flavius02.txt 20 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755
  1. //===== rAthena Script =======================================
  2. // BattleGround System - Flavius Second
  3. //===== By: ==================================================
  4. //= L0ne_W0lf
  5. //===== Current Version: =====================================
  6. //= 1.4
  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 NPCs being called for waiting rooms. (bugreport:4395)
  17. //= 1.2 Fixed pink crystal spawning as blue. [L0ne_W0lf]
  18. //= 1.3 Updated 'waitingroom' to support required zeny/lvl. [Kisuka]
  19. //= 1.4 Removed MaxLvl check in waitingrooms. Replaced setwall with setcell.
  20. //============================================================
  21. // Waiting Room NPCs
  22. //============================================================
  23. bat_room,142,227,4 script Lieutenant Huvas 418,{
  24. end;
  25. OnInit:
  26. waitingroom "Battle Station",10,"start#bat_b02::OnReadyCheck",1,0,80;
  27. end;
  28. OnEnterBG:
  29. set $@FlaviusBG2_id1, waitingroom2bg("bat_b02",10,290,"start#bat_b02::OnGuillaumeQuit","");
  30. end;
  31. }
  32. bat_room,142,204,0 script Lieutenant Yukon 414,{
  33. end;
  34. OnInit:
  35. waitingroom "Battle Station",10,"start#bat_b02::OnReadyCheck",1,0,80;
  36. end;
  37. OnEnterBG:
  38. set $@FlaviusBG2_id2, waitingroom2bg("bat_b02",390,10,"start#bat_b02::OnCroixQuit","");
  39. end;
  40. }
  41. bat_room,141,220,0 warp back_bgroomb02a 1,1,bat_room,154,150
  42. bat_room,141,211,0 warp back_bgroomb02b 1,1,bat_room,154,150
  43. bat_room,2,151,3 script #bat_b02_timer 844,{
  44. end;
  45. OnInit:
  46. OnEnable:
  47. initnpctimer;
  48. end;
  49. OnStop:
  50. stopnpctimer;
  51. end;
  52. OnTimer1000:
  53. stopnpctimer;
  54. initnpctimer;
  55. set .@chk_bat_a01,getmapusers("bat_b02");
  56. if (.@chk_bat_a01 < 1) {
  57. set $@FlaviusBG2, 0;
  58. if( $@FlaviusBG2_id1 ) { bg_destroy $@FlaviusBG2_id1; set $@FlaviusBG2_id1, 0; }
  59. if( $@FlaviusBG2_id2 ) { bg_destroy $@FlaviusBG2_id2; set $@FlaviusBG2_id2, 0; }
  60. donpcevent "start#bat_b02::OnReadyCheck";
  61. }
  62. end;
  63. }
  64. // Flavius Battleground Engine
  65. //============================================================
  66. bat_b02,15,15,3 script start#bat_b02 844,{
  67. OnInit:
  68. mapwarp "bat_b02","bat_room",154,150;
  69. end;
  70. OnReadyCheck:
  71. if( $@FlaviusBG2 )
  72. end;
  73. set .@Guillaume, getwaitingroomstate(0,"Lieutenant Huvas");
  74. set .@Croix, getwaitingroomstate(0,"Lieutenant Yukon");
  75. if( !.@Guillaume && !.@Croix ) {
  76. donpcevent "#bat_b02_timer::OnStop";
  77. end;
  78. }
  79. if( .@Guillaume < 10 || .@Croix < 10 )
  80. end;
  81. set $@FlaviusBG2, 1;
  82. set $@FlaviusBG2_Victory, 0;
  83. set $@Croix_ScoreBG2, 0;
  84. set $@Guill_ScoreBG2, 0;
  85. bg_updatescore "bat_b02",$@Guill_ScoreBG2,$@Croix_ScoreBG2;
  86. donpcevent "Lieutenant Huvas::OnEnterBG";
  87. donpcevent "Lieutenant Yukon::OnEnterBG";
