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path: root/npc/battleground/flavius/flavius01.txt
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//================= Hercules Script =======================================
//=       _   _                     _
//=      | | | |                   | |
//=      | |_| | ___ _ __ ___ _   _| | ___  ___
//=      |  _  |/ _ \ '__/ __| | | | |/ _ \/ __|
//=      | | | |  __/ | | (__| |_| | |  __/\__ \
//=      \_| |_/\___|_|  \___|\__,_|_|\___||___/
//================= License ===============================================
//= This file is part of Hercules.
//= http://herc.ws - http://github.com/HerculesWS/Hercules
//=
//= Copyright (C) 2012-2016  Hercules Dev Team
//= Copyright (C)  Euphy
//= Copyright (C)  Kisuka
//= Copyright (C)  L0ne_W0lf
//=
//= Hercules is free software: you can redistribute it and/or modify
//= it under the terms of the GNU General Public License as published by
//= the Free Software Foundation, either version 3 of the License, or
//= (at your option) any later version.
//=
//= This program is distributed in the hope that it will be useful,
//= but WITHOUT ANY WARRANTY; without even the implied warranty of
//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
//= GNU General Public License for more details.
//=
//= You should have received a copy of the GNU General Public License
//= along with this program.  If not, see <http://www.gnu.org/licenses/>.
//=========================================================================
// BattleGround System - Flavius
//================= Description ===========================================
//= Flavius Battleground.
//= - Winning Team: 9 badges
//= - Losing Team: 3 badge
//================= Current Version =======================================
//= 1.5
//=========================================================================

//== Waiting Room NPCs =====================================
bat_room,86,227,4	script	Lieutenant Ator	4_M_KY_KNT,{
	end;
OnInit:
	waitingroom(_("Battle Station"), 11, "start#bat_b01::OnReadyCheck", 1, 0, 80);
	end;
OnEnterBG:
	$@FlaviusBG1_id1 = waitingroom2bg("bat_b01",10,290,"start#bat_b01::OnGuillaumeQuit","");
	end;
}

bat_room,85,204,0	script	Lieutenant Thelokus	4_M_CRU_KNT,{
	end;
OnInit:
	waitingroom(_("Battle Station"), 11, "start#bat_b01::OnReadyCheck", 1, 0, 80);
	end;
OnEnterBG:
	$@FlaviusBG1_id2 = waitingroom2bg("bat_b01",390,10,"start#bat_b01::OnCroixQuit","");
	end;
}

bat_room,85,220,0	warp	back_bgroomb01a	1,1,bat_room,154,150
bat_room,85,211,0	warp	back_bgroomb01b	1,1,bat_room,154,150

bat_room,2,151,3	script	#bat_b01_timer	CLEAR_NPC,{
	end;

OnInit:
OnEnable:
	initnpctimer;
	end;

OnStop:
	stopnpctimer;
	end;

OnTimer1000:
	stopnpctimer;
	initnpctimer;
	.@chk_bat_a01 = getmapusers("bat_b01");
	if (.@chk_bat_a01 < 1) {
		$@FlaviusBG1 = 0;
		if( $@FlaviusBG1_id1 ) { bg_destroy $@FlaviusBG1_id1; $@FlaviusBG1_id1 = 0; }
		if( $@FlaviusBG1_id2 ) { bg_destroy $@FlaviusBG1_id2; $@FlaviusBG1_id2 = 0; }
		donpcevent "start#bat_b01::OnReadyCheck";
	}
	end;
}

//== Flavius Battleground Engine ===========================
bat_b01,15,15,3	script	start#bat_b01	CLEAR_NPC,{
OnInit:
	mapwarp "bat_b01","bat_room",154,150;
	end;

OnReadyCheck:
	if( $@FlaviusBG1 )
		end;
	.@Guillaume = getwaitingroomstate(0,"Lieutenant Ator");
	.@Croix = getwaitingroomstate(0,"Lieutenant Thelokus");
	if( !.@Guillaume && !.@Croix ) {
		donpcevent "#bat_b01_timer::OnStop";
		end;
	}
	if( .@Guillaume < 10 || .@Croix < 10 )
		end;
	$@FlaviusBG1 = 1;
	$@FlaviusBG1_Victory = 0;
	$@Croix_ScoreBG1 = 0;
	$@Guill_ScoreBG1 = 0;
	bg_updatescore "bat_b01",$@Guill_ScoreBG1,$@Croix_ScoreBG1;

