flavius01.txt 20 KB

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  1. //===== rAthena Script =======================================
  2. // BattleGround System - Flavius
  3. //===== By: ==================================================
  4. //= L0ne_W0lf
  5. //===== Current Version: =====================================
  6. //= 1.3
  7. //===== Compatible With: =====================================
  8. //= rAthena 1.0
  9. //===== Description: =========================================
  10. //= [AEGIS Conversion]
  11. //= Flavius Battleground.
  12. //= - Winning Team: 9 badges
  13. //= - Losing Team: 3 badge
  14. //===== Additional Comments: =================================
  15. //= 1.0 First Version.
  16. //= 1.1 Fixed pink crystal spawning as blue. [L0ne_W0lf]
  17. //= 1.2 Updated 'waitingroom' to support required zeny/lvl. [Kisuka]
  18. //= 1.3 Removed MaxLvl check in waitingrooms. Replaced setwall with setcell.
  19. //============================================================
  20. // Waiting Room NPCs
  21. //============================================================
  22. bat_room,86,227,4 script Lieutenant Ator 418,{
  23. end;
  24. OnInit:
  25. waitingroom "Battle Station",10,"start#bat_b01::OnReadyCheck",1,0,80;
  26. end;
  27. OnEnterBG:
  28. set $@FlaviusBG1_id1, waitingroom2bg("bat_b01",10,290,"start#bat_b01::OnGuillaumeQuit","");
  29. end;
  30. }
  31. bat_room,85,204,0 script Lieutenant Thelokus 414,{
  32. end;
  33. OnInit:
  34. waitingroom "Battle Station",10,"start#bat_b01::OnReadyCheck",1,0,80;
  35. end;
  36. OnEnterBG:
  37. set $@FlaviusBG1_id2, waitingroom2bg("bat_b01",390,10,"start#bat_b01::OnCroixQuit","");
  38. end;
  39. }
  40. bat_room,85,220,0 warp back_bgroomb01a 1,1,bat_room,154,150
  41. bat_room,85,211,0 warp back_bgroomb01b 1,1,bat_room,154,150
  42. bat_room,2,151,3 script #bat_b01_timer 844,{
  43. end;
  44. OnInit:
  45. OnEnable:
  46. initnpctimer;
  47. end;
  48. OnStop:
  49. stopnpctimer;
  50. end;
  51. OnTimer1000:
  52. stopnpctimer;
  53. initnpctimer;
  54. set .@chk_bat_a01,getmapusers("bat_b01");
  55. if (.@chk_bat_a01 < 1) {
  56. set $@FlaviusBG1, 0;
  57. if( $@FlaviusBG1_id1 ) { bg_destroy $@FlaviusBG1_id1; set $@FlaviusBG1_id1, 0; }
  58. if( $@FlaviusBG1_id2 ) { bg_destroy $@FlaviusBG1_id2; set $@FlaviusBG1_id2, 0; }
  59. donpcevent "start#bat_b01::OnReadyCheck";
  60. }
  61. end;
  62. }
  63. // Flavius Battleground Engine
  64. //============================================================
  65. bat_b01,15,15,3 script start#bat_b01 844,{
  66. OnInit:
  67. mapwarp "bat_b01","bat_room",154,150;
  68. end;
  69. OnReadyCheck:
  70. if( $@FlaviusBG1 )
  71. end;
  72. set .@Guillaume, getwaitingroomstate(0,"Lieutenant Ator");
  73. set .@Croix, getwaitingroomstate(0,"Lieutenant Thelokus");
  74. if( !.@Guillaume && !.@Croix ) {
  75. donpcevent "#bat_b01_timer::OnStop";
  76. end;
  77. }
  78. if( .@Guillaume < 10 || .@Croix < 10 )
  79. end;
  80. set $@FlaviusBG1, 1;