  88. donpcevent "OBJ#bat_b02_a::Onkill";
  89. donpcevent "OBJ#bat_b02_a::OnEnable";
  90. donpcevent "OBJ#bat_b02_b::Onkill";
  91. donpcevent "OBJ#bat_b02_b::OnEnable";
  92. donpcevent "guardian#bat_b02_a::Onkill";
  93. donpcevent "guardian#bat_b02_b::Onkill";
  94. donpcevent "guardian#bat_b02_a::OnEnable";
  95. donpcevent "guardian#bat_b02_b::OnEnable";
  96. donpcevent "cell#bat_b02_a::Onred";
  97. donpcevent "cell#bat_b02_b::Onred";
  98. donpcevent "time#bat_b02::OnEnable";
  99. disablenpc "Guillaume Vintenar#b02_a";
  100. disablenpc "Croix Vintenar#b02_b";
  101. disablenpc "Vintenar#bat_b02_aover";
  102. disablenpc "Vintenar#bat_b02_bover";
  103. bg_warp $@FlaviusBG2_id1,"bat_b02",87,75;
  104. bg_warp $@FlaviusBG2_id2,"bat_b02",311,224;
  105. donpcevent "countdown#bat_b02::OnEnable";
  106. initnpctimer;
  107. end;
  108. OnReset:
  109. donpcevent "OBJ#bat_b02_a::Onkill";
  110. donpcevent "OBJ#bat_b02_a::OnEnable";
  111. donpcevent "OBJ#bat_b02_b::Onkill";
  112. donpcevent "OBJ#bat_b02_b::OnEnable";
  113. donpcevent "guardian#bat_b02_a::Onkill";
  114. donpcevent "guardian#bat_b02_b::Onkill";
  115. donpcevent "guardian#bat_b02_a::OnEnable";
  116. donpcevent "guardian#bat_b02_b::OnEnable";
  117. donpcevent "cell#bat_b02_a::Onred";
  118. donpcevent "cell#bat_b02_b::Onred";
  119. donpcevent "time#bat_b02::OnEnable";
  120. disablenpc "Guillaume Vintenar#b02_a";
  121. disablenpc "Croix Vintenar#b02_b";
  122. disablenpc "Vintenar#bat_b02_aover";
  123. disablenpc "Vintenar#bat_b02_bover";
  124. bg_warp $@FlaviusBG2_id1,"bat_b02",87,75;
  125. bg_warp $@FlaviusBG2_id2,"bat_b02",311,224;
  126. end;
  127. OnGuillaumeQuit:
  128. OnCroixQuit:
  129. bg_leave;
  130. end;
  131. OnTimer10000:
  132. stopnpctimer;
  133. donpcevent "#bat_b02_timer::OnEnable";
  134. end;
  135. }
  136. bat_b02,1,1,3 script OBJ#bat_b02_a 844,{
  137. OnEnable:
  138. bg_monster $@FlaviusBG2_id1,"bat_b02",61,150,"Pink Crystal",1915,"OBJ#bat_b02_a::OnMyMobDead";
  139. end;
  140. Onkill:
  141. killmonster "bat_b02","OBJ#bat_b02_a::OnMyMobDead";
  142. end;
  143. OnMyMobDead:
  144. if (mobcount("bat_b02","OBJ#bat_b02_a::OnMyMobDead") < 1) {
  145. mapannounce "bat_b02", "Guillaume's Crystal has been destroyed.",bc_map,"0xFFCE00";
  146. if ($@Croix_ScoreBG2 > 0) {
  147. set $@FlaviusBG2_Victory,2;
  148. set $@Croix_ScoreBG2,$@Croix_ScoreBG2+1;
  149. enablenpc "Guillaume Vintenar#b02_a";
  150. enablenpc "Croix Vintenar#b02_b";
  151. donpcevent "time#bat_b02::Onstop";
  152. }
  153. else {
  154. set $@Croix_ScoreBG2,1;
  155. donpcevent "time#bat_b02::OnEnable";
  156. donpcevent "start#bat_b02::onReset";
  157. }
  158. donpcevent "#bat_b02_timer::OnStop";
  159. bg_updatescore "bat_b02",$@Guill_ScoreBG2,$@Croix_ScoreBG2;
  160. bg_warp $@FlaviusBG2_id1,"bat_b02",10,290;
  161. bg_warp $@FlaviusBG2_id2,"bat_b02",390,10;
  162. donpcevent "#bat_b02_timer::OnEnable";
  163. }
  164. end;
  165. }