	donpcevent "Lieutenant Ator::OnEnterBG";
	donpcevent "Lieutenant Thelokus::OnEnterBG";
	donpcevent "OBJ#bat_b01_a::OnKill";
	donpcevent "OBJ#bat_b01_a::OnEnable";
	donpcevent "OBJ#bat_b01_b::OnKill";
	donpcevent "OBJ#bat_b01_b::OnEnable";
	donpcevent "guardian#bat_b01_a::OnKill";
	donpcevent "guardian#bat_b01_b::OnKill";
	donpcevent "guardian#bat_b01_a::OnEnable";
	donpcevent "guardian#bat_b01_b::OnEnable";
	donpcevent "cell#bat_b01_a::OnRed";
	donpcevent "cell#bat_b01_b::OnRed";
	donpcevent "time#bat_b01::OnEnable";
	disablenpc "Guillaume Vintenar#b01_a";
	disablenpc "Croix Vintenar#b01_b";
	disablenpc "Vintenar#bat_b01_aover";
	disablenpc "Vintenar#bat_b01_bover";
	bg_warp $@FlaviusBG1_id1,"bat_b01",87,75;
	bg_warp $@FlaviusBG1_id2,"bat_b01",311,224;
	donpcevent "countdown#bat_b01::OnEnable";
	initnpctimer;
	end;

OnReset:
	donpcevent "OBJ#bat_b01_a::OnKill";
	donpcevent "OBJ#bat_b01_a::OnEnable";
	donpcevent "OBJ#bat_b01_b::OnKill";
	donpcevent "OBJ#bat_b01_b::OnEnable";
	donpcevent "guardian#bat_b01_a::OnKill";
	donpcevent "guardian#bat_b01_b::OnKill";
	donpcevent "guardian#bat_b01_a::OnEnable";
	donpcevent "guardian#bat_b01_b::OnEnable";
	donpcevent "cell#bat_b01_a::OnRed";
	donpcevent "cell#bat_b01_b::OnRed";
	donpcevent "time#bat_b01::OnEnable";
	disablenpc "Guillaume Vintenar#b01_a";
	disablenpc "Croix Vintenar#b01_b";
	disablenpc "Vintenar#bat_b01_aover";
	disablenpc "Vintenar#bat_b01_bover";
	bg_warp $@FlaviusBG1_id1,"bat_b01",87,75;
	bg_warp $@FlaviusBG1_id2,"bat_b01",311,224;
	end;

OnGuillaumeQuit:
OnCroixQuit:
	bg_leave;
	end;

OnTimer10000:
	stopnpctimer;
	donpcevent "#bat_b01_timer::OnEnable";
	end;
}

bat_b01,1,1,3	script	OBJ#bat_b01_a	CLEAR_NPC,{
OnEnable:
	bg_monster $@FlaviusBG1_id1,"bat_b01",61,150,"Pink Crystal",1915,"OBJ#bat_b01_a::OnMyMobDead";
	end;

OnKill:
	killmonster "bat_b01","OBJ#bat_b01_a::OnMyMobDead";
	end;

OnMyMobDead:
	if (mobcount("bat_b01","OBJ#bat_b01_a::OnMyMobDead") < 1) {
		mapannounce("bat_b01", _("Guillaume's Crystal has been destroyed."), bc_map, "0xFFCE00");
		if ($@Croix_ScoreBG1 > 0) {
			$@FlaviusBG1_Victory = 2;
			++$@Croix_ScoreBG1;
			enablenpc "Guillaume Vintenar#b01_a";
			enablenpc "Croix Vintenar#b01_b";
			donpcevent "time#bat_b01::OnStop";
		}
		else {
			$@Croix_ScoreBG1 = 1;
			donpcevent "time#bat_b01::OnEnable";
			donpcevent "start#bat_b01::OnReset";
		}
		donpcevent "#bat_b01_timer::OnStop";
		bg_updatescore "bat_b01",$@Guill_ScoreBG1,$@Croix_ScoreBG1;
		bg_warp $@FlaviusBG1_id1,"bat_b01",10,290;
		bg_warp $@FlaviusBG1_id2,"bat_b01",390,10;
		donpcevent "#bat_b01_timer::OnEnable";
	}
	end;
}

bat_b01,1,2,3	script	OBJ#bat_b01_b	CLEAR_NPC,{
OnEnable:
	bg_monster($@FlaviusBG1_id2, "bat_b01", 328, 150, _("Blue Crystal"), 1914, "OBJ#bat_b01_b::OnMyMobDead");
	end;