  81. set $@FlaviusBG1_Victory, 0;
  82. set $@Croix_ScoreBG1, 0;
  83. set $@Guill_ScoreBG1, 0;
  84. bg_updatescore "bat_b01",$@Guill_ScoreBG1,$@Croix_ScoreBG1;
  85. donpcevent "Lieutenant Ator::OnEnterBG";
  86. donpcevent "Lieutenant Thelokus::OnEnterBG";
  87. donpcevent "OBJ#bat_b01_a::Onkill";
  88. donpcevent "OBJ#bat_b01_a::OnEnable";
  89. donpcevent "OBJ#bat_b01_b::Onkill";
  90. donpcevent "OBJ#bat_b01_b::OnEnable";
  91. donpcevent "guardian#bat_b01_a::Onkill";
  92. donpcevent "guardian#bat_b01_b::Onkill";
  93. donpcevent "guardian#bat_b01_a::OnEnable";
  94. donpcevent "guardian#bat_b01_b::OnEnable";
  95. donpcevent "cell#bat_b01_a::Onred";
  96. donpcevent "cell#bat_b01_b::Onred";
  97. donpcevent "time#bat_b01::OnEnable";
  98. disablenpc "Guillaume Vintenar#b01_a";
  99. disablenpc "Croix Vintenar#b01_b";
  100. disablenpc "Vintenar#bat_b01_aover";
  101. disablenpc "Vintenar#bat_b01_bover";
  102. bg_warp $@FlaviusBG1_id1,"bat_b01",87,75;
  103. bg_warp $@FlaviusBG1_id2,"bat_b01",311,224;
  104. donpcevent "countdown#bat_b01::OnEnable";
  105. initnpctimer;
  106. end;
  107. OnReset:
  108. donpcevent "OBJ#bat_b01_a::Onkill";
  109. donpcevent "OBJ#bat_b01_a::OnEnable";
  110. donpcevent "OBJ#bat_b01_b::Onkill";
  111. donpcevent "OBJ#bat_b01_b::OnEnable";
  112. donpcevent "guardian#bat_b01_a::Onkill";
  113. donpcevent "guardian#bat_b01_b::Onkill";
  114. donpcevent "guardian#bat_b01_a::OnEnable";
  115. donpcevent "guardian#bat_b01_b::OnEnable";
  116. donpcevent "cell#bat_b01_a::Onred";
  117. donpcevent "cell#bat_b01_b::Onred";
  118. donpcevent "time#bat_b01::OnEnable";
  119. disablenpc "Guillaume Vintenar#b01_a";
  120. disablenpc "Croix Vintenar#b01_b";
  121. disablenpc "Vintenar#bat_b01_aover";
  122. disablenpc "Vintenar#bat_b01_bover";
  123. bg_warp $@FlaviusBG1_id1,"bat_b01",87,75;
  124. bg_warp $@FlaviusBG1_id2,"bat_b01",311,224;
  125. end;
  126. OnGuillaumeQuit:
  127. OnCroixQuit:
  128. bg_leave;
  129. end;
  130. OnTimer10000:
  131. stopnpctimer;
  132. donpcevent "#bat_b01_timer::OnEnable";
  133. end;
  134. }
  135. bat_b01,1,1,3 script OBJ#bat_b01_a 844,{
  136. OnEnable:
  137. bg_monster $@FlaviusBG1_id1,"bat_b01",61,150,"Pink Crystal",1915,"OBJ#bat_b01_a::OnMyMobDead";
  138. end;
  139. Onkill:
  140. killmonster "bat_b01","OBJ#bat_b01_a::OnMyMobDead";
  141. end;
  142. OnMyMobDead:
  143. if (mobcount("bat_b01","OBJ#bat_b01_a::OnMyMobDead") < 1) {
  144. mapannounce "bat_b01", "Guillaume's Crystal has been destroyed.",bc_map,"0xFFCE00";
  145. if ($@Croix_ScoreBG1 > 0) {
  146. set $@FlaviusBG1_Victory,2;
  147. set $@Croix_ScoreBG1,$@Croix_ScoreBG1+1;
  148. enablenpc "Guillaume Vintenar#b01_a";
  149. enablenpc "Croix Vintenar#b01_b";
  150. donpcevent "time#bat_b01::Onstop";
  151. }
  152. else {
  153. set $@Croix_ScoreBG1,1;
  154. donpcevent "time#bat_b01::OnEnable";
  155. donpcevent "start#bat_b01::onReset";
  156. }
  157. donpcevent "#bat_b01_timer::OnStop";
  158. bg_updatescore "bat_b01",$@Guill_ScoreBG1,$@Croix_ScoreBG1;
