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@@ -1,28 +1,31 @@
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//===== rAthena Script =======================================
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-//= BattleGround System - Flavius
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+//= Système de Champ de Bataille - Flavius
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//===== Description: =========================================
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-//= [Official Conversion]
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-//= Flavius Battleground.
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-//= - Winning Team: 9 badges (11 if VIP)
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-//= - Losing Team: 3 badges (5 if VIP)
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-//===== Changelogs: ==========================================
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-//= 1.0 First Version. [L0ne_W0lf]
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-//= 1.1 Fixed pink crystal spawning as blue. [L0ne_W0lf]
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-//= 1.2 Updated 'waitingroom' to support required zeny/lvl. [Kisuka]
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-//= 1.3 Removed MaxLvl check in waitingrooms. Replaced setwall with setcell.
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-//= 1.4 Label standardization. [Euphy]
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-//= 1.5 Added GM management function. [Euphy]
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-//= 1.6 Added VIP features and created a reward function. [Euphy]
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-//= 1.7 Made Crystals immune to attacks until Guardians are defeated. [Cydh/Aleos]
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-//= 1.8 Added battle_config checks to allow this script to use the new queue interface or the previous method. [Aleos]
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+//= [Conversion Officielle]
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+//= Champ de bataille de Flavius.
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+//= - Équipe gagnante : 9 badges (11 si VIP)
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+//= - Équipe perdante : 3 badges (5 si VIP)
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+//===== Traduction : =========================================
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+//= Traduit par OverSu et Liara
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+//===== Journal des modifications : ==========================
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+//= 1.0 Première version. [L0ne_W0lf]
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+//= 1.1 Correction de l'apparition du cristal rose en bleu. [L0ne_W0lf]
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+//= 1.2 Mise à jour de 'waitingroom' pour supporter le zeny/niveau requis. [Kisuka]
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+//= 1.3 Suppression de la vérification de niveau max dans les salles d'attente. Remplacement de setwall par setcell.
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+//= 1.4 Standardisation des étiquettes. [Euphy]
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+//= 1.5 Ajout d'une fonction de gestion pour les GMs. [Euphy]
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+//= 1.6 Ajout de fonctionnalités VIP et création d'une fonction de récompense. [Euphy]
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+//= 1.7 Cristaux rendus immunisés aux attaques tant que les Gardiens ne sont pas vaincus. [Cydh/Aleos]
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+//= 1.8 Ajout de vérifications battle_config pour permettre à ce script d’utiliser la nouvelle interface de file d’attente ou l’ancienne méthode. [Aleos]
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//============================================================
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-// Waiting Room NPCs
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+
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+// Salle d’attente des PNJ
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//============================================================
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bat_room,86,227,4 script Lieutenant Ator 418,{
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end;
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OnInit:
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- waitingroom "Battle Station",11,"start#bat_b01::OnReadyCheck",1,0,80;
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+ waitingroom "Poste de combat",11,"start#bat_b01::OnReadyCheck",1,0,80;
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end;
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OnEnterBG:
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set $@FlaviusBG1_id1, waitingroom2bg("bat_b01",10,290,"start#bat_b01::OnGuillaumeQuit","");
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@@ -32,15 +35,15 @@ OnEnterBG:
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bat_room,85,204,0 script Lieutenant Thelokus 414,{
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end;
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OnInit:
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- waitingroom "Battle Station",11,"start#bat_b01::OnReadyCheck",1,0,80;
