flavius02.txt 21 KB

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  1. //===== eAthena Script =======================================
  2. // BattleGround System - Flavius Second
  3. //===== By: ==================================================
  4. //= L0ne_W0lf
  5. //===== Current Version: =====================================
  6. //= 1.2
  7. //===== Compatible With: =====================================
  8. //= eAthena 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. //============================================================
  19. // Waiting Room NPCs
  20. //============================================================
  21. bat_room,142,227,4 script Lieutenant Huvas 418,{
  22. end;
  23. OnInit:
  24. waitingroom "Battle Station",10,"start#bat_b02::OnReadyCheck",1;
  25. end;
  26. OnEnterBG:
  27. set $@FlaviusBG2_id1, waitingroom2bg("bat_b02",10,290,"start#bat_b02::OnGuillaumeQuit","");
  28. end;
  29. }
  30. bat_room,142,204,0 script Lieutenant Yukon 414,{
  31. end;
  32. OnInit:
  33. waitingroom "Battle Station",10,"start#bat_b02::OnReadyCheck",1;
  34. end;
  35. OnEnterBG:
  36. set $@FlaviusBG2_id2, waitingroom2bg("bat_b02",390,10,"start#bat_b02::OnCroixQuit","");
  37. end;
  38. }
  39. bat_room,141,220,0 warp back_bgroomb02a 1,1,bat_room,154,150
  40. bat_room,141,211,0 warp back_bgroomb02b 1,1,bat_room,154,150
  41. bat_room,2,151,3 script #bat_b02_timer 844,{
  42. end;
  43. OnInit:
  44. OnEnable:
  45. initnpctimer;
  46. end;
  47. OnStop:
  48. stopnpctimer;
  49. end;
  50. OnTimer1000:
  51. stopnpctimer;
  52. initnpctimer;
  53. set .@chk_bat_a01,getmapusers("bat_b02");
  54. if (.@chk_bat_a01 < 1) {
  55. set $@FlaviusBG2, 0;
  56. if( $@FlaviusBG2_id1 ) { bg_destroy $@FlaviusBG2_id1; set $@FlaviusBG2_id1, 0; }
  57. if( $@FlaviusBG2_id2 ) { bg_destroy $@FlaviusBG2_id2; set $@FlaviusBG2_id2, 0; }
  58. donpcevent "start#bat_b02::OnReadyCheck";
  59. }
  60. end;
  61. }
  62. // Flavius Battleground Engine
  63. //============================================================
  64. bat_b02,15,15,3 script start#bat_b02 844,{
  65. OnInit:
  66. mapwarp "bat_b02","bat_room",154,150;
  67. end;
  68. OnReadyCheck:
  69. if( $@FlaviusBG2 )
  70. end;
  71. set .@Guillaume, getwaitingroomstate(0,"Lieutenant Huvas");
  72. set .@Croix, getwaitingroomstate(0,"Lieutenant Yukon");
  73. if( !.@Guillaume && !.@Croix ) {
  74. donpcevent "#bat_b02_timer::OnStop";
  75. end;
  76. }
  77. if( .@Guillaume < 10 || .@Croix < 10 )
  78. end;
  79. set $@FlaviusBG2, 1;
  80. set $@FlaviusBG2_Victory, 0;
  81. set $@Croix_ScoreBG2, 0;
  82. set $@Guill_ScoreBG2, 0;
  83. bg_updatescore "bat_b02",$@Guill_ScoreBG2,$@Croix_ScoreBG2;
  84. donpcevent "Lieutenant Huvas::OnEnterBG";
  85. donpcevent "Lieutenant Yukon::OnEnterBG";
  86. donpcevent "OBJ#bat_b02_a::Onkill";
  87. donpcevent "OBJ#bat_b02_a::OnEnable";
  88. donpcevent "OBJ#bat_b02_b::Onkill";
  89. donpcevent "OBJ#bat_b02_b::OnEnable";