  159. bg_warp $@FlaviusBG1_id1,"bat_b01",10,290;
  160. bg_warp $@FlaviusBG1_id2,"bat_b01",390,10;
  161. donpcevent "#bat_b01_timer::OnEnable";
  162. }
  163. end;
  164. }
  165. bat_b01,1,2,3 script OBJ#bat_b01_b 844,{
  166. OnEnable:
  167. bg_monster $@FlaviusBG1_id2,"bat_b01",328,150,"Blue Crystal",1914,"OBJ#bat_b01_b::OnMyMobDead";
  168. end;
  169. Onkill:
  170. killmonster "bat_b01","OBJ#bat_b01_b::OnMyMobDead";
  171. end;
  172. OnMyMobDead:
  173. if (mobcount("bat_b01","OBJ#bat_b01_b::OnMyMobDead") < 1) {
  174. mapannounce "bat_b01", "Croix's Crystal has been destroyed.",bc_map,"0xFFCE00";
  175. if ($@Guill_ScoreBG1 > 0) {
  176. set $@FlaviusBG1_Victory,1;
  177. set $@Guill_ScoreBG1,$@Guill_ScoreBG1+1;
  178. enablenpc "Guillaume Vintenar#b01_a";
  179. enablenpc "Croix Vintenar#b01_b";
  180. donpcevent "time#bat_b01::Onstop";
  181. }
  182. else {
  183. set $@Guill_ScoreBG1,1;
  184. donpcevent "time#bat_b01::OnEnable";
  185. donpcevent "start#bat_b01::onReset";
  186. }
  187. donpcevent "#bat_b01_timer::OnStop";
  188. bg_updatescore "bat_b01",$@Guill_ScoreBG1,$@Croix_ScoreBG1;
  189. bg_warp $@FlaviusBG1_id1,"bat_b01",10,290;
  190. bg_warp $@FlaviusBG1_id2,"bat_b01",390,10;
  191. donpcevent "#bat_b01_timer::OnEnable";
  192. }
  193. end;
  194. }
  195. bat_b01,1,3,3 script guardian#bat_b01_a 844,{
  196. OnEnable:
  197. bg_monster $@FlaviusBG1_id1,"bat_b01",108,159,"Guillaume Camp Guardian",1949,"guardian#bat_b01_a::OnMyMobDead";
  198. bg_monster $@FlaviusBG1_id1,"bat_b01",108,141,"Guillaume Camp Guardian",1949,"guardian#bat_b01_a::OnMyMobDead";
  199. end;
  200. Onkill:
  201. killmonster "bat_b01","guardian#bat_b01_a::OnMyMobDead";
  202. end;
  203. OnMyMobDead:
  204. if (mobcount("bat_b01","guardian#bat_b01_a::OnMyMobDead") < 1) {
  205. donpcevent "cell#bat_b01_a::Ongreen";
  206. mapannounce "bat_b01", "The Guardian protecting Guillaume's Crystal has been slain.",bc_map,"0xFFCE00";
  207. }
  208. end;
  209. }
  210. bat_b01,1,3,3 script guardian#bat_b01_b 844,{
  211. OnEnable:
  212. bg_monster $@FlaviusBG1_id2,"bat_b01",307,160,"Croix Camp Guardian",1949,"guardian#bat_b01_b::OnMyMobDead";
  213. bg_monster $@FlaviusBG1_id2,"bat_b01",307,138,"Croix Camp Guardian",1949,"guardian#bat_b01_b::OnMyMobDead";
  214. end;
  215. Onkill:
  216. killmonster "bat_b01","guardian#bat_b01_b::OnMyMobDead";
  217. end;
  218. OnMyMobDead:
  219. if (mobcount("bat_b01","guardian#bat_b01_b::OnMyMobDead") < 1) {
  220. donpcevent "cell#bat_b01_b::Ongreen";
  221. mapannounce "bat_b01", "The Guardian protecting Croix's Crystal has been slain.",bc_map,"0xFFCE00";
  222. }
  223. end;
  224. }
  225. bat_b01,1,4,3 script cell#bat_b01_a 844,{
  226. Onred:
  227. setcell "bat_b01",62,149,60,151,cell_basilica,1;
  228. setcell "bat_b01",62,149,60,151,cell_walkable,0;
  229. end;
  230. Ongreen:
  231. setcell "bat_b01",62,149,60,151,cell_basilica,0;
  232. setcell "bat_b01",62,149,60,151,cell_walkable,1;
  233. end;
  234. }