OnKill:
	killmonster "bat_b01","OBJ#bat_b01_b::OnMyMobDead";
	end;

OnMyMobDead:
	if (mobcount("bat_b01","OBJ#bat_b01_b::OnMyMobDead") < 1) {
		mapannounce("bat_b01", _("Croix's Crystal has been destroyed."), bc_map, "0xFFCE00");
		if ($@Guill_ScoreBG1 > 0) {
			$@FlaviusBG1_Victory = 1;
			++$@Guill_ScoreBG1;
			enablenpc "Guillaume Vintenar#b01_a";
			enablenpc "Croix Vintenar#b01_b";
			donpcevent "time#bat_b01::OnStop";
		}
		else {
			$@Guill_ScoreBG1 = 1;
			donpcevent "time#bat_b01::OnEnable";
			donpcevent "start#bat_b01::OnReset";
		}
		donpcevent "#bat_b01_timer::OnStop";
		bg_updatescore "bat_b01",$@Guill_ScoreBG1,$@Croix_ScoreBG1;
		bg_warp $@FlaviusBG1_id1,"bat_b01",10,290;
		bg_warp $@FlaviusBG1_id2,"bat_b01",390,10;
		donpcevent "#bat_b01_timer::OnEnable";
	}
	end;
}

bat_b01,1,3,3	script	guardian#bat_b01_a	CLEAR_NPC,{
OnEnable:
	bg_monster($@FlaviusBG1_id1, "bat_b01", 108, 159, _("Guillaume Camp Guardian"), 1949, "guardian#bat_b01_a::OnMyMobDead");
	bg_monster($@FlaviusBG1_id1, "bat_b01", 108, 141, _("Guillaume Camp Guardian"), 1949, "guardian#bat_b01_a::OnMyMobDead");
	end;

OnKill:
	killmonster "bat_b01","guardian#bat_b01_a::OnMyMobDead";
	end;

OnMyMobDead:
	if (mobcount("bat_b01","guardian#bat_b01_a::OnMyMobDead") < 1) {
		donpcevent "cell#bat_b01_a::OnGreen";
		mapannounce("bat_b01", _("The Guardian protecting Guillaume's Crystal has been slain."), bc_map, "0xFFCE00");
	}
	end;
}

bat_b01,1,3,3	script	guardian#bat_b01_b	CLEAR_NPC,{
OnEnable:
	bg_monster($@FlaviusBG1_id2, "bat_b01", 307, 160, _("Croix Camp Guardian"), 1949, "guardian#bat_b01_b::OnMyMobDead");
	bg_monster($@FlaviusBG1_id2, "bat_b01", 307, 138, _("Croix Camp Guardian"), 1949, "guardian#bat_b01_b::OnMyMobDead");
	end;

OnKill:
	killmonster "bat_b01","guardian#bat_b01_b::OnMyMobDead";
	end;

OnMyMobDead:
	if (mobcount("bat_b01","guardian#bat_b01_b::OnMyMobDead") < 1) {
		donpcevent "cell#bat_b01_b::OnGreen";
		mapannounce("bat_b01", _("The Guardian protecting Croix's Crystal has been slain."), bc_map, "0xFFCE00");
	}
	end;
}

bat_b01,1,4,3	script	cell#bat_b01_a	CLEAR_NPC,{
OnRed:
	setcell "bat_b01",62,149,60,151,cell_basilica,1;
	setcell "bat_b01",62,149,60,151,cell_walkable,0;
	end;

OnGreen:
	setcell "bat_b01",62,149,60,151,cell_basilica,0;
	setcell "bat_b01",62,149,60,151,cell_walkable,1;
	end;
}

bat_b01,1,5,3	script	cell#bat_b01_b	CLEAR_NPC,{
OnRed:
	setcell "bat_b01",327,151,329,149,cell_basilica,1;
	setcell "bat_b01",327,151,329,149,cell_walkable,0;
	end;

OnGreen:
	setcell "bat_b01",327,151,329,149,cell_basilica,0;
	setcell "bat_b01",327,151,329,149,cell_walkable,1;
	end;
}

bat_b01,1,6,1	script	time#bat_b01	CLEAR_NPC,{
OnEnable:
	donpcevent "Battle Therapist#b01_a::OnEnable";
	donpcevent "Battle Therapist#b01_b::OnEnable";
	end;

