OnMyMobDead";
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end;
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Onkill:
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killmonster "bat_b02","guardian#bat_b02_b::OnMyMobDead";
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end;
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OnMyMobDead:
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if (mobcount("bat_b02","guardian#bat_b02_b::OnMyMobDead") < 1) {
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donpcevent "cell#bat_b02_b::Ongreen";
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mapannounce "bat_b02", "The Guardian protecting Croix's Crystal has been slain.",bc_map,"0xFFCE00";
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}
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end;
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}
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bat_b02,1,4,3 script cell#bat_b02_a 844,{
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Onred:
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setcell "bat_b02",62,149,60,151,cell_basilica,1;
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setcell "bat_b02",62,149,60,151,cell_walkable,0;
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end;
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Ongreen:
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setcell "bat_b02",62,149,60,151,cell_basilica,0;
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setcell "bat_b02",62,149,60,151,cell_walkable,1;
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end;
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}
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bat_b02,1,5,3 script cell#bat_b02_b 844,{
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Onred:
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setcell "bat_b02",327,151,329,149,cell_basilica,1;
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setcell "bat_b02",327,151,329,149,cell_walkable,0;
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end;
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Ongreen:
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setcell "bat_b02",327,151,329,149,cell_basilica,0;
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setcell "bat_b02",327,151,329,149,cell_walkable,1;
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end;
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}
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bat_b02,1,6,1 script time#bat_b02 844,{
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OnEnable:
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donpcevent "Battle Therapist#b02_a::OnEnable";
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donpcevent "Battle Therapist#b02_b::OnEnable";
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end;
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Onstop:
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donpcevent "Battle Therapist#b02_a::OnStop";
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donpcevent "Battle Therapist#b02_b::OnStop";
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end;
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}
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bat_b02,10,294,3 script Battle Therapist#b02_a 95,{
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specialeffect2 EF_HEAL;
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mes "[Battle Therapist]";
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mes "Just close your eyes,";
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mes "and take a deep breath.";
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mes "You can be free from pain.";
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close;
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OnTimer25000:
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specialeffect EF_SANCTUARY;
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enablenpc "bat_b02_rp1_a_warp";
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end;
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OnTimer26000:
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disablenpc "bat_b02_rp1_a_warp";
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end;
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OnTimer26500:
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stopnpctimer;
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donpcevent "Battle Therapist#b02_a::onEnable";
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end;
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OnEnable:
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initnpctimer;