  235. bat_b01,1,5,3 script cell#bat_b01_b 844,{
  236. Onred:
  237. setcell "bat_b01",327,151,329,149,cell_basilica,1;
  238. setcell "bat_b01",327,151,329,149,cell_walkable,0;
  239. end;
  240. Ongreen:
  241. setcell "bat_b01",327,151,329,149,cell_basilica,0;
  242. setcell "bat_b01",327,151,329,149,cell_walkable,1;
  243. end;
  244. }
  245. bat_b01,1,6,1 script time#bat_b01 844,{
  246. OnEnable:
  247. donpcevent "Battle Therapist#b01_a::OnEnable";
  248. donpcevent "Battle Therapist#b01_b::OnEnable";
  249. end;
  250. Onstop:
  251. donpcevent "Battle Therapist#b01_a::OnStop";
  252. donpcevent "Battle Therapist#b01_b::OnStop";
  253. end;
  254. }
  255. bat_b01,10,294,3 script Battle Therapist#b01_a 95,{
  256. specialeffect2 EF_HEAL;
  257. mes "[Battle Therapist]";
  258. mes "Just close your eyes,";
  259. mes "and take a deep breath.";
  260. mes "You can be free from pain.";
  261. close;
  262. OnTimer25000:
  263. specialeffect EF_SANCTUARY;
  264. enablenpc "bat_b01_rp1_a_warp";
  265. end;
  266. OnTimer26000:
  267. disablenpc "bat_b01_rp1_a_warp";
  268. end;
  269. OnTimer26500:
  270. stopnpctimer;
  271. donpcevent "Battle Therapist#b01_a::onEnable";
  272. end;
  273. OnEnable:
  274. initnpctimer;
  275. enablenpc "Battle Therapist#b01_a";
  276. end;
  277. Onstop:
  278. disablenpc "bat_b01_rp1_a_warp";
  279. disablenpc "Battle Therapist#b01_a";
  280. stopnpctimer;
  281. end;
  282. }
  283. bat_b01,10,290,0 script bat_b01_rp1_a_warp 45,10,10,{
  284. OnInit:
  285. disablenpc "bat_b01_rp1_a_warp";
  286. end;
  287. OnTouch:
  288. percentheal 100,100;
  289. warp "bat_b01",87,73;
  290. end;
  291. }
  292. bat_b01,389,14,3 script Battle Therapist#b01_b 95,{
  293. specialeffect2 EF_HEAL;
  294. mes "[Battle Therapist]";
  295. mes "Just close your eyes,";
  296. mes "and take a deep breath.";
  297. mes "You can be free from pain.";
  298. close;
  299. OnTimer25000:
  300. specialeffect EF_SANCTUARY;
  301. enablenpc "bat_b01_rp1_b_warp";
  302. end;
  303. OnTimer26000:
  304. disablenpc "bat_b01_rp1_b_warp";
  305. end;
  306. OnTimer26500:
  307. stopnpctimer;
  308. donpcevent "Battle Therapist#b01_b::OnEnable";
  309. end;
  310. OnEnable:
  311. initnpctimer;
  312. enablenpc "Battle Therapist#b01_b";
  313. end;
  314. Onstop:
  315. disablenpc "bat_b01_rp1_b_warp";
  316. disablenpc "Battle Therapist#b01_b";
  317. stopnpctimer;
  318. end;
  319. }
  320. bat_b01,389,10,0 script bat_b01_rp1_b_warp 45,9,9,{
  321. OnInit:
  322. disablenpc "bat_b01_rp1_a_warp";
  323. end;
  324. OnTouch:
  325. percentheal 100,100;
  326. warp "bat_b01",312,225;
  327. end;
  328. }
  329. bat_b01,87,76,0 script A_CODE#bat_b01 -1,5,5,{
  330. OnTouch:
  331. if (checkquest(2070) < 0)
  332. setquest 2070;
  333. end;
  334. }
  335. bat_b01,312,224,0 script B_CODE#bat_b01 -1,5,5,{
  336. OnTouch:
  337. if (checkquest(2070) < 0)
  338. setquest 2070;
  339. end;
  340. }
  341. bat_b01,10,294,3 script Guillaume Vintenar#b01_a 934,{