OnStop:
	donpcevent "Battle Therapist#b01_a::OnStop";
	donpcevent "Battle Therapist#b01_b::OnStop";
	end;
}

bat_b01,10,294,3	script	Battle Therapist#b01_a	4_F_SISTER,{
	specialeffect2 EF_HEAL;
	mes("[Battle Therapist]");
	mes("Just close your eyes,\r"
		"and take a deep breath.");
	mes("You can be free from pain.");
	close;

OnTimer25000:
	specialeffect EF_SANCTUARY;
	enablenpc "bat_b01_rp1_a_warp";
	end;

OnTimer26000:
	disablenpc "bat_b01_rp1_a_warp";
	end;

OnTimer26500:
	stopnpctimer;
	donpcevent "Battle Therapist#b01_a::OnEnable";
	end;

OnEnable:
	initnpctimer;
	enablenpc "Battle Therapist#b01_a";
	end;

OnStop:
	disablenpc "bat_b01_rp1_a_warp";
	disablenpc "Battle Therapist#b01_a";
	stopnpctimer;
	end;
}

bat_b01,10,290,0	script	bat_b01_rp1_a_warp	WARPNPC,10,10,{
OnInit:
	disablenpc "bat_b01_rp1_a_warp";
	end;

OnTouch:
	percentheal 100,100;
	warp "bat_b01",87,73;
	end;
}

bat_b01,389,14,3	script	Battle Therapist#b01_b	4_F_SISTER,{
	specialeffect2 EF_HEAL;
	mes("[Battle Therapist]");
	mes("Just close your eyes,\r"
		"and take a deep breath.");
	mes("You can be free from pain.");
	close;

OnTimer25000:
	specialeffect EF_SANCTUARY;
	enablenpc "bat_b01_rp1_b_warp";
	end;

OnTimer26000:
	disablenpc "bat_b01_rp1_b_warp";
	end;

OnTimer26500:
	stopnpctimer;
	donpcevent "Battle Therapist#b01_b::OnEnable";
	end;

OnEnable:
	initnpctimer;
	enablenpc "Battle Therapist#b01_b";
	end;

OnStop:
	disablenpc "bat_b01_rp1_b_warp";
	disablenpc "Battle Therapist#b01_b";
	stopnpctimer;
	end;
}

bat_b01,389,10,0	script	bat_b01_rp1_b_warp	WARPNPC,9,9,{
OnInit:
	disablenpc "bat_b01_rp1_a_warp";
	end;

OnTouch:
	percentheal 100,100;
	warp "bat_b01",312,225;
	end;
}

bat_b01,87,76,0	script	A_CODE#bat_b01	FAKE_NPC,5,5,{
OnTouch:
	if (!questprogress(2070))
		setquest 2070;
	end;
}

bat_b01,312,224,0	script	B_CODE#bat_b01	FAKE_NPC,5,5,{
OnTouch:
	if (!questprogress(2070))
		setquest 2070;
	end;
}

bat_b01,10,294,3	script	Guillaume Vintenar#b01_a	4_M_RASWORD,{
	if ($@FlaviusBG1_id1 == getcharid(4)) {
		if ($@FlaviusBG1_Victory == 1) {
			.@your_medal = countitem(BF_Badge2);
			.@medal_gap = 500 - .@your_medal;
			if (.@medal_gap > 8) {
				mes("[Axl Rose]");
				mes("Blessed Guillaume!");
				mes("Let's enjoy our glorious victory!");
				mesf("%s, it's a sign reflecting victory.", strcharinfo(PC_NAME));
				close2;
				getitem BF_Badge2,9;
			}
			else {
				mes("[Axl Rose]");
				mes("Blessed Guillaume!");
				mes("Let's enjoy our glorious victory!");
				mesf("%s, it's a sign reflecting victory.", strcharinfo(PC_NAME));
				close2;
				getitem BF_Badge2,.@medal_gap;
			}
		}
		else {
			.@your_medal = countitem(BF_Badge2);
			.@medal_gap = 500 - .@your_medal;
			if (.@medal_gap > 2) {
				mes("[Axl Rose]");
				mes("You lost, but you're dedicated to this battle.");
				mes("This is a reward for your great dedication by Guillaume Marollo!");
				mes("Just take this defeat as a lesson, next time you will definitely win.");
				close2;
				getitem BF_Badge2,3;
			}
			else {
				mes("[Axl Rose]");
				mes("You lost, but you're dedicated to this battle.");
				mes("This is a reward for your great dedication by Guillaume Marollo!");
				mes("Just take this defeat as a lesson, next time you will definitely win.");
				close2;
				getitem BF_Badge2,.@medal_gap;
			}
		}
	}
	bg_leave;
	warp "bat_room",154,150;
	end;

