//===== Hercules Script ======================================
// BattleGround System - Tierra Gorge
//===== By: ==================================================
//= L0ne_W0lf
//===== Current Version: =====================================
//= 1.5
//===== Description: =========================================
//= [Official Conversion]
//= Tierra Gorge Battleground.
//= - Winning Team: 3 badges
//= - Losing Team: 1 badge
//===== Additional Comments: =================================
//= 1.0 First Version.
//= 1.1 Corrected setwalls for barricades. [L0ne_W0lf]
//= 1.2 Updated 'waitingroom' to support required zeny/lvl. [Kisuka]
//= 1.3 Removed MaxLvl check in waitingrooms.
//= 1.4 Label standardization. [Euphy]
//= 1.5 Added GM management function. [Euphy]
//============================================================
// Waiting Room NPCs
//============================================================
bat_room,57,227,5 script Lieutenant Kalos 418,{
end;
OnInit:
waitingroom "Battle Station",11,"start#bat_a01::OnReadyCheck",1,0,80;
end;
OnEnterBG:
set $@TierraBG1_id1, waitingroom2bg("bat_a01",50,374,"start#bat_a01::OnGuillaumeQuit","");
end;
}
bat_room,58,204,1 script Lieutenant Eyor 414,{
end;
OnInit:
waitingroom "Battle Station",11,"start#bat_a01::OnReadyCheck",1,0,80;
end;
OnEnterBG:
set $@TierraBG1_id2, waitingroom2bg("bat_a01",42,16,"start#bat_a01::OnCroixQuit","");
end;
}
bat_room,1,151,3 script #bat_a01_timer 844,{
end;
OnInit:
OnEnable:
initnpctimer;
end;
OnStop:
stopnpctimer;
end;
OnTimer1000:
stopnpctimer;
initnpctimer;
set .@chk_bat_a01,getmapusers("bat_a01");
if (.@chk_bat_a01 < 1) {
set $@TierraBG1,0; set $@TierraBG1_Victory, 0;
if( $@TierraBG1_id1 ) { bg_destroy $@TierraBG1_id1; set $@TierraBG1_id1, 0; }
if( $@TierraBG1_id2 ) { bg_destroy $@TierraBG1_id2; set $@TierraBG1_id2, 0; }
donpcevent "start#bat_a01::OnReadyCheck";
}
end;
}
bat_a01,352,342,0 script #bat_a01_quest_a -1,5,5,{
end;
OnTouch:
if (checkquest(2069) < 0)
setquest 2069;
end;
}
bat_a01,353,52,0 script #bat_a01_quest_b -1,5,5,{
end;
OnTouch:
if (checkquest(2069) < 0)
setquest 2069;
end;
}
bat_room,57,220,0 warp back_bgrooma01a 1,1,bat_room,154,150
bat_room,57,211,0 warp back_bgrooma01b 1,1,bat_room,154,150
// Tierra Gorge Battleground Engine
//============================================================
bat_a01,15,15,3 script start#bat_a01 844,{
OnInit:
mapwarp "bat_a01","bat_room",154,150;
end;
OnEnable:
donpcevent "OBJ#bat_a01_a::OnKill";
donpcevent "OBJ#bat_a01_a::OnEnable";
donpcevent "OBJ#bat_a01_b::OnKill";
donpcevent "OBJ#bat_a01_b::OnEnable";
donpcevent "barricade#bat_a01_a::OnKill";
donpcevent "barricade#bat_a01_a::OnEnable";
donpcevent "barricade#bat_a01_b::OnKill";
donpcevent "barricade#bat_a01_b::OnEnable";
donpcevent "OBJ#bat_a01_n::OnKill";
donpcevent "OBJ#bat_a01_n::OnEnable";
donpcevent "NOBJ_mob#bat_a01_a::OnKill";
donpcevent "NOBJ_mob#bat_a01_b::OnKill";
donpcevent "Battle Therapist#a01_a::OnEnable";
donpcevent "Battle Therapist#a01_b::OnEnable";
donpcevent "countdown#bat_a01::OnEnable";
disablenpc "Guillaume Blacksmith#a01";
disablenpc "Croix Blacksmith#bat_a01";
disablenpc "Guillaume Vintenar#a01_a";
disablenpc "Croix Vintenar#a01_b";
end;
OnGuillaumeQuit:
OnCroixQuit:
bg_leave;
end;
OnReadyCheck:
if( $@TierraBG1 )
end;
set .@Guillaume, getwaitingroomstate(0,"Lieutenant Kalos");
set .@Croix, getwaitingroomstate(0,"Lieutenant Eyor");
if( !.@Guillaume && !.@Croix ) {
donpcevent "#bat_a01_timer::OnStop";
end;
}
else if( .@Guillaume < 10 || .@Croix < 10 )
end;
set $@TierraBG1,1;
donpcevent "Lieutenant Kalos::OnEnterBG";
donpcevent "Lieutenant Eyor::OnEnterBG";