  166. bat_b02,1,2,3 script OBJ#bat_b02_b 844,{
  167. OnEnable:
  168. bg_monster $@FlaviusBG2_id2,"bat_b02",328,150,"Blue Crystal",1914,"OBJ#bat_b02_b::OnMyMobDead";
  169. end;
  170. Onkill:
  171. killmonster "bat_b02","OBJ#bat_b02_b::OnMyMobDead";
  172. end;
  173. OnMyMobDead:
  174. if (mobcount("bat_b02","OBJ#bat_b02_b::OnMyMobDead") < 1) {
  175. mapannounce "bat_b02", "Croix's Crystal has been destroyed.",bc_map,"0xFFCE00";
  176. if ($@Guill_ScoreBG2 > 0) {
  177. set $@FlaviusBG2_Victory,1;
  178. set $@Guill_ScoreBG2,$@Guill_ScoreBG2+1;
  179. enablenpc "Guillaume Vintenar#b02_a";
  180. enablenpc "Croix Vintenar#b02_b";
  181. donpcevent "time#bat_b02::Onstop";
  182. }
  183. else {
  184. set $@Guill_ScoreBG2,1;
  185. donpcevent "time#bat_b02::OnEnable";
  186. donpcevent "start#bat_b02::onReset";
  187. }
  188. donpcevent "#bat_b02_timer::OnStop";
  189. bg_updatescore "bat_b02",$@Guill_ScoreBG2,$@Croix_ScoreBG2;
  190. bg_warp $@FlaviusBG2_id1,"bat_b02",10,290;
  191. bg_warp $@FlaviusBG2_id2,"bat_b02",390,10;
  192. donpcevent "#bat_b02_timer::OnEnable";
  193. }
  194. end;
  195. }
  196. bat_b02,1,3,3 script guardian#bat_b02_a 844,{
  197. OnEnable:
  198. bg_monster $@FlaviusBG2_id1,"bat_b02",108,159,"Guillaume Camp Guardian",1949,"guardian#bat_b02_a::OnMyMobDead";
  199. bg_monster $@FlaviusBG2_id1,"bat_b02",108,141,"Guillaume Camp Guardian",1949,"guardian#bat_b02_a::OnMyMobDead";
  200. end;
  201. Onkill:
  202. killmonster "bat_b02","guardian#bat_b02_a::OnMyMobDead";
  203. end;
  204. OnMyMobDead:
  205. if (mobcount("bat_b02","guardian#bat_b02_a::OnMyMobDead") < 1) {
  206. donpcevent "cell#bat_b02_a::Ongreen";
  207. mapannounce "bat_b02", "The Guardian protecting Guillaume's Crystal has been slain.",bc_map,"0xFFCE00";
  208. }
  209. end;
  210. }
  211. bat_b02,1,3,3 script guardian#bat_b02_b 844,{
  212. OnEnable:
  213. bg_monster $@FlaviusBG2_id2,"bat_b02",307,160,"Croix Camp Guardian",1949,"guardian#bat_b02_b::OnMyMobDead";
  214. bg_monster $@FlaviusBG2_id2,"bat_b02",307,138,"Croix Camp Guardian",1949,"guardian#bat_b02_b::OnMyMobDead";
  215. end;
  216. Onkill:
  217. killmonster "bat_b02","guardian#bat_b02_b::OnMyMobDead";
  218. end;
  219. OnMyMobDead:
  220. if (mobcount("bat_b02","guardian#bat_b02_b::OnMyMobDead") < 1) {
  221. donpcevent "cell#bat_b02_b::Ongreen";
  222. mapannounce "bat_b02", "The Guardian protecting Croix's Crystal has been slain.",bc_map,"0xFFCE00";
  223. }
  224. end;
  225. }
  226. bat_b02,1,4,3 script cell#bat_b02_a 844,{
  227. Onred:
  228. setcell "bat_b02",62,149,60,151,cell_basilica,1;
  229. setcell "bat_b02",62,149,60,151,cell_walkable,0;
  230. end;
  231. Ongreen:
  232. setcell "bat_b02",62,149,60,151,cell_basilica,0;
  233. setcell "bat_b02",62,149,60,151,cell_walkable,1;
  234. end;
  235. }
  236. bat_b02,1,5,3 script cell#bat_b02_b 844,{
  237. Onred:
  238. setcell "bat_b02",327,151,329,149,cell_basilica,1;
  239. setcell "bat_b02",327,151,329,149,cell_walkable,0;