OnInit:
	disablenpc "Guillaume Vintenar#b01_a";
	end;
}

bat_b01,389,14,3	script	Croix Vintenar#b01_b	4_M_RASWORD,{
	if ($@FlaviusBG1_id2 == getcharid(4)) {
		if ($@FlaviusBG1_Victory == 2) {
			.@your_medal = countitem(BF_Badge2);
			.@medal_gap = 500 - .@your_medal;
			if (.@medal_gap > 8) {
				mes("[Swandery]");
				mes("Blessed Croix!");
				mes("Let's enjoy our glorious victory!");
				mesf("%s, it's a sign reflecting victory.", strcharinfo(PC_NAME));
				close2;
				getitem BF_Badge2,9;
			}
			else {
				mes("[Swandery]");
				mes("Blessed Croix!");
				mes("Let's enjoy our glorious victory!");
				mesf("%s, it's a sign reflecting victory.", strcharinfo(PC_NAME));
				close2;
				getitem BF_Badge2,.@medal_gap;
			}
		}
		else {
			.@your_medal = countitem(BF_Badge2);
			.@medal_gap = 500 - .@your_medal;
			if (.@medal_gap > 2) {
				mes("[Swandery]");
				mesf("Oh, %s. Don't be sad.", strcharinfo(PC_NAME));
				mes("Even though we didn't win, we did our best.");
				mes("This is a Royal gift from Croix, and please don't forget this battle. We will win the next one.");
				close2;
				getitem BF_Badge2,3;
			}
			else {
				mes("[Swandery]");
				mesf("Oh, %s. Don't be sad.", strcharinfo(PC_NAME));
				mes("Even though we didn't win, we did our best.");
				mes("This is a Royal gift from Croix, and please don't forget this battle. We will win the next one.");
				close2;
				getitem BF_Badge2,.@medal_gap;
			}
		}
	}
	bg_leave;
	warp "bat_room",154,150;
	end;

OnInit:
	disablenpc "Croix Vintenar#b01_b";
	end;
}

bat_b01,1,5,3	script	countdown#bat_b01	CLEAR_NPC,{
OnInit:
	stopnpctimer;
	end;

OnEnable:
	stopnpctimer;
	initnpctimer;
	end;

OnStop:
	stopnpctimer;
	end;

OnTimer7000:
	mapannounce("bat_b01", _("Guillaume Vintenar Axl Rose : Let's attack to destroy that Crystal!"), bc_map, "0xFF9900");
	end;

OnTimer8000:
	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");
	end;

OnTimer1800000:
	mapannounce("bat_b01", _("Marollo VII : Guillaume Marollo, Croix Marollo! And their followers!"), bc_map, "0x99CC00");
	end;

OnTimer1803000:
	mapannounce("bat_b01", _("Marollo VII : Both camps are competitive, so it's hard to judge which team is superior."), bc_map, "0x99CC00");
	end;

OnTimer1808000:
	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");
	end;

OnTimer1822000:
	mapannounce("bat_b01", _("Marollo VII : If you can't accept the results, try again in another valley battle!"), bc_map, "0x99CC00");
	end;

OnTimer1825000:
	mapannounce("bat_b01", _("Axl Rose, Swandery : Yes, sir."), bc_map, "0x99CC00");
	end;

OnTimer1830000:
	donpcevent "time#bat_b01::OnStop";
	bg_warp $@FlaviusBG1_id1,"bat_b01",10,290;
	bg_warp $@FlaviusBG1_id2,"bat_b01",390,10;
	enablenpc "Vintenar#bat_b01_aover";
	enablenpc "Vintenar#bat_b01_bover";
	end;

