//================= 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 Second
//================= Description ===========================================
//= Flavius Battleground.
//= - Winning Team: 9 badges
//= - Losing Team: 3 badge
//================= Current Version =======================================
//= 1.6
//=========================================================================
//== Waiting Room NPCs =====================================
bat_room,142,227,4 script Lieutenant Huvas 4_M_KY_KNT,{
end;
OnInit:
waitingroom(_("Battle Station"), 11, "start#bat_b02::OnReadyCheck", 1, 0, 80);
end;
OnEnterBG:
$@FlaviusBG2_id1 = waitingroom2bg("bat_b02",10,290,"start#bat_b02::OnGuillaumeQuit","");
end;
}
bat_room,142,204,0 script Lieutenant Yukon 4_M_CRU_KNT,{
end;
OnInit:
waitingroom(_("Battle Station"), 11, "start#bat_b02::OnReadyCheck", 1, 0, 80);
end;
OnEnterBG:
$@FlaviusBG2_id2 = waitingroom2bg("bat_b02",390,10,"start#bat_b02::OnCroixQuit","");
end;
}
bat_room,141,220,0 warp back_bgroomb02a 1,1,bat_room,154,150
bat_room,141,211,0 warp back_bgroomb02b 1,1,bat_room,154,150
bat_room,2,151,3 script #bat_b02_timer CLEAR_NPC,{
end;
OnInit:
OnEnable:
initnpctimer;
end;
OnStop:
stopnpctimer;
end;
OnTimer1000:
stopnpctimer;
initnpctimer;
.@chk_bat_a01 = getmapusers("bat_b02");
if (.@chk_bat_a01 < 1) {
$@FlaviusBG2 = 0;
if( $@FlaviusBG2_id1 ) { bg_destroy $@FlaviusBG2_id1; $@FlaviusBG2_id1 = 0; }
if( $@FlaviusBG2_id2 ) { bg_destroy $@FlaviusBG2_id2; $@FlaviusBG2_id2 = 0; }
donpcevent "start#bat_b02::OnReadyCheck";
}
end;
}
//== Flavius Battleground Engine ===========================
bat_b02,15,15,3 script start#bat_b02 CLEAR_NPC,{
OnInit:
mapwarp "bat_b02","bat_room",154,150;
end;
OnReadyCheck:
if( $@FlaviusBG2 )
end;
.@Guillaume = getwaitingroomstate(0,"Lieutenant Huvas");
.@Croix = getwaitingroomstate(0,"Lieutenant Yukon");
if( !.@Guillaume && !.@Croix ) {
donpcevent "#bat_b02_timer::OnStop";
end;
}
if( .@Guillaume < 10 || .@Croix < 10 )
end;
$@FlaviusBG2 = 1;
$@FlaviusBG2_Victory = 0;
$@Croix_ScoreBG2 = 0;
$@Guill_ScoreBG2 = 0;
bg_updatescore "bat_b02",$@Guill_ScoreBG2,$@Croix_ScoreBG2;
donpcevent "Lieutenant Huvas::OnEnterBG";
donpcevent "Lieutenant Yukon::OnEnterBG";
donpcevent "OBJ#bat_b02_a::OnKill";
donpcevent "OBJ#bat_b02_a::OnEnable";
donpcevent "OBJ#bat_b02_b::OnKill";
donpcevent "OBJ#bat_b02_b::OnEnable";
donpcevent "guardian#bat_b02_a::OnKill";
donpcevent "guardian#bat_b02_b::OnKill";
donpcevent "guardian#bat_b02_a::OnEnable";
donpcevent "guardian#bat_b02_b::OnEnable";
donpcevent "cell#bat_b02_a::OnRed";
donpcevent "cell#bat_b02_b::OnRed";
donpcevent "time#bat_b02::OnEnable";
disablenpc "Guillaume Vintenar#b02_a";
disablenpc "Croix Vintenar#b02_b";
disablenpc "Vintenar#bat_b02_aover";
disablenpc "Vintenar#bat_b02_bover";