  240. end;
  241. Ongreen:
  242. setcell "bat_b02",327,151,329,149,cell_basilica,0;
  243. setcell "bat_b02",327,151,329,149,cell_walkable,1;
  244. end;
  245. }
  246. bat_b02,1,6,1 script time#bat_b02 844,{
  247. OnEnable:
  248. donpcevent "Battle Therapist#b02_a::OnEnable";
  249. donpcevent "Battle Therapist#b02_b::OnEnable";
  250. end;
  251. Onstop:
  252. donpcevent "Battle Therapist#b02_a::OnStop";
  253. donpcevent "Battle Therapist#b02_b::OnStop";
  254. end;
  255. }
  256. bat_b02,10,294,3 script Battle Therapist#b02_a 95,{
  257. specialeffect2 EF_HEAL;
  258. mes "[Battle Therapist]";
  259. mes "Just close your eyes,";
  260. mes "and take a deep breath.";
  261. mes "You can be free from pain.";
  262. close;
  263. OnTimer25000:
  264. specialeffect EF_SANCTUARY;
  265. enablenpc "bat_b02_rp1_a_warp";
  266. end;
  267. OnTimer26000:
  268. disablenpc "bat_b02_rp1_a_warp";
  269. end;
  270. OnTimer26500:
  271. stopnpctimer;
  272. donpcevent "Battle Therapist#b02_a::onEnable";
  273. end;
  274. OnEnable:
  275. initnpctimer;
  276. enablenpc "Battle Therapist#b02_a";
  277. end;
  278. Onstop:
  279. disablenpc "bat_b02_rp1_a_warp";
  280. disablenpc "Battle Therapist#b02_a";
  281. stopnpctimer;
  282. end;
  283. }
  284. bat_b02,10,290,0 script bat_b02_rp1_a_warp 45,10,10,{
  285. OnInit:
  286. disablenpc "bat_b02_rp1_a_warp";
  287. end;
  288. OnTouch:
  289. percentheal 100,100;
  290. warp "bat_b02",87,73;
  291. end;
  292. }
  293. bat_b02,389,14,3 script Battle Therapist#b02_b 95,{
  294. specialeffect2 EF_HEAL;
  295. mes "[Battle Therapist]";
  296. mes "Just close your eyes,";
  297. mes "and take a deep breath.";
  298. mes "You can be free from pain.";
  299. close;
  300. OnTimer25000:
  301. specialeffect EF_SANCTUARY;
  302. enablenpc "bat_b02_rp1_b_warp";
  303. end;
  304. OnTimer26000:
  305. disablenpc "bat_b02_rp1_b_warp";
  306. end;
  307. OnTimer26500:
  308. stopnpctimer;
  309. donpcevent "Battle Therapist#b02_b::OnEnable";
  310. end;
  311. OnEnable:
  312. initnpctimer;
  313. enablenpc "Battle Therapist#b02_b";
  314. end;
  315. Onstop:
  316. disablenpc "bat_b02_rp1_b_warp";
  317. disablenpc "Battle Therapist#b02_b";
  318. stopnpctimer;
  319. end;
  320. }
  321. bat_b02,389,10,0 script bat_b02_rp1_b_warp 45,9,9,{
  322. OnInit:
  323. disablenpc "bat_b02_rp1_a_warp";
  324. end;
  325. OnTouch:
  326. percentheal 100,100;
  327. warp "bat_b02",312,225;
  328. end;
  329. }
  330. bat_b02,87,76,0 script A_CODE#bat_b02 -1,5,5,{
  331. OnTouch:
  332. if (checkquest(2070) < 0)
  333. //setquest 2070;
  334. end;
  335. }
  336. bat_b02,312,224,0 script B_CODE#bat_b02 -1,5,5,{
  337. OnTouch:
  338. if (checkquest(2070) < 0)
  339. //setquest 2070;
  340. end;
  341. }
  342. bat_b02,10,294,3 script Guillaume Vintenar#b02_a 934,{
  343. if ($@FlaviusBG2_id1 == getcharid(4)) {
  344. if ($@FlaviusBG2_Victory == 1) {
  345. set .@your_medal,countitem(7829);
  346. set .@medal_gap,500 - .@your_medal;