OnTimer1900000:
	mapwarp "bat_b01","bat_room",154,150;
	donpcevent "countdown#bat_b01::OnStop";
	end;
}

bat_b01,81,83,3	script	Guillaume Camp#flag21	1_FLAG_LION,{ end; }
bat_b01,94,83,3	script	Guillaume Camp#flag22	1_FLAG_LION,{ end; }
bat_b01,81,66,3	script	Guillaume Camp#flag23	1_FLAG_LION,{ end; }
bat_b01,94,66,3	script	Guillaume Camp#flag24	1_FLAG_LION,{ end; }
bat_b01,139,142,3	script	Guillaume Camp#flag25	1_FLAG_LION,{ end; }
bat_b01,139,158,3	script	Guillaume Camp#flag26	1_FLAG_LION,{ end; }
bat_b01,110,161,3	script	Guillaume Camp#flag27	1_FLAG_LION,{ end; }
bat_b01,110,137,3	script	Guillaume Camp#flag28	1_FLAG_LION,{ end; }
bat_b01,63,135,3	script	Guillaume Camp#flag29	1_FLAG_LION,{ end; }
bat_b01,63,165,3	script	Guillaume Camp#flag30	1_FLAG_LION,{ end; }
bat_b01,10,296,3	script	Guillaume Camp#flag31	1_FLAG_LION,{ end; }

bat_b01,306,233,3	script	Croix Camp#flag21	1_FLAG_EAGLE,{ end; }
bat_b01,317,233,3	script	Croix Camp#flag22	1_FLAG_EAGLE,{ end; }
bat_b01,306,216,3	script	Croix Camp#flag23	1_FLAG_EAGLE,{ end; }
bat_b01,317,216,3	script	Croix Camp#flag24	1_FLAG_EAGLE,{ end; }
bat_b01,257,158,3	script	Croix Camp#flag25	1_FLAG_EAGLE,{ end; }
bat_b01,257,141,3	script	Croix Camp#flag26	1_FLAG_EAGLE,{ end; }
bat_b01,297,164,3	script	Croix Camp#flag27	1_FLAG_EAGLE,{ end; }
bat_b01,297,136,3	script	Croix Camp#flag28	1_FLAG_EAGLE,{ end; }
bat_b01,336,161,3	script	Croix Camp#flag29	1_FLAG_EAGLE,{ end; }
bat_b01,336,139,3	script	Croix Camp#flag30	1_FLAG_EAGLE,{ end; }
bat_b01,389,16,3	script	Croix Camp#flag31	1_FLAG_EAGLE,{ end; }

bat_b01,10,294,3	script	Vintenar#bat_b01_aover	4_M_KY_HEAD,{
	.@A_B_gap = $@Guill_ScoreBG1 - $@Croix_ScoreBG1;
	if ($@FlaviusBG1_id1 == getcharid(4)) {
		if (.@A_B_gap > 0) {
			.@your_medal = countitem(BF_Badge2);
			.@medal_gap = 500 - .@your_medal;
			if (.@medal_gap > 8) {
				mes("[Axl Rose]");
				mes("Blessed Guillaume!");
				mes("Let's enjoy our glorious victory!");
				mesf("%s, it's a sign reflecting victory.", strcharinfo(PC_NAME));
				close2;
				getitem BF_Badge2,9;
			}
			else {
				mes("[Axl Rose]");
				mes("Blessed Guillaume!");
				mes("Let's enjoy our glorious victory!");
				mesf("%s, it's a sign reflecting victory.", strcharinfo(PC_NAME));
				close2;
				getitem BF_Badge2,.@medal_gap;
			}
		}
		else if (.@A_B_gap == 0) {
			.@your_medal = countitem(BF_Badge2);
			.@medal_gap = 500 - .@your_medal;
			if (.@medal_gap > 2) {
				mes("[Axl Rose]");
				mes("You lost, but you're dedicated to this battle.");
				mes("This is a reward for your great dedication by Guillaume Marollo!");
				mes("Just take this defeat as a lesson, next time you will definitely win.");
				close2;
				getitem BF_Badge2,3;
			}
			else {
				mes("[Axl Rose]");
				mes("You lost, but you're dedicated to this battle.");
				mes("This is a reward for your great dedication by Guillaume Marollo!");
				mes("Just take this defeat as a lesson, next time you will definitely win.");
				close2;
				getitem BF_Badge2,.@medal_gap;
			}
		}
		else {
			.@your_medal = countitem(BF_Badge2);
			.@medal_gap = 500 - .@your_medal;
			if (.@medal_gap > 2) {
				mes("[Axl Rose]");
				mes("You lost, but you're dedicated to this battle.");
				mes("This is a reward for your great dedication by Guillaume Marollo!");
				mes("Just take this defeat as a lesson, next time you will definitely win.");
				close2;
				getitem BF_Badge2,3;
			}
			else {
				mes("[Axl Rose]");
				mes("You lost, but you're dedicated to this battle.");
				mes("This is a reward for your great dedication by Guillaume Marollo!");
				mes("Just take this defeat as a lesson, next time you will definitely win.");
				close2;
				getitem BF_Badge2,.@medal_gap;
			}
		}
	}
	else {
		mes("[Axl Rose]");
		mes("Why are you here, Croix mercenary? I am definitely sure of victory against foolish Croix such as you. Ha!");
		close;
	}
	bg_leave;
	warp "bat_room",154,150;
	end;