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enablenpc "Battle Therapist#b02_a";
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end;
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Onstop:
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disablenpc "bat_b02_rp1_a_warp";
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disablenpc "Battle Therapist#b02_a";
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stopnpctimer;
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end;
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}
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bat_b02,10,290,0 script bat_b02_rp1_a_warp 45,10,10,{
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OnInit:
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disablenpc "bat_b02_rp1_a_warp";
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end;
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OnTouch:
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percentheal 100,100;
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warp "bat_b02",87,73;
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end;
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}
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bat_b02,389,14,3 script Battle Therapist#b02_b 95,{
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specialeffect2 EF_HEAL;
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mes "[Battle Therapist]";
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mes "Just close your eyes,";
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mes "and take a deep breath.";
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mes "You can be free from pain.";
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close;
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OnTimer25000:
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specialeffect EF_SANCTUARY;
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enablenpc "bat_b02_rp1_b_warp";
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end;
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OnTimer26000:
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disablenpc "bat_b02_rp1_b_warp";
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end;
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OnTimer26500:
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stopnpctimer;
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donpcevent "Battle Therapist#b02_b::OnEnable";
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end;
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OnEnable:
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initnpctimer;
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enablenpc "Battle Therapist#b02_b";
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end;
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Onstop:
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disablenpc "bat_b02_rp1_b_warp";
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disablenpc "Battle Therapist#b02_b";
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stopnpctimer;
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end;
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}
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bat_b02,389,10,0 script bat_b02_rp1_b_warp 45,9,9,{
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OnInit:
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disablenpc "bat_b02_rp1_a_warp";
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end;
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OnTouch:
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percentheal 100,100;
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warp "bat_b02",312,225;
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end;
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}
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bat_b02,87,76,0 script A_CODE#bat_b02 -1,5,5,{
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OnTouch:
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if (checkquest(2070) < 0)
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//setquest 2070;
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end;
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}
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bat_b02,312,224,0 script B_CODE#bat_b02 -1,5,5,{
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OnTouch:
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if (checkquest(2070) < 0)
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//setquest 2070;
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end;
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}