  347. if (.@medal_gap > 8) {
  348. mes "[Axl Rose]";
  349. mes "Blessed Guillaume!";
  350. mes "Let's enjoy our glorious victory!";
  351. mes ""+strcharinfo(0)+", it's a sign reflecting victory.";
  352. close2;
  353. getitem 7829,9; //BF_Badge2
  354. }
  355. else {
  356. mes "[Axl Rose]";
  357. mes "Blessed Guillaume!";
  358. mes "Let's enjoy our glorious victory!";
  359. mes ""+strcharinfo(0)+", it's a sign reflecting victory.";
  360. close2;
  361. getitem 7829,.@medal_gap; //BF_Badge2
  362. }
  363. }
  364. else {
  365. set .@your_medal,countitem(7829);
  366. set .@medal_gap,500 - .@your_medal;
  367. if (.@medal_gap > 2) {
  368. mes "[Axl Rose]";
  369. mes "You lost, but you're dedicated to this battle.";
  370. mes "This is a reward for your great dedication by Guillaume Marollo!";
  371. mes "Just take this defeat as a lesson, next time you will definitely win.";
  372. close2;
  373. getitem 7829,3; //BF_Badge2
  374. }
  375. else {
  376. mes "[Axl Rose]";
  377. mes "You lost, but you're dedicated to this battle.";
  378. mes "This is a reward for your great dedication by Guillaume Marollo!";
  379. mes "Just take this defeat as a lesson, next time you will definitely win.";
  380. close2;
  381. getitem 7829,.@medal_gap; //BF_Badge2
  382. }
  383. }
  384. }
  385. bg_leave;
  386. warp "bat_room",154,150;
  387. end;
  388. OnInit:
  389. disablenpc "Guillaume Vintenar#b02_a";
  390. end;
  391. }
  392. bat_b02,389,14,3 script Croix Vintenar#b02_b 934,{
  393. if ($@FlaviusBG2_id2 == getcharid(4)) {
  394. if ($@FlaviusBG2_Victory == 2) {
  395. set .@your_medal,countitem(7829);
  396. set .@medal_gap,500 - .@your_medal;
  397. if (.@medal_gap > 8) {
  398. mes "[Swandery]";
  399. mes "Blessed Croix!";
  400. mes "Let's enjoy our glorious victory!";
  401. mes ""+strcharinfo(0)+", it's a sign reflecting victory.";
  402. close2;
  403. getitem 7829,9; //BF_Badge2
  404. }
  405. else {
  406. mes "[Swandery]";
  407. mes "Blessed Croix!";
  408. mes "Let's enjoy our glorious victory!";
  409. mes ""+strcharinfo(0)+", it's a sign reflecting victory.";
  410. close2;
  411. getitem 7829,.@medal_gap; //BF_Badge2
  412. }
  413. }
  414. else {
  415. set .@your_medal,countitem(7829);
  416. set .@medal_gap,500 - .@your_medal;
  417. if (.@medal_gap > 2) {
  418. mes "[Swandery]";
  419. mes "Oh, "+strcharinfo(0)+". Don't be sad.";
  420. mes "Even though we didn't win, we did our best.";
  421. mes "This is a Royal gift from Croix, and please don't forget this battle. We will win the next one.";
  422. close2;
  423. getitem 7829,3; //BF_Badge2
  424. }
  425. else {
  426. mes "[Swandery]";
  427. mes "Oh, "+strcharinfo(0)+". Don't be sad.";
  428. mes "Even though we didn't win, we did our best.";
  429. mes "This is a Royal gift from Croix, and please don't forget this battle. We will win the next one.";
  430. close2;
  431. getitem 7829,.@medal_gap; //BF_Badge2
  432. }
  433. }
  434. }