OnInit:
	disablenpc "Vintenar#bat_b01_aover";
	end;
}

bat_b01,389,14,3	script	Vintenar#bat_b01_bover	4_M_CRU_HEAD,{
	.@A_B_gap = $@Guill_ScoreBG1 - $@Croix_ScoreBG1;
	if ($@FlaviusBG1_id2 == getcharid(4)) {
		if (.@A_B_gap > 0) {
			.@your_medal = countitem(BF_Badge2);
			.@medal_gap = 500 - .@your_medal;
			if (.@medal_gap > 2) {
				mes("[Swandery]");
				mesf("Oh, %s. Don't be sad.", strcharinfo(PC_NAME));
				mes("Even though we didn't win, we did our best.");
				mes("This is a Royal gift from Croix, and please don't forget this battle. We will win the next one.");
				close2;
				getitem BF_Badge2,3;
			}
			else {
				mes("[Swandery]");
				mesf("Oh, %s. Don't be sad.", strcharinfo(PC_NAME));
				mes("Even though we didn't win, we did our best.");
				mes("This is a Royal gift from Croix, and please don't forget this battle. We will win the next one.");
				close2;
				getitem BF_Badge2,.@medal_gap;
			}
		}
		else if (.@A_B_gap == 0) {
			.@your_medal = countitem(BF_Badge2);
			.@medal_gap = 500 - .@your_medal;
			if (.@medal_gap > 2) {
				mes("[Swandery]");
				mesf("Oh, %s. Don't be sad.", strcharinfo(PC_NAME));
				mes("Even though we didn't win, we did our best.");
				mes("This is a Royal gift from Croix, and please don't forget this battle. We will win the next one.");
				close2;
				getitem BF_Badge2,3;
			}
			else {
				mes("[Swandery]");
				mesf("Oh, %s. Don't be sad.", strcharinfo(PC_NAME));
				mes("Even though we didn't win, we did our best.");
				mes("This is a Royal gift from Croix, and please don't forget this battle. We will win the next one.");
				close2;
				getitem BF_Badge2,.@medal_gap;
			}
		}
		else {
			.@your_medal = countitem(BF_Badge2);
			.@medal_gap = 500 - .@your_medal;
			if (.@medal_gap > 8) {
				mes("[Swandery]");
				mes("Blessed Croix!");
				mes("Let's enjoy our glorious victory!");
				mesf("%s, it's a sign reflecting victory.", strcharinfo(PC_NAME));
				close2;
				getitem BF_Badge2,9;
			}
			else {
				mes("[Swandery]");
				mes("Blessed Croix!");
				mes("Let's enjoy our glorious victory!");
				mesf("%s, it's a sign reflecting victory.", strcharinfo(PC_NAME));
				close2;
				getitem BF_Badge2,.@medal_gap;
			}
		}
	}
	else {
		mes("[Swandery]");
		mes("Why do you come here as a Guillaume? You will be sent to where you should be!");
		close;
	}
	bg_leave;
	warp "bat_room",154,150;
	end;

OnInit:
	disablenpc "Vintenar#bat_b01_bover";
	end;
}

bat_b01,1,10,3	script	Release all#b01	4_DOG01,{
	.@i = callfunc("F_GM_NPC",1854,0);
	if (.@i == -1) {
		mes("Cancelled.");
		close;
	} else if (.@i == 0) {
		end;
	} else {
		mes("May I help you?");
		next;
		switch(select("Release all.", "Cancel.")) {
		case 1:
			mes("Bye.");
			close2;
			mapwarp "bat_b01","bat_room",154,150;
			end;
		case 2:
			mes("Cancelled.");
			close;
		}
	}
}