  342. if ($@FlaviusBG1_id1 == getcharid(4)) {
  343. if ($@FlaviusBG1_Victory == 1) {
  344. set .@your_medal,countitem(7829);
  345. set .@medal_gap,500 - .@your_medal;
  346. if (.@medal_gap > 8) {
  347. mes "[Axl Rose]";
  348. mes "Blessed Guillaume!";
  349. mes "Let's enjoy our glorious victory!";
  350. mes ""+strcharinfo(0)+", it's a sign reflecting victory.";
  351. close2;
  352. getitem 7829,9; //BF_Badge2
  353. }
  354. else {
  355. mes "[Axl Rose]";
  356. mes "Blessed Guillaume!";
  357. mes "Let's enjoy our glorious victory!";
  358. mes ""+strcharinfo(0)+", it's a sign reflecting victory.";
  359. close2;
  360. getitem 7829,.@medal_gap; //BF_Badge2
  361. }
  362. }
  363. else {
  364. set .@your_medal,countitem(7829);
  365. set .@medal_gap,500 - .@your_medal;
  366. if (.@medal_gap > 2) {
  367. mes "[Axl Rose]";
  368. mes "You lost, but you're dedicated to this battle.";
  369. mes "This is a reward for your great dedication by Guillaume Marollo!";
  370. mes "Just take this defeat as a lesson, next time you will definitely win.";
  371. close2;
  372. getitem 7829,3; //BF_Badge2
  373. }
  374. else {
  375. mes "[Axl Rose]";
  376. mes "You lost, but you're dedicated to this battle.";
  377. mes "This is a reward for your great dedication by Guillaume Marollo!";
  378. mes "Just take this defeat as a lesson, next time you will definitely win.";
  379. close2;
  380. getitem 7829,.@medal_gap; //BF_Badge2
  381. }
  382. }
  383. }
  384. bg_leave;
  385. warp "bat_room",154,150;
  386. end;
  387. OnInit:
  388. disablenpc "Guillaume Vintenar#b01_a";
  389. end;
  390. }
  391. bat_b01,389,14,3 script Croix Vintenar#b01_b 934,{
  392. if ($@FlaviusBG1_id2 == getcharid(4)) {
  393. if ($@FlaviusBG1_Victory == 2) {
  394. set .@your_medal,countitem(7829);
  395. set .@medal_gap,500 - .@your_medal;
  396. if (.@medal_gap > 8) {
  397. mes "[Swandery]";
  398. mes "Blessed Croix!";
  399. mes "Let's enjoy our glorious victory!";
  400. mes ""+strcharinfo(0)+", it's a sign reflecting victory.";
  401. close2;
  402. getitem 7829,9; //BF_Badge2
  403. }
  404. else {
  405. mes "[Swandery]";
  406. mes "Blessed Croix!";
  407. mes "Let's enjoy our glorious victory!";
  408. mes ""+strcharinfo(0)+", it's a sign reflecting victory.";
  409. close2;
  410. getitem 7829,.@medal_gap; //BF_Badge2
  411. }
  412. }
  413. else {
  414. set .@your_medal,countitem(7829);
  415. set .@medal_gap,500 - .@your_medal;
  416. if (.@medal_gap > 2) {
  417. mes "[Swandery]";
  418. mes "Oh, "+strcharinfo(0)+". Don't be sad.";
  419. mes "Even though we didn't win, we did our best.";
  420. mes "This is a Royal gift from Croix, and please don't forget this battle. We will win the next one.";
  421. close2;
  422. getitem 7829,3; //BF_Badge2
  423. }
  424. else {
  425. mes "[Swandery]";
  426. mes "Oh, "+strcharinfo(0)+". Don't be sad.";
  427. mes "Even though we didn't win, we did our best.";
  428. mes "This is a Royal gift from Croix, and please don't forget this battle. We will win the next one.";