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+ waitingroom "Poste de combat",11,"start#bat_b01::OnReadyCheck",1,0,80;
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end;
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OnEnterBG:
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set $@FlaviusBG1_id2, waitingroom2bg("bat_b01",390,10,"start#bat_b01::OnCroixQuit","");
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end;
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}
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-bat_room,85,220,0 warp back_bgroomb01a 1,1,bat_room,154,150
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-bat_room,85,211,0 warp back_bgroomb01b 1,1,bat_room,154,150
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+bat_room,85,220,0 warp retour_bgroomb01a 1,1,bat_room,154,150
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+bat_room,85,211,0 warp retour_bgroomb01b 1,1,bat_room,154,150
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bat_room,2,151,3 script #bat_b01_timer 844,{
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end;
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@@ -73,7 +76,8 @@ OnTimer1000:
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end;
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}
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-// Flavius Battleground Engine
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+
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+// Moteur du Champ de bataille de Flavius
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//============================================================
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bat_b01,15,15,3 script start#bat_b01 844,{
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OnInit:
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@@ -139,6 +143,7 @@ OnReset:
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donpcevent "cell#bat_b01_b::OnRed";
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end;
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+
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OnGuillaumeActive:
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warp "bat_b01",87,75;
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end;
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@@ -163,8 +168,8 @@ OnTimer10000:
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bat_b01,1,1,3 script OBJ#bat_b01_a 844,{
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OnEnable:
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- $@FlavBG1_C1_ID = bg_monster($@FlaviusBG1_id1,"bat_b01",61,150,"Pink Crystal",1915,"OBJ#bat_b01_a::OnMyMobDead");
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- setunitdata $@FlavBG1_C1_ID,UMOB_DMGIMMUNE,1; // Make Crystal immune to damage until Guardians are defeated
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+ $@FlavBG1_C1_ID = bg_monster($@FlaviusBG1_id1,"bat_b01",61,150,"Cristal Rose",1915,"OBJ#bat_b01_a::OnMyMobDead");
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+ setunitdata $@FlavBG1_C1_ID,UMOB_DMGIMMUNE,1; // Rendre le Cristal immunisé tant que les Gardiens sont vivants
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end;
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OnKill:
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@@ -173,7 +178,7 @@ OnKill:
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OnMyMobDead:
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if (mobcount("bat_b01","OBJ#bat_b01_a::OnMyMobDead") < 1) {
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- mapannounce "bat_b01", "Guillaume's Crystal has been destroyed.",bc_map,"0xFFCE00";
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+ mapannounce "bat_b01", "Le cristal de Guillaume a été détruit.",bc_map,"0xFFCE00";
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if ($@Croix_ScoreBG1 > 0) {
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set $@FlaviusBG1_Victory,2;
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set $@Croix_ScoreBG1,$@Croix_ScoreBG1+1;
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@@ -199,8 +204,8 @@ OnMyMobDead:
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bat_b01,1,2,3 script OBJ#bat_b01_b 844,{
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OnEnable:
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- $@FlavBG1_C2_ID = bg_monster($@FlaviusBG1_id2,"bat_b01",328,150,"Blue Crystal",1914,"OBJ#bat_b01_b::OnMyMobDead");
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- setunitdata $@FlavBG1_C2_ID,UMOB_DMGIMMUNE,1; // Make Crystal immune to damage until Guardians are defeated
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+ $@FlavBG1_C2_ID = bg_monster($@FlaviusBG1_id2,"bat_b01",328,150,"Cristal Bleu",1914,"OBJ#bat_b01_b::OnMyMobDead");
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+ setunitdata $@FlavBG1_C2_ID,UMOB_DMGIMMUNE,1; // Rendre le Cristal immunisé tant que les Gardiens sont vivants
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end;
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OnKill:
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@@ -209,7 +214,7 @@ OnKill:
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OnMyMobDead:
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if (mobcount("bat_b01","OBJ#bat_b01_b::OnMyMobDead") < 1) {
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- mapannounce "bat_b01", "Croix's Crystal has been destroyed.",bc_map,"0xFFCE00";
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+ mapannounce "bat_b01", "Le cristal de Croix a été détruit.",bc_map,"0xFFCE00";