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bat_b02,10,294,3 script Guillaume Vintenar#b02_a 934,{
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if ($@FlaviusBG2_id1 == getcharid(4)) {
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if ($@FlaviusBG2_Victory == 1) {
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set .@your_medal,countitem(7829);
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set .@medal_gap,500 - .@your_medal;
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if (.@medal_gap > 8) {
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mes "[Axl Rose]";
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mes "Blessed Guillaume!";
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mes "Let's enjoy our glorious victory!";
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mes ""+strcharinfo(0)+", it's a sign reflecting victory.";
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close2;
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getitem 7829,9; //BF_Badge2
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}
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else {
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mes "[Axl Rose]";
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mes "Blessed Guillaume!";
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mes "Let's enjoy our glorious victory!";
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mes ""+strcharinfo(0)+", it's a sign reflecting victory.";
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close2;
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getitem 7829,.@medal_gap; //BF_Badge2
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}
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}
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else {
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set .@your_medal,countitem(7829);
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set .@medal_gap,500 - .@your_medal;
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if (.@medal_gap > 2) {
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mes "[Axl Rose]";
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mes "You lost, but you're dedicated to this battle.";
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mes "This is a reward for your great dedication by Guillaume Marollo!";
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mes "Just take this defeat as a lesson, next time you will definitely win.";
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close2;
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getitem 7829,3; //BF_Badge2
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}
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else {
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mes "[Axl Rose]";
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mes "You lost, but you're dedicated to this battle.";
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mes "This is a reward for your great dedication by Guillaume Marollo!";
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mes "Just take this defeat as a lesson, next time you will definitely win.";
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close2;
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getitem 7829,.@medal_gap; //BF_Badge2
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}
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}
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}
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bg_leave;
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warp "bat_room",154,150;
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end;
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OnInit:
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disablenpc "Guillaume Vintenar#b02_a";
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end;
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}
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bat_b02,389,14,3 script Croix Vintenar#b02_b 934,{
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if ($@FlaviusBG2_id2 == getcharid(4)) {
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if ($@FlaviusBG2_Victory == 2) {
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set .@your_medal,countitem(7829);
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set .@medal_gap,500 - .@your_medal;
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if (.@medal_gap > 8) {
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mes "[Swandery]";
|
|
mes "Blessed Croix!";
|
|
mes "Let's enjoy our glorious victory!";
|
|
mes ""+strcharinfo(0)+", it's a sign reflecting victory.";
|
|
close2;
|
|