  429. close2;
  430. getitem 7829,.@medal_gap; //BF_Badge2
  431. }
  432. }
  433. }
  434. bg_leave;
  435. warp "bat_room",154,150;
  436. end;
  437. OnInit:
  438. disablenpc "Croix Vintenar#b01_b";
  439. end;
  440. }
  441. bat_b01,1,5,3 script countdown#bat_b01 844,{
  442. OnInit:
  443. stopnpctimer;
  444. end;
  445. OnEnable:
  446. stopnpctimer;
  447. initnpctimer;
  448. end;
  449. Onstop:
  450. stopnpctimer;
  451. end;
  452. OnTimer7000:
  453. mapannounce "bat_b01", "Guillaume Vintenar Axl Rose : Let's attack to destroy that Crystal!",bc_map,"0xFF9900";
  454. end;
  455. OnTimer8000:
  456. 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";
  457. end;
  458. OnTimer1800000:
  459. mapannounce "bat_b01", "Marollo VII : Guillaume Marollo, Croix Marollo! And their followers!",bc_map,"0x99CC00";
  460. end;
  461. OnTimer1803000:
  462. mapannounce "bat_b01", "Marollo VII : Both camps are competitive, so it's hard to judge which team is superior.",bc_map,"0x99CC00";
  463. end;
  464. OnTimer1808000:
  465. 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";
  466. end;
  467. OnTimer1822000:
  468. mapannounce "bat_b01", "Marollo VII : If you can't accept the results, try again in another valley battle!",bc_map,"0x99CC00";
  469. end;
  470. OnTimer1825000:
  471. mapannounce "bat_b01", "Axl Rose, Swandery : Yes, sir.",bc_map,"0x99CC00";
  472. end;
  473. OnTimer1830000:
  474. donpcevent "time#bat_b01::Onstop";
  475. bg_warp $@FlaviusBG1_id1,"bat_b01",10,290;
  476. bg_warp $@FlaviusBG1_id2,"bat_b01",390,10;
  477. enablenpc "Vintenar#bat_b01_aover";
  478. enablenpc "Vintenar#bat_b01_bover";
  479. end;
  480. OnTimer1900000:
  481. mapwarp "bat_b01","bat_room",154,150;
  482. donpcevent "countdown#bat_b01::Onstop";
  483. end;
  484. }
  485. bat_b01,81,83,3 script Guillaume Camp#flag21 973,{ end; }
  486. bat_b01,94,83,3 script Guillaume Camp#flag22 973,{ end; }
  487. bat_b01,81,66,3 script Guillaume Camp#flag23 973,{ end; }
  488. bat_b01,94,66,3 script Guillaume Camp#flag24 973,{ end; }
  489. bat_b01,139,142,3 script Guillaume Camp#flag25 973,{ end; }
  490. bat_b01,139,158,3 script Guillaume Camp#flag26 973,{ end; }
  491. bat_b01,110,161,3 script Guillaume Camp#flag27 973,{ end; }
  492. bat_b01,110,137,3 script Guillaume Camp#flag28 973,{ end; }
  493. bat_b01,63,135,3 script Guillaume Camp#flag29 973,{ end; }
  494. bat_b01,63,165,3 script Guillaume Camp#flag30 973,{ end; }
  495. bat_b01,10,296,3 script Guillaume Camp#flag31 973,{ end; }
  496. bat_b01,306,233,3 script Croix Camp#flag21 974,{ end; }
  497. bat_b01,317,233,3 script Croix Camp#flag22 974,{ end; }
  498. bat_b01,306,216,3 script Croix Camp#flag23 974,{ end; }
  499. bat_b01,317,216,3 script Croix Camp#flag24 974,{ end; }
  500. bat_b01,257,158,3 script Croix Camp#flag25 974,{ end; }
  501. bat_b01,257,141,3 script Croix Camp#flag26 974,{ end; }
  502. bat_b01,297,164,3 script Croix Camp#flag27 974,{ end; }
  503. bat_b01,297,136,3 script Croix Camp#flag28 974,{ end; }