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if ($@Guill_ScoreBG1 > 0) {
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set $@FlaviusBG1_Victory,1;
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set $@Guill_ScoreBG1,$@Guill_ScoreBG1+1;
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@@ -233,10 +238,11 @@ OnMyMobDead:
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end;
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}
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+
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bat_b01,1,3,3 script guardian#bat_b01_a 844,{
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OnEnable:
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- bg_monster $@FlaviusBG1_id1,"bat_b01",108,159,"Guillaume Camp Guardian",1949,"guardian#bat_b01_a::OnMyMobDead";
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- bg_monster $@FlaviusBG1_id1,"bat_b01",108,141,"Guillaume Camp Guardian",1949,"guardian#bat_b01_a::OnMyMobDead";
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+ bg_monster $@FlaviusBG1_id1,"bat_b01",108,159,"Gardien du Camp de Guillaume",1949,"guardian#bat_b01_a::OnMyMobDead";
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+ bg_monster $@FlaviusBG1_id1,"bat_b01",108,141,"Gardien du Camp de Guillaume",1949,"guardian#bat_b01_a::OnMyMobDead";
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end;
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OnKill:
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@@ -246,16 +252,16 @@ OnKill:
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OnMyMobDead:
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if (mobcount("bat_b01","guardian#bat_b01_a::OnMyMobDead") < 1) {
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donpcevent "cell#bat_b01_a::OnGreen";
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- mapannounce "bat_b01", "The Guardian protecting Guillaume's Crystal has been slain.",bc_map,"0xFFCE00";
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- setunitdata $@FlavBG1_C1_ID,UMOB_DMGIMMUNE,0; // Make Crystal damageable again
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+ mapannounce "bat_b01", "Le Gardien protégeant le Cristal de Guillaume a été tué.",bc_map,"0xFFCE00";
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+ setunitdata $@FlavBG1_C1_ID,UMOB_DMGIMMUNE,0; // Le cristal peut maintenant être endommagé
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}
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end;
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}
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bat_b01,1,3,3 script guardian#bat_b01_b 844,{
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OnEnable:
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- bg_monster $@FlaviusBG1_id2,"bat_b01",307,160,"Croix Camp Guardian",1949,"guardian#bat_b01_b::OnMyMobDead";
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- bg_monster $@FlaviusBG1_id2,"bat_b01",307,138,"Croix Camp Guardian",1949,"guardian#bat_b01_b::OnMyMobDead";
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+ bg_monster $@FlaviusBG1_id2,"bat_b01",307,160,"Gardien du Camp de Croix",1949,"guardian#bat_b01_b::OnMyMobDead";
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+ bg_monster $@FlaviusBG1_id2,"bat_b01",307,138,"Gardien du Camp de Croix",1949,"guardian#bat_b01_b::OnMyMobDead";
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end;
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OnKill:
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@@ -265,12 +271,13 @@ OnKill:
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OnMyMobDead:
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if (mobcount("bat_b01","guardian#bat_b01_b::OnMyMobDead") < 1) {
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donpcevent "cell#bat_b01_b::OnGreen";
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- mapannounce "bat_b01", "The Guardian protecting Croix's Crystal has been slain.",bc_map,"0xFFCE00";
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- setunitdata $@FlavBG1_C2_ID,UMOB_DMGIMMUNE,0; // Make Crystal damageable again
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+ mapannounce "bat_b01", "Le Gardien protégeant le Cristal de Croix a été tué.",bc_map,"0xFFCE00";
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+ setunitdata $@FlavBG1_C2_ID,UMOB_DMGIMMUNE,0; // Le cristal peut maintenant être endommagé
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}
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end;
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}
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+
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bat_b01,1,4,3 script cell#bat_b01_a 844,{
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OnRed:
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setcell "bat_b01",62,149,60,151,cell_basilica,1;
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@@ -297,48 +304,42 @@ OnGreen:
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bat_b01,1,6,1 script time#bat_b01 844,{
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OnEnable:
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- donpcevent "Battle Therapist#b01_a::OnEnable";
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- donpcevent "Battle Therapist#b01_b::OnEnable";
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+ donpcevent "Thérapeute de Bataille#b01_a::OnEnable";