  90. donpcevent "guardian#bat_b02_a::Onkill";
  91. donpcevent "guardian#bat_b02_b::Onkill";
  92. donpcevent "guardian#bat_b02_a::OnEnable";
  93. donpcevent "guardian#bat_b02_b::OnEnable";
  94. donpcevent "cell#bat_b02_a::Onred";
  95. donpcevent "cell#bat_b02_b::Onred";
  96. donpcevent "time#bat_b02::OnEnable";
  97. disablenpc "Guillaume Vintenar#b02_a";
  98. disablenpc "Croix Vintenar#b02_b";
  99. disablenpc "Vintenar#bat_b02_aover";
  100. disablenpc "Vintenar#bat_b02_bover";
  101. bg_warp $@FlaviusBG2_id1,"bat_b02",87,75;
  102. bg_warp $@FlaviusBG2_id2,"bat_b02",311,224;
  103. donpcevent "countdown#bat_b02::OnEnable";
  104. initnpctimer;
  105. end;
  106. OnReset:
  107. donpcevent "OBJ#bat_b02_a::Onkill";
  108. donpcevent "OBJ#bat_b02_a::OnEnable";
  109. donpcevent "OBJ#bat_b02_b::Onkill";
  110. donpcevent "OBJ#bat_b02_b::OnEnable";
  111. donpcevent "guardian#bat_b02_a::Onkill";
  112. donpcevent "guardian#bat_b02_b::Onkill";
  113. donpcevent "guardian#bat_b02_a::OnEnable";
  114. donpcevent "guardian#bat_b02_b::OnEnable";
  115. donpcevent "cell#bat_b02_a::Onred";
  116. donpcevent "cell#bat_b02_b::Onred";
  117. donpcevent "time#bat_b02::OnEnable";
  118. disablenpc "Guillaume Vintenar#b02_a";
  119. disablenpc "Croix Vintenar#b02_b";
  120. disablenpc "Vintenar#bat_b02_aover";
  121. disablenpc "Vintenar#bat_b02_bover";
  122. bg_warp $@FlaviusBG2_id1,"bat_b02",87,75;
  123. bg_warp $@FlaviusBG2_id2,"bat_b02",311,224;
  124. end;
  125. OnGuillaumeQuit:
  126. OnCroixQuit:
  127. bg_leave;
  128. end;
  129. OnTimer10000:
  130. stopnpctimer;
  131. donpcevent "#bat_b02_timer::OnEnable";
  132. end;
  133. }
  134. bat_b02,1,1,3 script OBJ#bat_b02_a 844,{
  135. OnEnable:
  136. bg_monster $@FlaviusBG2_id1,"bat_b02",61,150,"Pink Crystal",1915,"OBJ#bat_b02_a::OnMyMobDead";
  137. end;
  138. Onkill:
  139. killmonster "bat_b02","OBJ#bat_b02_a::OnMyMobDead";
  140. end;
  141. OnMyMobDead:
  142. if (mobcount("bat_b02","OBJ#bat_b02_a::OnMyMobDead") < 1) {
  143. mapannounce "bat_b02", "Guillaume's Crystal has been destroyed.",bc_map,"0xFFCE00";
  144. if ($@Croix_ScoreBG2 > 0) {
  145. set $@FlaviusBG2_Victory,2;
  146. set $@Croix_ScoreBG2,$@Croix_ScoreBG2+1;
  147. enablenpc "Guillaume Vintenar#b02_a";
  148. enablenpc "Croix Vintenar#b02_b";
  149. donpcevent "time#bat_b02::Onstop";
  150. }
  151. else {
  152. set $@Croix_ScoreBG2,1;
  153. donpcevent "time#bat_b02::OnEnable";
  154. donpcevent "start#bat_b02::onReset";
  155. }
  156. donpcevent "#bat_b02_timer::OnStop";
  157. bg_updatescore "bat_b02",$@Guill_ScoreBG2,$@Croix_ScoreBG2;
  158. bg_warp $@FlaviusBG2_id1,"bat_b02",10,290;
  159. bg_warp $@FlaviusBG2_id2,"bat_b02",390,10;
  160. donpcevent "#bat_b02_timer::OnEnable";
  161. }
  162. end;
  163. }
  164. bat_b02,1,2,3 script OBJ#bat_b02_b 844,{
  165. OnEnable:
  166. bg_monster $@FlaviusBG2_id2,"bat_b02",328,150,"Blue Crystal",1914,"OBJ#bat_b02_b::OnMyMobDead";
  167. end;
  168. Onkill:
  169. killmonster "bat_b02","OBJ#bat_b02_b::OnMyMobDead";