bg_warp $@FlaviusBG2_id1,"bat_b02",87,75;
bg_warp $@FlaviusBG2_id2,"bat_b02",311,224;
donpcevent "countdown#bat_b02::OnEnable";
initnpctimer;
end;
OnReset:
donpcevent "OBJ#bat_b02_a::OnKill";
donpcevent "OBJ#bat_b02_a::OnEnable";
donpcevent "OBJ#bat_b02_b::OnKill";
donpcevent "OBJ#bat_b02_b::OnEnable";
donpcevent "guardian#bat_b02_a::OnKill";
donpcevent "guardian#bat_b02_b::OnKill";
donpcevent "guardian#bat_b02_a::OnEnable";
donpcevent "guardian#bat_b02_b::OnEnable";
donpcevent "cell#bat_b02_a::OnRed";
donpcevent "cell#bat_b02_b::OnRed";
donpcevent "time#bat_b02::OnEnable";
disablenpc "Guillaume Vintenar#b02_a";
disablenpc "Croix Vintenar#b02_b";
disablenpc "Vintenar#bat_b02_aover";
disablenpc "Vintenar#bat_b02_bover";
bg_warp $@FlaviusBG2_id1,"bat_b02",87,75;
bg_warp $@FlaviusBG2_id2,"bat_b02",311,224;
end;
OnGuillaumeQuit:
OnCroixQuit:
bg_leave;
end;
OnTimer10000:
stopnpctimer;
donpcevent "#bat_b02_timer::OnEnable";
end;
}
bat_b02,1,1,3 script OBJ#bat_b02_a CLEAR_NPC,{
OnEnable:
bg_monster $@FlaviusBG2_id1,"bat_b02",61,150,"Pink Crystal",1915,"OBJ#bat_b02_a::OnMyMobDead";
end;
OnKill:
killmonster "bat_b02","OBJ#bat_b02_a::OnMyMobDead";
end;
OnMyMobDead:
if (mobcount("bat_b02","OBJ#bat_b02_a::OnMyMobDead") < 1) {
mapannounce("bat_b02", _("Guillaume's Crystal has been destroyed."), bc_map, "0xFFCE00");
if ($@Croix_ScoreBG2 > 0) {
$@FlaviusBG2_Victory = 2;
$@Croix_ScoreBG2 = $@Croix_ScoreBG2+1;
enablenpc "Guillaume Vintenar#b02_a";
enablenpc "Croix Vintenar#b02_b";
donpcevent "time#bat_b02::OnStop";
}
else {
$@Croix_ScoreBG2 = 1;
donpcevent "time#bat_b02::OnEnable";
donpcevent "start#bat_b02::OnReset";
}
donpcevent "#bat_b02_timer::OnStop";
bg_updatescore "bat_b02",$@Guill_ScoreBG2,$@Croix_ScoreBG2;
bg_warp $@FlaviusBG2_id1,"bat_b02",10,290;
bg_warp $@FlaviusBG2_id2,"bat_b02",390,10;
donpcevent "#bat_b02_timer::OnEnable";
}
end;
}
bat_b02,1,2,3 script OBJ#bat_b02_b CLEAR_NPC,{
OnEnable:
bg_monster($@FlaviusBG2_id2, "bat_b02", 328, 150, _("Blue Crystal"), 1914, "OBJ#bat_b02_b::OnMyMobDead");
end;
OnKill:
killmonster "bat_b02","OBJ#bat_b02_b::OnMyMobDead";
end;
OnMyMobDead:
if (mobcount("bat_b02","OBJ#bat_b02_b::OnMyMobDead") < 1) {
mapannounce("bat_b02", _("Croix's Crystal has been destroyed."), bc_map, "0xFFCE00");
if ($@Guill_ScoreBG2 > 0) {
$@FlaviusBG2_Victory = 1;
++$@Guill_ScoreBG2;
enablenpc "Guillaume Vintenar#b02_a";
enablenpc "Croix Vintenar#b02_b";
donpcevent "time#bat_b02::OnStop";
}
else {
$@Guill_ScoreBG2 = 1;
donpcevent "time#bat_b02::OnEnable";
donpcevent "start#bat_b02::OnReset";
}
donpcevent "#bat_b02_timer::OnStop";
bg_updatescore "bat_b02",$@Guill_ScoreBG2,$@Croix_ScoreBG2;
bg_warp $@FlaviusBG2_id1,"bat_b02",10,290;
bg_warp $@FlaviusBG2_id2,"bat_b02",390,10;
donpcevent "#bat_b02_timer::OnEnable";