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+ donpcevent "Thérapeute de Bataille#b01_b::OnEnable";
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end;
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OnStop:
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- donpcevent "Battle Therapist#b01_a::OnStop";
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- donpcevent "Battle Therapist#b01_b::OnStop";
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+ donpcevent "Thérapeute de Bataille#b01_a::OnStop";
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+ donpcevent "Thérapeute de Bataille#b01_b::OnStop";
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end;
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}
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-bat_b01,10,294,3 script Battle Therapist#b01_a 95,{
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+bat_b01,10,294,3 script Thérapeute de Bataille#b01_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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+ mes "[Thérapeute de Bataille]";
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+ mes "Ferme les yeux,";
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+ mes "et respire profondément.";
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+ mes "Tu peux être libéré de la douleur.";
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close;
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OnTimer25000:
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specialeffect EF_SANCTUARY;
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- // enablenpc "bat_b01_rp1_a_warp";
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areapercentheal "bat_b01",0,280,20,300,100,100;
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areawarp "bat_b01",0,280,20,300,"bat_b01",87,73;
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end;
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-// OnTimer26000:
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- // disablenpc "bat_b01_rp1_a_warp";
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- // end;
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-
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OnTimer26500:
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stopnpctimer;
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- donpcevent "Battle Therapist#b01_a::OnEnable";
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+ donpcevent "Thérapeute de Bataille#b01_a::OnEnable";
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end;
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OnEnable:
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initnpctimer;
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- enablenpc "Battle Therapist#b01_a";
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+ enablenpc "Thérapeute de Bataille#b01_a";
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end;
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OnStop:
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- // disablenpc "bat_b01_rp1_a_warp";
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- disablenpc "Battle Therapist#b01_a";
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+ disablenpc "Thérapeute de Bataille#b01_a";
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stopnpctimer;
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end;
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}
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@@ -357,55 +358,36 @@ OnTouch:
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}
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*/
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-bat_b01,389,14,3 script Battle Therapist#b01_b 95,{
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+bat_b01,389,14,3 script Thérapeute de Bataille#b01_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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+ mes "[Thérapeute de Bataille]";
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+ mes "Ferme les yeux,";
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+ mes "et respire profondément.";
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+ mes "Tu peux être libéré de la douleur.";
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close;
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OnTimer25000:
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specialeffect EF_SANCTUARY;
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- // enablenpc "bat_b01_rp1_b_warp";
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areapercentheal "bat_b01",379,0,399,20,100,100;
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areawarp "bat_b01",379,0,399,20,"bat_b01",312,225;
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end;
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-// OnTimer26000:
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- // disablenpc "bat_b01_rp1_b_warp";
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- // end;
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-
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OnTimer26500:
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stopnpctimer;
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- donpcevent "Battle Therapist#b01_b::OnEnable";
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+ donpcevent "Thérapeute de Bataille#b01_b::OnEnable";
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end;
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OnEnable:
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initnpctimer;