  170. end;
  171. OnMyMobDead:
  172. if (mobcount("bat_b02","OBJ#bat_b02_b::OnMyMobDead") < 1) {
  173. mapannounce "bat_b02", "Croix's Crystal has been destroyed.",bc_map,"0xFFCE00";
  174. if ($@Guill_ScoreBG2 > 0) {
  175. set $@FlaviusBG2_Victory,1;
  176. set $@Guill_ScoreBG2,$@Guill_ScoreBG2+1;
  177. enablenpc "Guillaume Vintenar#b02_a";
  178. enablenpc "Croix Vintenar#b02_b";
  179. donpcevent "time#bat_b02::Onstop";
  180. }
  181. else {
  182. set $@Guill_ScoreBG2,1;
  183. donpcevent "time#bat_b02::OnEnable";
  184. donpcevent "start#bat_b02::onReset";
  185. }
  186. donpcevent "#bat_b02_timer::OnStop";
  187. bg_updatescore "bat_b02",$@Guill_ScoreBG2,$@Croix_ScoreBG2;
  188. bg_warp $@FlaviusBG2_id1,"bat_b02",10,290;
  189. bg_warp $@FlaviusBG2_id2,"bat_b02",390,10;
  190. donpcevent "#bat_b02_timer::OnEnable";
  191. }
  192. end;
  193. }
  194. bat_b02,1,3,3 script guardian#bat_b02_a 844,{
  195. OnEnable:
  196. bg_monster $@FlaviusBG2_id1,"bat_b02",108,159,"Guillaume Camp Guardian",1949,"guardian#bat_b02_a::OnMyMobDead";
  197. bg_monster $@FlaviusBG2_id1,"bat_b02",108,141,"Guillaume Camp Guardian",1949,"guardian#bat_b02_a::OnMyMobDead";
  198. end;
  199. Onkill:
  200. killmonster "bat_b02","guardian#bat_b02_a::OnMyMobDead";
  201. end;
  202. OnMyMobDead:
  203. if (mobcount("bat_b02","guardian#bat_b02_a::OnMyMobDead") < 1) {
  204. donpcevent "cell#bat_b02_a::Ongreen";
  205. mapannounce "bat_b02", "The Guardian protecting Guillaume's Crystal has been slain.",bc_map,"0xFFCE00";
  206. }
  207. end;
  208. }
  209. bat_b02,1,3,3 script guardian#bat_b02_b 844,{
  210. OnEnable:
  211. bg_monster $@FlaviusBG2_id2,"bat_b02",307,160,"Croix Camp Guardian",1949,"guardian#bat_b02_b::OnMyMobDead";
  212. bg_monster $@FlaviusBG2_id2,"bat_b02",307,138,"Croix Camp Guardian",1949,"guardian#bat_b02_b::OnMyMobDead";
  213. end;
  214. Onkill:
  215. killmonster "bat_b02","guardian#bat_b02_b::OnMyMobDead";
  216. end;
  217. OnMyMobDead:
  218. if (mobcount("bat_b02","guardian#bat_b02_b::OnMyMobDead") < 1) {
  219. donpcevent "cell#bat_b02_b::Ongreen";
  220. mapannounce "bat_b02", "The Guardian protecting Croix's Crystal has been slain.",bc_map,"0xFFCE00";
  221. }
  222. end;
  223. }
  224. bat_b02,1,4,3 script cell#bat_b02_a 844,{
  225. Onred:
  226. setwall "bat_b02",60,149,2,6,0,"Guillaume_wall1-1";
  227. setwall "bat_b02",62,149,2,0,0,"Guillaume_wall1-2";
  228. setwall "bat_b02",62,151,2,2,0,"Guillaume_wall1-3";
  229. setwall "bat_b02",60,151,2,4,0,"Guillaume_wall1-4";
  230. end;
  231. Ongreen:
  232. delwall "Guillaume_wall1-1";
  233. delwall "Guillaume_wall1-2";
  234. delwall "Guillaume_wall1-3";
  235. delwall "Guillaume_wall1-4";
  236. end;
  237. }
  238. bat_b02,1,5,3 script cell#bat_b02_b 844,{
  239. Onred:
  240. setwall "bat_b02",327,149,2,6,0,"Croix_wall1-1";
  241. setwall "bat_b02",329,149,2,0,0,"Croix_wall1-2";
  242. setwall "bat_b02",329,151,2,2,0,"Croix_wall1-3";