  435. bg_leave;
  436. warp "bat_room",154,150;
  437. end;
  438. OnInit:
  439. disablenpc "Croix Vintenar#b02_b";
  440. end;
  441. }
  442. bat_b02,1,5,3 script countdown#bat_b02 844,{
  443. OnInit:
  444. stopnpctimer;
  445. end;
  446. OnEnable:
  447. stopnpctimer;
  448. initnpctimer;
  449. end;
  450. Onstop:
  451. stopnpctimer;
  452. end;
  453. OnTimer7000:
  454. mapannounce "bat_b02", "Guillaume Vintenar Axl Rose : Let's attack to destroy that Crystal!",bc_map,"0xFF9900";
  455. end;
  456. OnTimer8000:
  457. 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";
  458. end;
  459. OnTimer1800000:
  460. mapannounce "bat_b02", "Marollo VII : Guillaume Marollo, Croix Marollo! And their followers!",bc_map,"0x99CC00";
  461. end;
  462. OnTimer1803000:
  463. mapannounce "bat_b02", "Marollo VII : Both camps are competitive, so it's hard to judge which team is superior.",bc_map,"0x99CC00";
  464. end;
  465. OnTimer1808000:
  466. 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";
  467. end;
  468. OnTimer1822000:
  469. mapannounce "bat_b02", "Marollo VII : If you can't accept the results, try again in another valley battle!",bc_map,"0x99CC00";
  470. end;
  471. OnTimer1825000:
  472. mapannounce "bat_b02", "Axl Rose, Swandery : Yes, sir.",bc_map,"0x99CC00";
  473. end;
  474. OnTimer1830000:
  475. donpcevent "time#bat_b02::Onstop";
  476. bg_warp $@FlaviusBG2_id1,"bat_b02",10,290;
  477. bg_warp $@FlaviusBG2_id2,"bat_b02",390,10;
  478. enablenpc "Vintenar#bat_b02_aover";
  479. enablenpc "Vintenar#bat_b02_bover";
  480. end;
  481. OnTimer1900000:
  482. mapwarp "bat_b02","bat_room",154,150;
  483. donpcevent "countdown#bat_b02::Onstop";
  484. end;
  485. }
  486. bat_b02,81,83,3 script Guillaume Camp#flag32 973,{ end; }
  487. bat_b02,94,83,3 script Guillaume Camp#flag33 973,{ end; }
  488. bat_b02,81,66,3 script Guillaume Camp#flag34 973,{ end; }
  489. bat_b02,94,66,3 script Guillaume Camp#flag35 973,{ end; }
  490. bat_b02,139,142,3 script Guillaume Camp#flag36 973,{ end; }
  491. bat_b02,139,158,3 script Guillaume Camp#flag37 973,{ end; }
  492. bat_b02,110,161,3 script Guillaume Camp#flag38 973,{ end; }
  493. bat_b02,110,137,3 script Guillaume Camp#flag39 973,{ end; }
  494. bat_b02,63,135,3 script Guillaume Camp#flag40 973,{ end; }
  495. bat_b02,63,165,3 script Guillaume Camp#flag41 973,{ end; }
  496. bat_b02,10,296,3 script Guillaume Camp#flag42 973,{ end; }
  497. bat_b02,306,233,3 script Croix Camp#flag32 974,{ end; }
  498. bat_b02,317,233,3 script Croix Camp#flag33 974,{ end; }
  499. bat_b02,306,216,3 script Croix Camp#flag34 974,{ end; }
  500. bat_b02,317,216,3 script Croix Camp#flag35 974,{ end; }
  501. bat_b02,257,158,3 script Croix Camp#flag36 974,{ end; }
  502. bat_b02,257,141,3 script Croix Camp#flag37 974,{ end; }
  503. bat_b02,297,164,3 script Croix Camp#flag38 974,{ end; }
  504. bat_b02,297,136,3 script Croix Camp#flag39 974,{ end; }
  505. bat_b02,336,161,3 script Croix Camp#flag40 974,{ end; }