  504. bat_b01,336,161,3 script Croix Camp#flag29 974,{ end; }
  505. bat_b01,336,139,3 script Croix Camp#flag30 974,{ end; }
  506. bat_b01,389,16,3 script Croix Camp#flag31 974,{ end; }
  507. bat_b01,10,294,3 script Vintenar#bat_b01_aover 419,{
  508. set .@A_B_gap,$@Guill_ScoreBG1 - $@Croix_ScoreBG1;
  509. if ($@FlaviusBG1_id1 == getcharid(4)) {
  510. if (.@A_B_gap > 0) {
  511. set .@your_medal,countitem(7829);
  512. set .@medal_gap,500 - .@your_medal;
  513. if (.@medal_gap > 8) {
  514. mes "[Axl Rose]";
  515. mes "Blessed Guillaume!";
  516. mes "Let's enjoy our glorious victory!";
  517. mes ""+strcharinfo(0)+", it's a sign reflecting victory.";
  518. close2;
  519. getitem 7829,9; //BF_Badge2
  520. }
  521. else {
  522. mes "[Axl Rose]";
  523. mes "Blessed Guillaume!";
  524. mes "Let's enjoy our glorious victory!";
  525. mes ""+strcharinfo(0)+", it's a sign reflecting victory.";
  526. close2;
  527. getitem 7829,.@medal_gap; //BF_Badge2
  528. }
  529. }
  530. else if (.@A_B_gap == 0) {
  531. set .@your_medal,countitem(7829);
  532. set .@medal_gap,500 - .@your_medal;
  533. if (.@medal_gap > 2) {
  534. mes "[Axl Rose]";
  535. mes "You lost, but you're dedicated to this battle.";
  536. mes "This is a reward for your great dedication by Guillaume Marollo!";
  537. mes "Just take this defeat as a lesson, next time you will definitely win.";
  538. close2;
  539. getitem 7829,3; //BF_Badge2
  540. }
  541. else {
  542. mes "[Axl Rose]";
  543. mes "You lost, but you're dedicated to this battle.";
  544. mes "This is a reward for your great dedication by Guillaume Marollo!";
  545. mes "Just take this defeat as a lesson, next time you will definitely win.";
  546. close2;
  547. getitem 7829,.@medal_gap; //BF_Badge2
  548. }
  549. }
  550. else {
  551. set .@your_medal,countitem(7829);
  552. set .@medal_gap,500 - .@your_medal;
  553. if (.@medal_gap > 2) {
  554. mes "[Axl Rose]";
  555. mes "You lost, but you're dedicated to this battle.";
  556. mes "This is a reward for your great dedication by Guillaume Marollo!";
  557. mes "Just take this defeat as a lesson, next time you will definitely win.";
  558. close2;
  559. getitem 7829,3; //BF_Badge2
  560. }
  561. else {
  562. mes "[Axl Rose]";
  563. mes "You lost, but you're dedicated to this battle.";
  564. mes "This is a reward for your great dedication by Guillaume Marollo!";
  565. mes "Just take this defeat as a lesson, next time you will definitely win.";
  566. close2;
  567. getitem 7829,.@medal_gap; //BF_Badge2
  568. }
  569. }
  570. }
  571. else {
  572. mes "[Axl Rose]";
  573. mes "Why are you here, Croix mercenary? I am definitely sure of victory against foolish Croix such as you. Ha!";
  574. close;
  575. }
  576. bg_leave;
  577. warp "bat_room",154,150;
  578. end;
  579. OnInit:
  580. disablenpc "Vintenar#bat_b01_aover";
  581. end;
  582. }
  583. bat_b01,389,14,3 script Vintenar#bat_b01_bover 415,{
  584. set .@A_B_gap,$@Guill_ScoreBG1 - $@Croix_ScoreBG1;