  243. setwall "bat_b02",327,151,2,4,0,"Croix_wall1-4";
  244. end;
  245. Ongreen:
  246. delwall "Croix_wall1-1";
  247. delwall "Croix_wall1-2";
  248. delwall "Croix_wall1-3";
  249. delwall "Croix_wall1-4";
  250. end;
  251. }
  252. bat_b02,1,6,1 script time#bat_b02 844,{
  253. OnEnable:
  254. donpcevent "Battle Therapist#b02_a::OnEnable";
  255. donpcevent "Battle Therapist#b02_b::OnEnable";
  256. end;
  257. Onstop:
  258. donpcevent "Battle Therapist#b02_a::OnStop";
  259. donpcevent "Battle Therapist#b02_b::OnStop";
  260. end;
  261. }
  262. bat_b02,10,294,3 script Battle Therapist#b02_a 95,{
  263. specialeffect2 EF_HEAL;
  264. mes "[Battle Therapist]";
  265. mes "Just close your eyes,";
  266. mes "and take a deep breath.";
  267. mes "You can be free from pain.";
  268. close;
  269. OnTimer25000:
  270. specialeffect EF_SANCTUARY;
  271. enablenpc "bat_b02_rp1_a_warp";
  272. end;
  273. OnTimer26000:
  274. disablenpc "bat_b02_rp1_a_warp";
  275. end;
  276. OnTimer26500:
  277. stopnpctimer;
  278. donpcevent "Battle Therapist#b02_a::onEnable";
  279. end;
  280. OnEnable:
  281. initnpctimer;
  282. enablenpc "Battle Therapist#b02_a";
  283. end;
  284. Onstop:
  285. disablenpc "bat_b02_rp1_a_warp";
  286. disablenpc "Battle Therapist#b02_a";
  287. stopnpctimer;
  288. end;
  289. }
  290. bat_b02,10,290,0 script bat_b02_rp1_a_warp 45,10,10,{
  291. OnInit:
  292. disablenpc "bat_b02_rp1_a_warp";
  293. end;
  294. OnTouch:
  295. percentheal 100,100;
  296. warp "bat_b02",87,73;
  297. end;
  298. }
  299. bat_b02,389,14,3 script Battle Therapist#b02_b 95,{
  300. specialeffect2 EF_HEAL;
  301. mes "[Battle Therapist]";
  302. mes "Just close your eyes,";
  303. mes "and take a deep breath.";
  304. mes "You can be free from pain.";
  305. close;
  306. OnTimer25000:
  307. specialeffect EF_SANCTUARY;
  308. enablenpc "bat_b02_rp1_b_warp";
  309. end;
  310. OnTimer26000:
  311. disablenpc "bat_b02_rp1_b_warp";
  312. end;
  313. OnTimer26500:
  314. stopnpctimer;
  315. donpcevent "Battle Therapist#b02_b::OnEnable";
  316. end;
  317. OnEnable:
  318. initnpctimer;
  319. enablenpc "Battle Therapist#b02_b";
  320. end;
  321. Onstop:
  322. disablenpc "bat_b02_rp1_b_warp";
  323. disablenpc "Battle Therapist#b02_b";
  324. stopnpctimer;
  325. end;
  326. }
  327. bat_b02,389,10,0 script bat_b02_rp1_b_warp 45,9,9,{
  328. OnInit:
  329. disablenpc "bat_b02_rp1_a_warp";
  330. end;
  331. OnTouch:
  332. percentheal 100,100;
  333. warp "bat_b02",312,225;
  334. end;
  335. }
  336. bat_b02,87,76,0 script A_CODE#bat_b02 -1,5,5,{
  337. OnTouch:
  338. if (checkquest(2070) < 0)
  339. //setquest 2070;
  340. end;
  341. }
  342. bat_b02,312,224,0 script B_CODE#bat_b02 -1,5,5,{
  343. OnTouch:
  344. if (checkquest(2070) < 0)
  345. //setquest 2070;
  346. end;
  347. }
  348. bat_b02,10,294,3 script Guillaume Vintenar#b02_a 934,{
  349. if ($@FlaviusBG2_id1 == getcharid(4)) {
  350. if ($@FlaviusBG2_Victory == 1) {
  351. set .@your_medal,countitem(7829);