}
end;
}
bat_b02,1,3,3 script guardian#bat_b02_a CLEAR_NPC,{
OnEnable:
bg_monster($@FlaviusBG2_id1, "bat_b02", 108, 159, _("Guillaume Camp Guardian"), 1949, "guardian#bat_b02_a::OnMyMobDead");
bg_monster($@FlaviusBG2_id1, "bat_b02", 108, 141, _("Guillaume Camp Guardian"), 1949, "guardian#bat_b02_a::OnMyMobDead");
end;
OnKill:
killmonster "bat_b02","guardian#bat_b02_a::OnMyMobDead";
end;
OnMyMobDead:
if (mobcount("bat_b02","guardian#bat_b02_a::OnMyMobDead") < 1) {
donpcevent "cell#bat_b02_a::OnGreen";
mapannounce("bat_b02", _("The Guardian protecting Guillaume's Crystal has been slain."), bc_map, "0xFFCE00");
}
end;
}
bat_b02,1,3,3 script guardian#bat_b02_b CLEAR_NPC,{
OnEnable:
bg_monster($@FlaviusBG2_id2, "bat_b02", 307, 160, _("Croix Camp Guardian"), 1949, "guardian#bat_b02_b::OnMyMobDead");
bg_monster($@FlaviusBG2_id2, "bat_b02", 307, 138, _("Croix Camp Guardian"), 1949, "guardian#bat_b02_b::OnMyMobDead");
end;
OnKill:
killmonster "bat_b02","guardian#bat_b02_b::OnMyMobDead";
end;
OnMyMobDead:
if (mobcount("bat_b02","guardian#bat_b02_b::OnMyMobDead") < 1) {
donpcevent "cell#bat_b02_b::OnGreen";
mapannounce("bat_b02", _("The Guardian protecting Croix's Crystal has been slain."), bc_map, "0xFFCE00");
}
end;
}
bat_b02,1,4,3 script cell#bat_b02_a CLEAR_NPC,{
OnRed:
setcell "bat_b02",62,149,60,151,cell_basilica,1;
setcell "bat_b02",62,149,60,151,cell_walkable,0;
end;
OnGreen:
setcell "bat_b02",62,149,60,151,cell_basilica,0;
setcell "bat_b02",62,149,60,151,cell_walkable,1;
end;
}
bat_b02,1,5,3 script cell#bat_b02_b CLEAR_NPC,{
OnRed:
setcell "bat_b02",327,151,329,149,cell_basilica,1;
setcell "bat_b02",327,151,329,149,cell_walkable,0;
end;
OnGreen:
setcell "bat_b02",327,151,329,149,cell_basilica,0;
setcell "bat_b02",327,151,329,149,cell_walkable,1;
end;
}
bat_b02,1,6,1 script time#bat_b02 CLEAR_NPC,{
OnEnable:
donpcevent "Battle Therapist#b02_a::OnEnable";
donpcevent "Battle Therapist#b02_b::OnEnable";
end;
OnStop:
donpcevent "Battle Therapist#b02_a::OnStop";
donpcevent "Battle Therapist#b02_b::OnStop";
end;
}
bat_b02,10,294,3 script Battle Therapist#b02_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_b02_rp1_a_warp";
end;
OnTimer26000:
disablenpc "bat_b02_rp1_a_warp";
end;
OnTimer26500:
stopnpctimer;
donpcevent "Battle Therapist#b02_a::OnEnable";
end;
OnEnable:
initnpctimer;
enablenpc "Battle Therapist#b02_a";
end;
OnStop:
disablenpc "bat_b02_rp1_a_warp";
disablenpc "Battle Therapist#b02_a";
stopnpctimer;
end;
}
bat_b02,10,290,0 script bat_b02_rp1_a_warp WARPNPC,10,10,{
OnInit:
disablenpc "bat_b02_rp1_a_warp";
end;
OnTouch:
percentheal 100,100;
warp "bat_b02",87,73;
end;
}
bat_b02,389,14,3 script Battle Therapist#b02_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_b02_rp1_b_warp";
end;
OnTimer26000:
disablenpc "bat_b02_rp1_b_warp";
end;
OnTimer26500:
stopnpctimer;
donpcevent "Battle Therapist#b02_b::OnEnable";
end;
OnEnable:
initnpctimer;
enablenpc "Battle Therapist#b02_b";
end;
OnStop:
disablenpc "bat_b02_rp1_b_warp";
disablenpc "Battle Therapist#b02_b";
stopnpctimer;
end;
}
bat_b02,389,10,0 script bat_b02_rp1_b_warp WARPNPC,9,9,{
OnInit:
disablenpc "bat_b02_rp1_a_warp";
end;
OnTouch:
percentheal 100,100;
warp "bat_b02",312,225;
end;
}
bat_b02,87,76,0 script A_CODE#bat_b02 FAKE_NPC,5,5,{
OnTouch:
//if (!questprogress(2070))
// setquest 2070;
end;
}
bat_b02,312,224,0 script B_CODE#bat_b02 FAKE_NPC,5,5,{
OnTouch:
//if (!questprogress(2070))
// setquest 2070;
end;
}
bat_b02,10,294,3 script Guillaume Vintenar#b02_a 4_M_RASWORD,{
if ($@FlaviusBG2_id1 == getcharid(4)) {
if ($@FlaviusBG2_Victory == 1) {
.@your_medal = countitem(BF_Badge2);
.@medal_gap = 500 - .@your_medal;
if (.@medal_gap > 8) {
mes("[Axl Rose]");
mes("Blessed Guillaume!");
mes("Let's enjoy our glorious victory!");
mesf("%s, it's a sign reflecting victory.", strcharinfo(PC_NAME));
close2;
getitem BF_Badge2,9;
}
else {
mes("[Axl Rose]");
mes("Blessed Guillaume!");
mes("Let's enjoy our glorious victory!");
mesf("%s, it's a sign reflecting victory.", strcharinfo(PC_NAME));
close2;
getitem BF_Badge2,.@medal_gap;
}
}
else {
.@your_medal = countitem(BF_Badge2);
.@medal_gap = 500 - .@your_medal;
if (.@medal_gap > 2) {
mes("[Axl Rose]");
mes("You lost, but you're dedicated to this battle.");
mes("This is a reward for your great dedication by Guillaume Marollo!");
mes("Just take this defeat as a lesson, next time you will definitely win.");
close2;
getitem BF_Badge2,3;
}
else {
mes("[Axl Rose]");
mes("You lost, but you're dedicated to this battle.");
mes("This is a reward for your great dedication by Guillaume Marollo!");
mes("Just take this defeat as a lesson, next time you will definitely win.");
close2;
getitem BF_Badge2,.@medal_gap;
}
}
}
bg_leave;
warp "bat_room",154,150;
end;
OnInit:
disablenpc "Guillaume Vintenar#b02_a";
end;
}
bat_b02,389,14,3 script Croix Vintenar#b02_b 4_M_RASWORD,{
if ($@FlaviusBG2_id2 == getcharid(4)) {
if ($@FlaviusBG2_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#b02_b";
end;
}
bat_b02,1,5,3 script countdown#bat_b02 CLEAR_NPC,{
OnInit:
stopnpctimer;
end;
OnEnable:
stopnpctimer;
initnpctimer;
end;
OnStop:
stopnpctimer;
end;
OnTimer7000:
mapannounce("bat_b02", _("Guillaume Vintenar Axl Rose : Let's attack to destroy that Crystal!"), bc_map, "0xFF9900");
end;
OnTimer8000:
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");
end;
OnTimer1800000:
mapannounce("bat_b02", _("Marollo VII : Guillaume Marollo, Croix Marollo! And their followers!"), bc_map, "0x99CC00");
end;
OnTimer1803000:
mapannounce("bat_b02", _("Marollo VII : Both camps are competitive, so it's hard to judge which team is superior."), bc_map, "0x99CC00");
end;
OnTimer1808000:
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");
end;
OnTimer1822000:
mapannounce("bat_b02", _("Marollo VII : If you can't accept the results, try again in another valley battle!"), bc_map, "0x99CC00");
end;
OnTimer1825000:
mapannounce("bat_b02", _("Axl Rose, Swandery : Yes, sir."), bc_map, "0x99CC00");
end;
OnTimer1830000:
donpcevent "time#bat_b02::OnStop";
bg_warp $@FlaviusBG2_id1,"bat_b02",10,290;
bg_warp $@FlaviusBG2_id2,"bat_b02",390,10;
enablenpc "Vintenar#bat_b02_aover";
enablenpc "Vintenar#bat_b02_bover";
end;
OnTimer1900000:
mapwarp "bat_b02","bat_room",154,150;
donpcevent "countdown#bat_b02::OnStop";
end;
}
bat_b02,81,83,3 script Guillaume Camp#flag32 1_FLAG_LION,{ end; }
bat_b02,94,83,3 script Guillaume Camp#flag33 1_FLAG_LION,{ end; }
bat_b02,81,66,3 script Guillaume Camp#flag34 1_FLAG_LION,{ end; }
bat_b02,94,66,3 script Guillaume Camp#flag35 1_FLAG_LION,{ end; }
bat_b02,139,142,3 script Guillaume Camp#flag36 1_FLAG_LION,{ end; }
bat_b02,139,158,3 script Guillaume Camp#flag37 1_FLAG_LION,{ end; }
bat_b02,110,161,3 script Guillaume Camp#flag38 1_FLAG_LION,{ end; }
bat_b02,110,137,3 script Guillaume Camp#flag39 1_FLAG_LION,{ end; }
bat_b02,63,135,3 script Guillaume Camp#flag40 1_FLAG_LION,{ end; }
bat_b02,63,165,3 script Guillaume Camp#flag41 1_FLAG_LION,{ end; }
bat_b02,10,296,3 script Guillaume Camp#flag42 1_FLAG_LION,{ end; }
bat_b02,306,233,3 script Croix Camp#flag32 1_FLAG_EAGLE,{ end; }
bat_b02,317,233,3 script Croix Camp#flag33 1_FLAG_EAGLE,{ end; }
bat_b02,306,216,3 script Croix Camp#flag34 1_FLAG_EAGLE,{ end; }
bat_b02,317,216,3 script Croix Camp#flag35 1_FLAG_EAGLE,{ end; }
bat_b02,257,158,3 script Croix Camp#flag36 1_FLAG_EAGLE,{ end; }
bat_b02,257,141,3 script Croix Camp#flag37 1_FLAG_EAGLE,{ end; }
bat_b02,297,164,3 script Croix Camp#flag38 1_FLAG_EAGLE,{ end; }
bat_b02,297,136,3 script Croix Camp#flag39 1_FLAG_EAGLE,{ end; }
bat_b02,336,161,3 script Croix Camp#flag40 1_FLAG_EAGLE,{ end; }
bat_b02,336,139,3 script Croix Camp#flag41 1_FLAG_EAGLE,{ end; }
bat_b02,389,16,3 script Croix Camp#flag42 1_FLAG_EAGLE,{ end; }
bat_b02,10,294,3 script Vintenar#bat_b02_aover 4_M_KY_HEAD,{
.@A_B_gap = $@Guill_ScoreBG2 - $@Croix_ScoreBG2;
if ($@FlaviusBG2_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_b02_aover";
end;
}
bat_b02,389,14,3 script Vintenar#bat_b02_bover 4_M_CRU_HEAD,{
.@A_B_gap = $@Guill_ScoreBG2 - $@Croix_ScoreBG2;
if ($@FlaviusBG2_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_b02_bover";
end;
}
bat_b02,1,10,3 script Release all#b02 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_b02","bat_room",154,150;
end;
case 2:
mes("Cancelled.");
close;
}
}
}