getitem 7829,9; //BF_Badge2
|
|
}
|
|
else {
|
|
mes "[Swandery]";
|
|
mes "Blessed Croix!";
|
|
mes "Let's enjoy our glorious victory!";
|
|
mes ""+strcharinfo(0)+", it's a sign reflecting victory.";
|
|
close2;
|
|
getitem 7829,.@medal_gap; //BF_Badge2
|
|
}
|
|
}
|
|
else {
|
|
set .@your_medal,countitem(7829);
|
|
set .@medal_gap,500 - .@your_medal;
|
|
if (.@medal_gap > 2) {
|
|
mes "[Swandery]";
|
|
mes "Oh, "+strcharinfo(0)+". Don't be sad.";
|
|
mes "Even though we didn't win, we did our best.";
|
|
mes "This is a Royal gift from Croix, and please don't forget this battle. We will win the next one.";
|
|
close2;
|
|
getitem 7829,3; //BF_Badge2
|
|
}
|
|
else {
|
|
mes "[Swandery]";
|
|
mes "Oh, "+strcharinfo(0)+". Don't be sad.";
|
|
mes "Even though we didn't win, we did our best.";
|
|
mes "This is a Royal gift from Croix, and please don't forget this battle. We will win the next one.";
|
|
close2;
|
|
getitem 7829,.@medal_gap; //BF_Badge2
|
|
}
|
|
}
|
|
}
|
|
bg_leave;
|
|
warp "bat_room",154,150;
|
|
end;
|
|
|
|
OnInit:
|
|
disablenpc "Croix Vintenar#b02_b";
|
|
end;
|
|
}
|
|
|
|
bat_b02,1,5,3 script countdown#bat_b02 844,{
|
|
OnInit:
|
|
stopnpctimer;
|
|
end;
|
|
|
|
OnEnable:
|
|
stopnpctimer;
|
|
initnpctimer;
|
|
end;
|
|
|
|
Onstop:
|
|
stopnpctimer;
|
|
end;
|
|
|
|
OnTimer7000:
|
|
mapannounce "bat_b02", "Guillaume Vintenar Axl Rose : Let's attack to destroy that Crystal!",bc_map,"0xFF9900";
|
|
end;
|
|
|
|
OnTimer8000:
|
|
mapannounce "bat_b02", "Croix Vintenar Swandery : Even though Guillaume is struggling to win against us, the victory is ours. Let's show them our power.",bc_map,"0xFF99CC";
|
|
end;
|
|
|
|
OnTimer1800000:
|
|
mapannounce "bat_b02", "Marollo VII : Guillaume Marollo, Croix Marollo! And their followers!",bc_map,"0x99CC00";
|
|
end;
|
|
|
|
OnTimer1803000:
|
|
mapannounce "bat_b02", "Marollo VII : Both camps are competitive, so it's hard to judge which team is superior.",bc_map,"0x99CC00";
|
|
end;
|
|
|
|
OnTimer1808000:
|
|
mapannounce "bat_b02", "Marollo VII : This battle of Flavian is such a waste of time. I will decide victory and defeat by your progress.",bc_map,"0x99CC00";
|
|
end;
|
|
|
|
OnTimer1822000:
|
|
mapannounce "bat_b02", "Marollo VII : If you can't accept the results, try again in another valley battle!",bc_map,"0x99CC00";
|
|
end;
|
|
|
|
OnTimer1825000:
|
|
mapannounce "bat_b02", "Axl Rose, Swandery : Yes, sir.",bc_map,"0x99CC00";
|
|
end;
|
|
|
|
OnTimer1830000:
|
|
donpcevent "time#bat_b02::Onstop";
|
|
bg_warp $@FlaviusBG2_id1,"bat_b02",10,290;
|
|
bg_warp $@FlaviusBG2_id2,"bat_b02",390,10;
|
|
enablenpc "Vintenar#bat_b02_aover";
|
|
enablenpc "Vintenar#bat_b02_bover";
|
|
end;
|
|
|
|
OnTimer1900000:
|
|
mapwarp "bat_b02","bat_room",154,150;
|
|
donpcevent "countdown#bat_b02::Onstop";
|
|
end;
|
|
}
|
|
|
|
bat_b02,81,83,3 script Guillaume Camp#flag32 973,{ end; }
|
|
bat_b02,94,83,3 script Guillaume Camp#flag33 973,{ end; }
|
|
bat_b02,81,66,3 script Guillaume Camp#flag34 973,{ end; }
|
|
bat_b02,94,66,3 script Guillaume Camp#flag35 973,{ end; }
|
|
bat_b02,139,142,3 script Guillaume Camp#flag36 973,{ end; }
|
|
bat_b02,139,158,3 script Guillaume Camp#flag37 973,{ end; }
|
|
bat_b02,110,161,3 script Guillaume Camp#flag38 973,{ end; }
|
|
bat_b02,110,137,3 script Guillaume Camp#flag39 973,{ end; }
|
|
bat_b02,63,135,3 script Guillaume Camp#flag40 973,{ end; }
|
|
bat_b02,63,165,3 script Guillaume Camp#flag41 973,{ end; }
|
|
bat_b02,10,296,3 script Guillaume Camp#flag42 973,{ end; }
|
|
|
|
bat_b02,306,233,3 script Croix Camp#flag32 974,{ end; }
|
|
bat_b02,317,233,3 script Croix Camp#flag33 974,{ end; }
|
|
bat_b02,306,216,3 script Croix Camp#flag34 974,{ end; }
|
|
bat_b02,317,216,3 script Croix Camp#flag35 974,{ end; }
|
|
bat_b02,257,158,3 script Croix Camp#flag36 974,{ end; }
|
|
bat_b02,257,141,3 script Croix Camp#flag37 974,{ end; }
|
|
bat_b02,297,164,3 script Croix Camp#flag38 974,{ end; }
|
|
bat_b02,297,136,3 script Croix Camp#flag39 974,{ end; }
|
|
bat_b02,336,161,3 script Croix Camp#flag40 974,{ end; }
|
|
bat_b02,336,139,3 script Croix Camp#flag41 974,{ end; }
|
|
bat_b02,389,16,3 script Croix Camp#flag42 974,{ end; }
|
|
|
|
bat_b02,10,294,3 script Vintenar#bat_b02_aover 419,{
|
|
set .@A_B_gap,$@Guill_ScoreBG2 - $@Croix_ScoreBG2;
|
|
if ($@FlaviusBG2_id1 == getcharid(4)) {
|
|
if (.@A_B_gap > 0) {
|
|
set .@your_medal,countitem(7829);
|
|
set .@medal_gap,500 - .@your_medal;
|
|
if (.@medal_gap > 8) {
|
|
mes "[Axl Rose]";
|
|
mes "Blessed Guillaume!";
|
|
mes "Let's enjoy our glorious victory!";
|
|
mes ""+strcharinfo(0)+", it's a sign reflecting victory.";
|
|
close2;
|
|
getitem 7829,9; //BF_Badge2
|
|
}
|
|
else {
|
|
mes "[Axl Rose]";
|
|
mes "Blessed Guillaume!";
|
|
mes "Let's enjoy our glorious victory!";