  352. set .@medal_gap,500 - .@your_medal;
  353. if (.@medal_gap > 8) {
  354. mes "[Axl Rose]";
  355. mes "Blessed Guillaume!";
  356. mes "Let's enjoy our glorious victory!";
  357. mes ""+strcharinfo(0)+", it's a sign reflecting victory.";
  358. close2;
  359. getitem 7829,9; //BF_Badge2
  360. }
  361. else {
  362. mes "[Axl Rose]";
  363. mes "Blessed Guillaume!";
  364. mes "Let's enjoy our glorious victory!";
  365. mes ""+strcharinfo(0)+", it's a sign reflecting victory.";
  366. close2;
  367. getitem 7829,.@medal_gap; //BF_Badge2
  368. }
  369. }
  370. else {
  371. set .@your_medal,countitem(7829);
  372. set .@medal_gap,500 - .@your_medal;
  373. if (.@medal_gap > 2) {
  374. mes "[Axl Rose]";
  375. mes "You lost, but you're dedicated to this battle.";
  376. mes "This is a reward for your great dedication by Guillaume Marollo!";
  377. mes "Just take this defeat as a lesson, next time you will definitely win.";
  378. close2;
  379. getitem 7829,3; //BF_Badge2
  380. }
  381. else {
  382. mes "[Axl Rose]";
  383. mes "You lost, but you're dedicated to this battle.";
  384. mes "This is a reward for your great dedication by Guillaume Marollo!";
  385. mes "Just take this defeat as a lesson, next time you will definitely win.";
  386. close2;
  387. getitem 7829,.@medal_gap; //BF_Badge2
  388. }
  389. }
  390. }
  391. bg_leave;
  392. warp "bat_room",154,150;
  393. end;
  394. OnInit:
  395. disablenpc "Guillaume Vintenar#b02_a";
  396. end;
  397. }
  398. bat_b02,389,14,3 script Croix Vintenar#b02_b 934,{
  399. if ($@FlaviusBG2_id2 == getcharid(4)) {
  400. if ($@FlaviusBG2_Victory == 2) {
  401. set .@your_medal,countitem(7829);
  402. set .@medal_gap,500 - .@your_medal;
  403. if (.@medal_gap > 8) {
  404. mes "[Swandery]";
  405. mes "Blessed Croix!";
  406. mes "Let's enjoy our glorious victory!";
  407. mes ""+strcharinfo(0)+", it's a sign reflecting victory.";
  408. close2;
  409. getitem 7829,9; //BF_Badge2
  410. }
  411. else {
  412. mes "[Swandery]";
  413. mes "Blessed Croix!";
  414. mes "Let's enjoy our glorious victory!";
  415. mes ""+strcharinfo(0)+", it's a sign reflecting victory.";
  416. close2;
  417. getitem 7829,.@medal_gap; //BF_Badge2
  418. }
  419. }
  420. else {
  421. set .@your_medal,countitem(7829);
  422. set .@medal_gap,500 - .@your_medal;
  423. if (.@medal_gap > 2) {
  424. mes "[Swandery]";
  425. mes "Oh, "+strcharinfo(0)+". Don't be sad.";
  426. mes "Even though we didn't win, we did our best.";
  427. mes "This is a Royal gift from Croix, and please don't forget this battle. We will win the next one.";
  428. close2;
  429. getitem 7829,3; //BF_Badge2
  430. }
  431. else {
  432. mes "[Swandery]";
  433. mes "Oh, "+strcharinfo(0)+". Don't be sad.";
  434. mes "Even though we didn't win, we did our best.";
  435. mes "This is a Royal gift from Croix, and please don't forget this battle. We will win the next one.";
  436. close2;
  437. getitem 7829,.@medal_gap; //BF_Badge2