  506. bat_b02,336,139,3 script Croix Camp#flag41 974,{ end; }
  507. bat_b02,389,16,3 script Croix Camp#flag42 974,{ end; }
  508. bat_b02,10,294,3 script Vintenar#bat_b02_aover 419,{
  509. set .@A_B_gap,$@Guill_ScoreBG2 - $@Croix_ScoreBG2;
  510. if ($@FlaviusBG2_id1 == getcharid(4)) {
  511. if (.@A_B_gap > 0) {
  512. set .@your_medal,countitem(7829);
  513. set .@medal_gap,500 - .@your_medal;
  514. if (.@medal_gap > 8) {
  515. mes "[Axl Rose]";
  516. mes "Blessed Guillaume!";
  517. mes "Let's enjoy our glorious victory!";
  518. mes ""+strcharinfo(0)+", it's a sign reflecting victory.";
  519. close2;
  520. getitem 7829,9; //BF_Badge2
  521. }
  522. else {
  523. mes "[Axl Rose]";
  524. mes "Blessed Guillaume!";
  525. mes "Let's enjoy our glorious victory!";
  526. mes ""+strcharinfo(0)+", it's a sign reflecting victory.";
  527. close2;
  528. getitem 7829,.@medal_gap; //BF_Badge2
  529. }
  530. }
  531. else if (.@A_B_gap == 0) {
  532. set .@your_medal,countitem(7829);
  533. set .@medal_gap,500 - .@your_medal;
  534. if (.@medal_gap > 2) {
  535. mes "[Axl Rose]";
  536. mes "You lost, but you're dedicated to this battle.";
  537. mes "This is a reward for your great dedication by Guillaume Marollo!";
  538. mes "Just take this defeat as a lesson, next time you will definitely win.";
  539. close2;
  540. getitem 7829,3; //BF_Badge2
  541. }
  542. else {
  543. mes "[Axl Rose]";
  544. mes "You lost, but you're dedicated to this battle.";
  545. mes "This is a reward for your great dedication by Guillaume Marollo!";
  546. mes "Just take this defeat as a lesson, next time you will definitely win.";
  547. close2;
  548. getitem 7829,.@medal_gap; //BF_Badge2
  549. }
  550. }
  551. else {
  552. set .@your_medal,countitem(7829);
  553. set .@medal_gap,500 - .@your_medal;
  554. if (.@medal_gap > 2) {
  555. mes "[Axl Rose]";
  556. mes "You lost, but you're dedicated to this battle.";
  557. mes "This is a reward for your great dedication by Guillaume Marollo!";
  558. mes "Just take this defeat as a lesson, next time you will definitely win.";
  559. close2;
  560. getitem 7829,3; //BF_Badge2
  561. }
  562. else {
  563. mes "[Axl Rose]";
  564. mes "You lost, but you're dedicated to this battle.";
  565. mes "This is a reward for your great dedication by Guillaume Marollo!";
  566. mes "Just take this defeat as a lesson, next time you will definitely win.";
  567. close2;
  568. getitem 7829,.@medal_gap; //BF_Badge2
  569. }
  570. }
  571. }
  572. else {
  573. mes "[Axl Rose]";
  574. mes "Why are you here, Croix mercenary? I am definitely sure of victory against foolish Croix such as you. Ha!";
  575. close;
  576. }
  577. bg_leave;
  578. warp "bat_room",154,150;
  579. end;
  580. OnInit:
  581. disablenpc "Vintenar#bat_b02_aover";
  582. end;
  583. }
  584. bat_b02,389,14,3 script Vintenar#bat_b02_bover 415,{
  585. set .@A_B_gap,$@Guill_ScoreBG2 - $@Croix_ScoreBG2;
  586. if ($@FlaviusBG2_id2 == getcharid(4)) {