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- enablenpc "Battle Therapist#b01_b";
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+ enablenpc "Thérapeute de Bataille#b01_b";
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end;
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OnStop:
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- // disablenpc "bat_b01_rp1_b_warp";
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- disablenpc "Battle Therapist#b01_b";
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+ disablenpc "Thérapeute de Bataille#b01_b";
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stopnpctimer;
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end;
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}
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-/*
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-bat_b01,389,10,0 script bat_b01_rp1_b_warp 45,10,10,{
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-OnInit:
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- disablenpc "bat_b01_rp1_b_warp";
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- end;
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-
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-OnTouch:
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- percentheal 100,100;
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- warp "bat_b01",312,225;
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- end;
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-}
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-*/
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-
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bat_b01,87,76,0 script A_CODE#bat_b01 -1,5,5,{
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OnTouch:
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if (checkquest(2070) < 0)
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@@ -454,6 +436,7 @@ OnInit:
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end;
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}
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+
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bat_b01,1,5,3 script countdown#bat_b01 844,{
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OnInit:
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stopnpctimer;
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@@ -469,31 +452,31 @@ OnStop:
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end;
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OnTimer7000:
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- mapannounce "bat_b01", "Guillaume Vintenar Axl Rose : Let's attack to destroy that Crystal!",bc_map,"0xFF9900";
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+ mapannounce "bat_b01", "Guillaume Vintenar Axl Rose : Attaquons pour détruire ce cristal !",bc_map,"0xFF9900";
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end;
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OnTimer8000:
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- mapannounce "bat_b01", "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";
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+ mapannounce "bat_b01", "Croix Vintenar Swandery : Même si Guillaume peine à gagner contre nous, la victoire est nôtre. Montrons-leur notre puissance.",bc_map,"0xFF99CC";
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end;
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OnTimer1800000:
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- mapannounce "bat_b01", "Marollo VII : Guillaume Marollo, Croix Marollo! And their followers!",bc_map,"0x99CC00";
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+ mapannounce "bat_b01", "Marollo VII : Guillaume Marollo, Croix Marollo ! Et leurs partisans !",bc_map,"0x99CC00";
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end;
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OnTimer1803000:
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- mapannounce "bat_b01", "Marollo VII : Both camps are competitive, so it's hard to judge which team is superior.",bc_map,"0x99CC00";
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+ mapannounce "bat_b01", "Marollo VII : Les deux camps sont compétitifs, il est difficile de dire lequel est supérieur.",bc_map,"0x99CC00";
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end;
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OnTimer1808000:
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- mapannounce "bat_b01", "Marollo VII : This battle of Flavian is such a waste of time. I will decide victory and defeat by your progress.",bc_map,"0x99CC00";
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+ mapannounce "bat_b01", "Marollo VII : Cette bataille flavienne est une perte de temps. Je déciderai de la victoire selon vos performances.",bc_map,"0x99CC00";
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end;
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OnTimer1822000:
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- mapannounce "bat_b01", "Marollo VII : If you can't accept the results, try again in another valley battle!",bc_map,"0x99CC00";
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+ mapannounce "bat_b01", "Marollo VII : Si vous refusez ce résultat, retentez votre chance dans une autre vallée !",bc_map,"0x99CC00";
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end;
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OnTimer1825000:
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- mapannounce "bat_b01", "Axl Rose, Swandery : Yes, sir.",bc_map,"0x99CC00";
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+ mapannounce "bat_b01", "Axl Rose, Swandery : Oui, Monseigneur.",bc_map,"0x99CC00";
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end;
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OnTimer1830000:
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@@ -512,43 +495,19 @@ OnTimer1900000:
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end;
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}
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-bat_b01,81,83,3 script Guillaume Camp#flag21 973,{ end; }
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-bat_b01,94,83,3 script Guillaume Camp#flag22 973,{ end; }
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-bat_b01,81,66,3 script Guillaume Camp#flag23 973,{ end; }
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-bat_b01,94,66,3 script Guillaume Camp#flag24 973,{ end; }
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-bat_b01,139,142,3 script Guillaume Camp#flag25 973,{ end; }
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-bat_b01,139,158,3 script Guillaume Camp#flag26 973,{ end; }
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-bat_b01,110,161,3 script Guillaume Camp#flag27 973,{ end; }
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-bat_b01,110,137,3 script Guillaume Camp#flag28 973,{ end; }
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-bat_b01,63,135,3 script Guillaume Camp#flag29 973,{ end; }
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-bat_b01,63,165,3 script Guillaume Camp#flag30 973,{ end; }
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-bat_b01,10,296,3 script Guillaume Camp#flag31 973,{ end; }
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-
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-bat_b01,306,233,3 script Croix Camp#flag21 974,{ end; }
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-bat_b01,317,233,3 script Croix Camp#flag22 974,{ end; }
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-bat_b01,306,216,3 script Croix Camp#flag23 974,{ end; }
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-bat_b01,317,216,3 script Croix Camp#flag24 974,{ end; }
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-bat_b01,257,158,3 script Croix Camp#flag25 974,{ end; }
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-bat_b01,257,141,3 script Croix Camp#flag26 974,{ end; }
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-bat_b01,297,164,3 script Croix Camp#flag27 974,{ end; }
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-bat_b01,297,136,3 script Croix Camp#flag28 974,{ end; }
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-bat_b01,336,161,3 script Croix Camp#flag29 974,{ end; }
|
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|
-bat_b01,336,139,3 script Croix Camp#flag30 974,{ end; }
|
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-bat_b01,389,16,3 script Croix Camp#flag31 974,{ end; }
|
|
|
-
|
|
|
bat_b01,10,294,3 script Vintenar#bat_b01_aover 419,{
|
|
|
set .@A_B_gap,$@Guill_ScoreBG1 - $@Croix_ScoreBG1;
|
|
|
if ($@FlaviusBG1_id1 == getcharid(4)) {
|
|
|
if (.@A_B_gap > 0)
|
|
|
- callfunc "F_BG_Badge",1,"Guillaume","Flavius"; //Guillaume wins
|
|
|
+ callfunc "F_BG_Badge",1,"Guillaume","Flavius"; // Guillaume gagne
|
|
|
else if (.@A_B_gap == 0)
|
|
|
- callfunc "F_BG_Badge",0,"Guillaume","Flavius"; //Tie
|
|
|
+ callfunc "F_BG_Badge",0,"Guillaume","Flavius"; // Égalité
|
|
|
else
|
|
|
- callfunc "F_BG_Badge",0,"Guillaume","Flavius"; //Croix wins
|
|
|
+ callfunc "F_BG_Badge",0,"Guillaume","Flavius"; // Croix gagne
|
|
|
}
|
|
|
else {
|
|
|
mes "[Axl Rose]";
|
|
|
- mes "Why are you here, Croix mercenary? I am definitely sure of victory against foolish Croix such as you. Ha!";
|
|
|
+ mes "Que fais-tu ici, mercenaire de Croix ? Je suis certain de la victoire contre des imbéciles comme toi. Ha !";
|
|
|
close;
|
|
|
}
|
|
|
bg_leave;
|
|
@@ -565,15 +524,15 @@ bat_b01,389,14,3 script Vintenar#bat_b01_bover 415,{
|
|
|
set .@A_B_gap,$@Guill_ScoreBG1 - $@Croix_ScoreBG1;
|
|
|
if ($@FlaviusBG1_id2 == getcharid(4)) {
|
|
|
if (.@A_B_gap > 0)
|
|
|
- callfunc "F_BG_Badge",0,"Croix","Flavius"; //Guillaume wins
|
|
|
+ callfunc "F_BG_Badge",0,"Croix","Flavius"; // Guillaume gagne
|
|
|
else if (.@A_B_gap == 0)
|
|
|
- callfunc "F_BG_Badge",0,"Croix","Flavius"; //Tie
|
|
|
+ callfunc "F_BG_Badge",0,"Croix","Flavius"; // Égalité
|
|
|
else
|
|
|
- callfunc "F_BG_Badge",1,"Croix","Flavius"; //Croix wins
|
|
|
+ callfunc "F_BG_Badge",1,"Croix","Flavius"; // Croix gagne
|
|
|
}
|
|
|
else {
|
|
|
mes "[Swandery]";
|
|
|
- mes "Why do you come here as a Guillaume? You will be sent to where you should be!";
|
|
|
+ mes "Pourquoi viens-tu ici en tant que Guillaume ? Retourne là où est ta place !";
|
|
|
close;
|
|
|
}
|
|
|
bg_leave;
|
|
@@ -589,21 +548,21 @@ OnInit:
|
|
|
bat_b01,1,10,3 script Release all#b01 81,{
|
|
|
set .@i, callfunc("F_GM_NPC",1854,0);
|
|
|
if (.@i == -1) {
|
|
|
- mes "Cancelled.";
|
|
|
+ mes "Annuler.";
|
|
|
close;
|
|
|
} else if (.@i == 0) {
|
|
|
end;
|
|
|
} else {
|
|
|
- mes "May I help you?";
|
|
|
+ mes "Puis-je vous aider?";
|
|
|
next;
|
|
|
- switch(select("Release all.:Cancel.")) {
|
|
|
+ switch(select("Relâcher tout.:Annuler.")) {
|
|
|
case 1:
|
|
|
- mes "Bye.";
|
|
|
+ mes "Aurevoir.";
|
|
|
close2;
|
|
|
mapwarp "bat_b01","bat_room",154,150;
|
|
|
end;
|
|
|
case 2:
|
|
|
- mes "Cancelled.";
|
|
|
+ mes "Annulé.";
|
|
|
close;
|
|
|
}
|
|
|
}
|