  438. }
  439. }
  440. }
  441. bg_leave;
  442. warp "bat_room",154,150;
  443. end;
  444. OnInit:
  445. disablenpc "Croix Vintenar#b02_b";
  446. end;
  447. }
  448. bat_b02,1,5,3 script countdown#bat_b02 844,{
  449. OnInit:
  450. stopnpctimer;
  451. end;
  452. OnEnable:
  453. stopnpctimer;
  454. initnpctimer;
  455. end;
  456. Onstop:
  457. stopnpctimer;
  458. end;
  459. OnTimer7000:
  460. mapannounce "bat_b02", "Guillaume Vintenar Axl Rose : Let's attack to destroy that Crystal!",bc_map,"0xFF9900";
  461. end;
  462. OnTimer8000:
  463. 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";
  464. end;
  465. OnTimer1800000:
  466. mapannounce "bat_b02", "Marollo VII : Guillaume Marollo, Croix Marollo! And their followers!",bc_map,"0x99CC00";
  467. end;
  468. OnTimer1803000:
  469. mapannounce "bat_b02", "Marollo VII : Both camps are competitive, so it's hard to judge which team is superior.",bc_map,"0x99CC00";
  470. end;
  471. OnTimer1808000:
  472. 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";
  473. end;
  474. OnTimer1822000:
  475. mapannounce "bat_b02", "Marollo VII : If you can't accept the results, try again in another valley battle!",bc_map,"0x99CC00";
  476. end;
  477. OnTimer1825000:
  478. mapannounce "bat_b02", "Axl Rose, Swandery : Yes, sir.",bc_map,"0x99CC00";
  479. end;
  480. OnTimer1830000:
  481. donpcevent "time#bat_b02::Onstop";
  482. bg_warp $@FlaviusBG2_id1,"bat_b02",10,290;
  483. bg_warp $@FlaviusBG2_id2,"bat_b02",390,10;
  484. enablenpc "Vintenar#bat_b02_aover";
  485. enablenpc "Vintenar#bat_b02_bover";
  486. end;
  487. OnTimer1900000:
  488. mapwarp "bat_b02","bat_room",154,150;
  489. donpcevent "countdown#bat_b02::Onstop";
  490. end;
  491. }
  492. bat_b02,81,83,3 script Guillaume Camp#flag32 973,{ end; }
  493. bat_b02,94,83,3 script Guillaume Camp#flag33 973,{ end; }
  494. bat_b02,81,66,3 script Guillaume Camp#flag34 973,{ end; }
  495. bat_b02,94,66,3 script Guillaume Camp#flag35 973,{ end; }
  496. bat_b02,139,142,3 script Guillaume Camp#flag36 973,{ end; }
  497. bat_b02,139,158,3 script Guillaume Camp#flag37 973,{ end; }
  498. bat_b02,110,161,3 script Guillaume Camp#flag38 973,{ end; }
  499. bat_b02,110,137,3 script Guillaume Camp#flag39 973,{ end; }
  500. bat_b02,63,135,3 script Guillaume Camp#flag40 973,{ end; }
  501. bat_b02,63,165,3 script Guillaume Camp#flag41 973,{ end; }
  502. bat_b02,10,296,3 script Guillaume Camp#flag42 973,{ end; }
  503. bat_b02,306,233,3 script Croix Camp#flag32 974,{ end; }
  504. bat_b02,317,233,3 script Croix Camp#flag33 974,{ end; }
  505. bat_b02,306,216,3 script Croix Camp#flag34 974,{ end; }
  506. bat_b02,317,216,3 script Croix Camp#flag35 974,{ end; }
  507. bat_b02,257,158,3 script Croix Camp#flag36 974,{ end; }
  508. bat_b02,257,141,3 script Croix Camp#flag37 974,{ end; }
  509. bat_b02,297,164,3 script Croix Camp#flag38 974,{ end; }
  510. bat_b02,297,136,3 script Croix Camp#flag39 974,{ end; }
  511. bat_b02,336,161,3 script Croix Camp#flag40 974,{ end; }