  587. if (.@A_B_gap > 0) {
  588. set .@your_medal,countitem(7829);
  589. set .@medal_gap,500 - .@your_medal;
  590. if (.@medal_gap > 2) {
  591. mes "[Swandery]";
  592. mes "Oh, "+strcharinfo(0)+". Don't be sad.";
  593. mes "Even though we didn't win, we did our best.";
  594. mes "This is a Royal gift from Croix, and please don't forget this battle. We will win the next one.";
  595. close2;
  596. getitem 7829,3; //BF_Badge2
  597. }
  598. else {
  599. mes "[Swandery]";
  600. mes "Oh, "+strcharinfo(0)+". Don't be sad.";
  601. mes "Even though we didn't win, we did our best.";
  602. mes "This is a Royal gift from Croix, and please don't forget this battle. We will win the next one.";
  603. close2;
  604. getitem 7829,.@medal_gap; //BF_Badge2
  605. }
  606. }
  607. else if (.@A_B_gap == 0) {
  608. set .@your_medal,countitem(7829);
  609. set .@medal_gap,500 - .@your_medal;
  610. if (.@medal_gap > 2) {
  611. mes "[Swandery]";
  612. mes "Oh, "+strcharinfo(0)+". Don't be sad.";
  613. mes "Even though we didn't win, we did our best.";
  614. mes "This is a Royal gift from Croix, and please don't forget this battle. We will win the next one.";
  615. close2;
  616. getitem 7829,3; //BF_Badge2
  617. }
  618. else {
  619. mes "[Swandery]";
  620. mes "Oh, "+strcharinfo(0)+". Don't be sad.";
  621. mes "Even though we didn't win, we did our best.";
  622. mes "This is a Royal gift from Croix, and please don't forget this battle. We will win the next one.";
  623. close2;
  624. getitem 7829,.@medal_gap; //BF_Badge2
  625. }
  626. }
  627. else {
  628. set .@your_medal,countitem(7829);
  629. set .@medal_gap,500 - .@your_medal;
  630. if (.@medal_gap > 8) {
  631. mes "[Swandery]";
  632. mes "Blessed Croix!";
  633. mes "Let's enjoy our glorious victory!";
  634. mes ""+strcharinfo(0)+", it's a sign reflecting victory.";
  635. close2;
  636. getitem 7829,9; //BF_Badge2
  637. }
  638. else {
  639. mes "[Swandery]";
  640. mes "Blessed Croix!";
  641. mes "Let's enjoy our glorious victory!";
  642. mes ""+strcharinfo(0)+", it's a sign reflecting victory.";
  643. close2;
  644. getitem 7829,.@medal_gap; //BF_Badge2
  645. }
  646. }
  647. }
  648. else {
  649. mes "[Swandery]";
  650. mes "Why do you come here as a Guillaume? You will be sent to where you should be!";
  651. close;
  652. }
  653. bg_leave;
  654. warp "bat_room",154,150;
  655. end;
  656. OnInit:
  657. disablenpc "Vintenar#bat_b02_bover";
  658. end;
  659. }
  660. /*
  661. bat_b02,1,10,3 script Release all#b02 81,{
  662. input .@input,0,2000;
  663. if (.@input == 0) {
  664. mes "Cancelled.";
  665. close;
  666. }
  667. else if (.@input == 1854) {
  668. mes "May I help you?";
  669. next;
  670. switch(select("Release all.:Cancel.")) {
  671. case 1:
  672. mes "Bye.";
  673. close2;
  674. mapwarp "bat_b02","bat_room",154,150;
  675. end;
  676. case 2:
  677. mes "Cancelled.";
  678. close;
  679. }
  680. }
  681. }
  682. */