  585. if ($@FlaviusBG1_id2 == getcharid(4)) {
  586. if (.@A_B_gap > 0) {
  587. set .@your_medal,countitem(7829);
  588. set .@medal_gap,500 - .@your_medal;
  589. if (.@medal_gap > 2) {
  590. mes "[Swandery]";
  591. mes "Oh, "+strcharinfo(0)+". Don't be sad.";
  592. mes "Even though we didn't win, we did our best.";
  593. mes "This is a Royal gift from Croix, and please don't forget this battle. We will win the next one.";
  594. close2;
  595. getitem 7829,3; //BF_Badge2
  596. }
  597. else {
  598. mes "[Swandery]";
  599. mes "Oh, "+strcharinfo(0)+". Don't be sad.";
  600. mes "Even though we didn't win, we did our best.";
  601. mes "This is a Royal gift from Croix, and please don't forget this battle. We will win the next one.";
  602. close2;
  603. getitem 7829,.@medal_gap; //BF_Badge2
  604. }
  605. }
  606. else if (.@A_B_gap == 0) {
  607. set .@your_medal,countitem(7829);
  608. set .@medal_gap,500 - .@your_medal;
  609. if (.@medal_gap > 2) {
  610. mes "[Swandery]";
  611. mes "Oh, "+strcharinfo(0)+". Don't be sad.";
  612. mes "Even though we didn't win, we did our best.";
  613. mes "This is a Royal gift from Croix, and please don't forget this battle. We will win the next one.";
  614. close2;
  615. getitem 7829,3; //BF_Badge2
  616. }
  617. else {
  618. mes "[Swandery]";
  619. mes "Oh, "+strcharinfo(0)+". Don't be sad.";
  620. mes "Even though we didn't win, we did our best.";
  621. mes "This is a Royal gift from Croix, and please don't forget this battle. We will win the next one.";
  622. close2;
  623. getitem 7829,.@medal_gap; //BF_Badge2
  624. }
  625. }
  626. else {
  627. set .@your_medal,countitem(7829);
  628. set .@medal_gap,500 - .@your_medal;
  629. if (.@medal_gap > 8) {
  630. mes "[Swandery]";
  631. mes "Blessed Croix!";
  632. mes "Let's enjoy our glorious victory!";
  633. mes ""+strcharinfo(0)+", it's a sign reflecting victory.";
  634. close2;
  635. getitem 7829,9; //BF_Badge2
  636. }
  637. else {
  638. mes "[Swandery]";
  639. mes "Blessed Croix!";
  640. mes "Let's enjoy our glorious victory!";
  641. mes ""+strcharinfo(0)+", it's a sign reflecting victory.";
  642. close2;
  643. getitem 7829,.@medal_gap; //BF_Badge2
  644. }
  645. }
  646. }
  647. else {
  648. mes "[Swandery]";
  649. mes "Why do you come here as a Guillaume? You will be sent to where you should be!";
  650. close;
  651. }
  652. bg_leave;
  653. warp "bat_room",154,150;
  654. end;
  655. OnInit:
  656. disablenpc "Vintenar#bat_b01_bover";
  657. end;
  658. }
  659. /*
  660. bat_b01,1,10,3 script Release all#b01 81,{
  661. input .@input,0,2000;
  662. if (.@input == 0) {
  663. mes "Cancelled.";
  664. close;
  665. }
  666. else if (.@input == 1854) {
  667. mes "May I help you?";
  668. next;
  669. switch(select("Release all.:Cancel.")) {
  670. case 1:
  671. mes "Bye.";
  672. close2;
  673. mapwarp "bat_b01","bat_room",154,150;
  674. end;
  675. case 2:
  676. mes "Cancelled.";
  677. close;
  678. }
  679. }
  680. }
  681. */