  512. bat_b02,336,139,3 script Croix Camp#flag41 974,{ end; }
  513. bat_b02,389,16,3 script Croix Camp#flag42 974,{ end; }
  514. bat_b02,10,294,3 script Vintenar#bat_b02_aover 419,{
  515. set .@A_B_gap,$@Guill_ScoreBG2 - $@Croix_ScoreBG2;
  516. if ($@FlaviusBG2_id1 == getcharid(4)) {
  517. if (.@A_B_gap > 0) {
  518. set .@your_medal,countitem(7829);
  519. set .@medal_gap,500 - .@your_medal;
  520. if (.@medal_gap > 8) {
  521. mes "[Axl Rose]";
  522. mes "Blessed Guillaume!";
  523. mes "Let's enjoy our glorious victory!";
  524. mes ""+strcharinfo(0)+", it's a sign reflecting victory.";
  525. close2;
  526. getitem 7829,9; //BF_Badge2
  527. }
  528. else {
  529. mes "[Axl Rose]";
  530. mes "Blessed Guillaume!";
  531. mes "Let's enjoy our glorious victory!";
  532. mes ""+strcharinfo(0)+", it's a sign reflecting victory.";
  533. close2;
  534. getitem 7829,.@medal_gap; //BF_Badge2
  535. }
  536. }
  537. else if (.@A_B_gap == 0) {
  538. set .@your_medal,countitem(7829);
  539. set .@medal_gap,500 - .@your_medal;
  540. if (.@medal_gap > 2) {
  541. mes "[Axl Rose]";
  542. mes "You lost, but you're dedicated to this battle.";
  543. mes "This is a reward for your great dedication by Guillaume Marollo!";
  544. mes "Just take this defeat as a lesson, next time you will definitely win.";
  545. close2;
  546. getitem 7829,3; //BF_Badge2
  547. }
  548. else {
  549. mes "[Axl Rose]";
  550. mes "You lost, but you're dedicated to this battle.";
  551. mes "This is a reward for your great dedication by Guillaume Marollo!";
  552. mes "Just take this defeat as a lesson, next time you will definitely win.";
  553. close2;
  554. getitem 7829,.@medal_gap; //BF_Badge2
  555. }
  556. }
  557. else {
  558. set .@your_medal,countitem(7829);
  559. set .@medal_gap,500 - .@your_medal;
  560. if (.@medal_gap > 2) {
  561. mes "[Axl Rose]";
  562. mes "You lost, but you're dedicated to this battle.";
  563. mes "This is a reward for your great dedication by Guillaume Marollo!";
  564. mes "Just take this defeat as a lesson, next time you will definitely win.";
  565. close2;
  566. getitem 7829,3; //BF_Badge2
  567. }
  568. else {
  569. mes "[Axl Rose]";
  570. mes "You lost, but you're dedicated to this battle.";
  571. mes "This is a reward for your great dedication by Guillaume Marollo!";
  572. mes "Just take this defeat as a lesson, next time you will definitely win.";
  573. close2;
  574. getitem 7829,.@medal_gap; //BF_Badge2
  575. }
  576. }
  577. }
  578. else {
  579. mes "[Axl Rose]";
  580. mes "Why are you here, Croix mercenary? I am definitely sure of victory against foolish Croix such as you. Ha!";
  581. close;
  582. }
  583. bg_leave;
  584. warp "bat_room",154,150;
  585. end;
  586. OnInit:
  587. disablenpc "Vintenar#bat_b02_aover";
  588. end;
  589. }
  590. bat_b02,389,14,3 script Vintenar#bat_b02_bover 415,{
  591. set .@A_B_gap,$@Guill_ScoreBG2 - $@Croix_ScoreBG2;