|
|
mes ""+strcharinfo(0)+", it's a sign reflecting victory.";
|
|
close2;
|
|
getitem 7829,.@medal_gap; //BF_Badge2
|
|
}
|
|
}
|
|
else if (.@A_B_gap == 0) {
|
|
set .@your_medal,countitem(7829);
|
|
set .@medal_gap,500 - .@your_medal;
|
|
if (.@medal_gap > 2) {
|
|
mes "[Axl Rose]";
|
|
mes "You lost, but you're dedicated to this battle.";
|
|
mes "This is a reward for your great dedication by Guillaume Marollo!";
|
|
mes "Just take this defeat as a lesson, next time you will definitely win.";
|
|
close2;
|
|
getitem 7829,3; //BF_Badge2
|
|
}
|
|
else {
|
|
mes "[Axl Rose]";
|
|
mes "You lost, but you're dedicated to this battle.";
|
|
mes "This is a reward for your great dedication by Guillaume Marollo!";
|
|
mes "Just take this defeat as a lesson, next time you will definitely win.";
|
|
close2;
|
|
getitem 7829,.@medal_gap; //BF_Badge2
|
|
}
|
|
}
|
|
else {
|
|
set .@your_medal,countitem(7829);
|
|
set .@medal_gap,500 - .@your_medal;
|
|
if (.@medal_gap > 2) {
|
|
mes "[Axl Rose]";
|
|
mes "You lost, but you're dedicated to this battle.";
|
|
mes "This is a reward for your great dedication by Guillaume Marollo!";
|
|
mes "Just take this defeat as a lesson, next time you will definitely win.";
|
|
close2;
|
|
getitem 7829,3; //BF_Badge2
|
|
}
|
|
else {
|
|
mes "[Axl Rose]";
|
|
mes "You lost, but you're dedicated to this battle.";
|
|
mes "This is a reward for your great dedication by Guillaume Marollo!";
|
|
mes "Just take this defeat as a lesson, next time you will definitely win.";
|
|
close2;
|
|
getitem 7829,.@medal_gap; //BF_Badge2
|
|
}
|
|
}
|
|
}
|
|
else {
|
|
mes "[Axl Rose]";
|
|
mes "Why are you here, Croix mercenary? I am definitely sure of victory against foolish Croix such as you. Ha!";
|
|
close;
|
|
}
|
|
bg_leave;
|
|
warp "bat_room",154,150;
|
|
end;
|
|
|
|
OnInit:
|
|
disablenpc "Vintenar#bat_b02_aover";
|
|
end;
|
|
}
|
|
|
|
bat_b02,389,14,3 script Vintenar#bat_b02_bover 415,{
|
|
set .@A_B_gap,$@Guill_ScoreBG2 - $@Croix_ScoreBG2;
|
|
if ($@FlaviusBG2_id2 == getcharid(4)) {
|
|
if (.@A_B_gap > 0) {
|
|
set .@your_medal,countitem(7829);
|
|
set .@medal_gap,500 - .@your_medal;
|
|
if (.@medal_gap > 2) {
|
|
mes "[Swandery]";
|
|
mes "Oh, "+strcharinfo(0)+". Don't be sad.";
|
|
mes "Even though we didn't win, we did our best.";
|
|
mes "This is a Royal gift from Croix, and please don't forget this battle. We will win the next one.";
|
|
close2;
|
|
getitem 7829,3; //BF_Badge2
|
|
}
|
|
else {
|
|
mes "[Swandery]";
|
|
mes "Oh, "+strcharinfo(0)+". Don't be sad.";
|
|
mes "Even though we didn't win, we did our best.";
|
|
mes "This is a Royal gift from Croix, and please don't forget this battle. We will win the next one.";
|
|
close2;
|
|
getitem 7829,.@medal_gap; //BF_Badge2
|
|
}
|
|
}
|
|
else if (.@A_B_gap == 0) {
|
|
set .@your_medal,countitem(7829);
|
|
set .@medal_gap,500 - .@your_medal;
|
|
if (.@medal_gap > 2) {
|
|
mes "[Swandery]";
|
|
mes "Oh, "+strcharinfo(0)+". Don't be sad.";
|
|
mes "Even though we didn't win, we did our best.";
|
|
mes "This is a Royal gift from Croix, and please don't forget this battle. We will win the next one.";
|
|
close2;
|
|
getitem 7829,3; //BF_Badge2
|
|
}
|
|
else {
|
|
mes "[Swandery]";
|
|
mes "Oh, "+strcharinfo(0)+". Don't be sad.";
|
|
mes "Even though we didn't win, we did our best.";
|
|
mes "This is a Royal gift from Croix, and please don't forget this battle. We will win the next one.";
|
|
close2;
|
|
getitem 7829,.@medal_gap; //BF_Badge2
|
|
}
|
|
}
|
|
else {
|
|
set .@your_medal,countitem(7829);
|
|
set .@medal_gap,500 - .@your_medal;
|
|
if (.@medal_gap > 8) {
|
|
mes "[Swandery]";
|
|
mes "Blessed Croix!";
|
|
mes "Let's enjoy our glorious victory!";
|
|
mes ""+strcharinfo(0)+", it's a sign reflecting victory.";
|
|
close2;
|
|
getitem 7829,9; //BF_Badge2
|
|
}
|
|
else {
|
|
mes "[Swandery]";
|
|
mes "Blessed Croix!";
|
|
mes "Let's enjoy our glorious victory!";
|
|
mes ""+strcharinfo(0)+", it's a sign reflecting victory.";
|
|
close2;
|
|
getitem 7829,.@medal_gap; //BF_Badge2
|
|
}
|
|
}
|
|
}
|
|
else {
|
|
mes "[Swandery]";
|
|
mes "Why do you come here as a Guillaume? You will be sent to where you should be!";
|
|
close;
|
|
}
|
|
bg_leave;
|
|
warp "bat_room",154,150;
|
|
end;
|
|
|
|
OnInit:
|
|
disablenpc "Vintenar#bat_b02_bover";
|
|
end;
|
|
}
|
|
|
|
/*
|
|
bat_b02,1,10,3 script Release all#b02 81,{
|
|
input .@input,0,2000;
|
|
if (.@input == 0) {
|
|
mes "Cancelled.";
|
|
close;
|
|
}
|
|
else if (.@input == 1854) {
|
|
mes "May I help you?";
|
|
next;
|
|
switch(select("Release all.:Cancel.")) {
|
|
case 1:
|
|
mes "Bye.";
|
|
close2;
|
|
mapwarp "bat_b02","bat_room",154,150;
|
|
end;
|
|
case 2:
|
|
mes "Cancelled.";
|
|
close;
|
|
}
|
|
}
|
|
}
|
|
*/
|