  592. if ($@FlaviusBG2_id2 == getcharid(4)) {
  593. if (.@A_B_gap > 0) {
  594. set .@your_medal,countitem(7829);
  595. set .@medal_gap,500 - .@your_medal;
  596. if (.@medal_gap > 2) {
  597. mes "[Swandery]";
  598. mes "Oh, "+strcharinfo(0)+". Don't be sad.";
  599. mes "Even though we didn't win, we did our best.";
  600. mes "This is a Royal gift from Croix, and please don't forget this battle. We will win the next one.";
  601. close2;
  602. getitem 7829,3; //BF_Badge2
  603. }
  604. else {
  605. mes "[Swandery]";
  606. mes "Oh, "+strcharinfo(0)+". Don't be sad.";
  607. mes "Even though we didn't win, we did our best.";
  608. mes "This is a Royal gift from Croix, and please don't forget this battle. We will win the next one.";
  609. close2;
  610. getitem 7829,.@medal_gap; //BF_Badge2
  611. }
  612. }
  613. else if (.@A_B_gap == 0) {
  614. set .@your_medal,countitem(7829);
  615. set .@medal_gap,500 - .@your_medal;
  616. if (.@medal_gap > 2) {
  617. mes "[Swandery]";
  618. mes "Oh, "+strcharinfo(0)+". Don't be sad.";
  619. mes "Even though we didn't win, we did our best.";
  620. mes "This is a Royal gift from Croix, and please don't forget this battle. We will win the next one.";
  621. close2;
  622. getitem 7829,3; //BF_Badge2
  623. }
  624. else {
  625. mes "[Swandery]";
  626. mes "Oh, "+strcharinfo(0)+". Don't be sad.";
  627. mes "Even though we didn't win, we did our best.";
  628. mes "This is a Royal gift from Croix, and please don't forget this battle. We will win the next one.";
  629. close2;
  630. getitem 7829,.@medal_gap; //BF_Badge2
  631. }
  632. }
  633. else {
  634. set .@your_medal,countitem(7829);
  635. set .@medal_gap,500 - .@your_medal;
  636. if (.@medal_gap > 8) {
  637. mes "[Swandery]";
  638. mes "Blessed Croix!";
  639. mes "Let's enjoy our glorious victory!";
  640. mes ""+strcharinfo(0)+", it's a sign reflecting victory.";
  641. close2;
  642. getitem 7829,9; //BF_Badge2
  643. }
  644. else {
  645. mes "[Swandery]";
  646. mes "Blessed Croix!";
  647. mes "Let's enjoy our glorious victory!";
  648. mes ""+strcharinfo(0)+", it's a sign reflecting victory.";
  649. close2;
  650. getitem 7829,.@medal_gap; //BF_Badge2
  651. }
  652. }
  653. }
  654. else {
  655. mes "[Swandery]";
  656. mes "Why do you come here as a Guillaume? You will be sent to where you should be!";
  657. close;
  658. }
  659. bg_leave;
  660. warp "bat_room",154,150;
  661. end;
  662. OnInit:
  663. disablenpc "Vintenar#bat_b02_bover";
  664. end;
  665. }
  666. /*
  667. bat_b02,1,10,3 script Release all#b02 81,{
  668. input .@input,0,2000;
  669. if (.@input == 0) {
  670. mes "Cancelled.";
  671. close;
  672. }
  673. else if (.@input == 1854) {
  674. mes "May I help you?";
  675. next;
  676. switch(select("Release all.:Cancel.")) {
  677. case 1:
  678. mes "Bye.";
  679. close2;
  680. mapwarp "bat_b02","bat_room",154,150;
  681. end;
  682. case 2:
  683. mes "Cancelled.";
  684. close;
  685. }
  686. }
  687. }
  688. */