donpcevent "start#bat_a01::OnEnable";
bg_warp $@TierraBG1_id1,"bat_a01",352,342;
bg_warp $@TierraBG1_id2,"bat_a01",353,52;
initnpctimer;
end;
OnTimer10000:
stopnpctimer;
donpcevent "#bat_a01_timer::OnEnable";
end;
}
bat_a01,15,16,3 script OBJ#bat_a01_a 844,{
OnEnable:
bg_monster $@TierraBG1_id1,"bat_a01",177,345,"Food Storage",1909,"OBJ#bat_a01_a::OnMyMobDead";
end;
OnKill:
killmonster "bat_a01","OBJ#bat_a01_a::OnMyMobDead";
end;
OnMyMobDead:
if (mobcount("bat_a01","OBJ#bat_a01_a::OnMyMobDead") < 1) {
donpcevent "Battle Therapist#a01_a::OnStop";
donpcevent "Battle Therapist#a01_b::OnStop";
set $@TierraBG1_Victory, 2;
enablenpc "Guillaume Vintenar#a01_a";
enablenpc "Croix Vintenar#a01_b";
mapannounce "bat_a01", "Croix Vintenar Swandery: We destroyed Guillaume's Food Storage. We won that! Wow!",bc_map,"0xFFCE00";
bg_warp $@TierraBG1_id1,"bat_a01",50,374;
bg_warp $@TierraBG1_id2,"bat_a01",42,16;
}
end;
}
bat_a01,15,17,3 script OBJ#bat_a01_b 844,{
OnEnable:
bg_monster $@TierraBG1_id2,"bat_a01",167,50,"Food Depot",1910,"OBJ#bat_a01_b::OnMyMobDead";
end;
OnKill:
killmonster "bat_a01","OBJ#bat_a01_b::OnMyMobDead";
end;
OnMyMobDead:
if (mobcount("bat_a01","OBJ#bat_a01_b::OnMyMobDead") < 1) {
donpcevent "Battle Therapist#a01_a::OnStop";
donpcevent "Battle Therapist#a01_b::OnStop";
set $@TierraBG1_Victory, 1;
enablenpc "Guillaume Vintenar#a01_a";
enablenpc "Croix Vintenar#a01_b";
mapannounce "bat_a01", "Guillaume Vintenar Axl Rose : We destroyed Croix's Food Storage. We won that! Wow!",bc_map,"0xFFCE00";
bg_warp $@TierraBG1_id1,"bat_a01",50,374;
bg_warp $@TierraBG1_id2,"bat_a01",42,16;
}
end;
}
bat_a01,15,18,3 script barricade#bat_a01_a 844,{
OnEnable:
for( set .@i,185; .@i < 202; set .@i,.@i+1 )
bg_monster $@TierraBG1_id1,"bat_a01",.@i,266,"Barricade",1906,"barricade#bat_a01_a::OnMyMobDead";
setwall "bat_a01",186,266,16,6,1,"bat_a01_c1";
end;
OnKill:
killmonster "bat_a01","barricade#bat_a01_a::OnMyMobDead";
delwall "bat_a01_c1";
end;
OnMyMobDead:
if (mobcount("bat_a01","barricade#bat_a01_a::OnMyMobDead") < 17) {
killmonster "bat_a01","barricade#bat_a01_a::OnMyMobDead";
delwall "bat_a01_c1";
enablenpc "Guillaume Blacksmith#a01";
mapannounce "bat_a01", "Guillaume Vintenar Axl Rose : The Barricade in the valley has been destroyed! Where's the Blacksmith? We need to rebuild the Barricade!",bc_map,"0xFFCE00";
}
end;
}
bat_a01,15,19,3 script barricade#bat_a01_b 844,{
OnEnable:
for( set .@i,169; .@i < 186; set .@i,.@i+1 )
bg_monster $@TierraBG1_id2,"bat_a01",.@i,129,"Barricade",1906,"barricade#bat_a01_b::OnMyMobDead";
setwall "bat_a01",170,129,16,6,1,"bat_a01_g1";
end;
OnKill:
killmonster "bat_a01","barricade#bat_a01_b::OnMyMobDead";
delwall "bat_a01_g1";
end;
OnMyMobDead:
if (mobcount("bat_a01","barricade#bat_a01_b::OnMyMobDead") < 17) {
killmonster "bat_a01","barricade#bat_a01_b::OnMyMobDead";
delwall "bat_a01_g1";
enablenpc "Croix Blacksmith#bat_a01";
mapannounce "bat_a01", "Croix Vintenar Swandery : The Barricade in the valley has been destroyed! Where's the Blacksmith? We need to rebuild the Barricade!",bc_map,"0xFFCE00";
}
end;
}
bat_a01,15,20,3 script OBJ#bat_a01_n 844,{
OnEnable:
monster "bat_a01",273,203,"Neutrality Flag",1911,1,"OBJ#bat_a01_n::OnMyMobDead";
end;
OnKill:
killmonster "bat_a01","OBJ#bat_a01_n::OnMyMobDead";
end;
OnMyMobDead:
if (mobcount("bat_a01","OBJ#bat_a01_n::OnMyMobDead") < 17) {
bg_team_setxy getcharid(4),56,212;
if (getcharid(4) == $@TierraBG1_id1) {
donpcevent "NOBJ_mob#bat_a01_a::OnEnable";
mapannounce "bat_a01", "Guillaume captured a Neutrality Flag, so they have an advantage.",bc_map,"0xFFCE00";
}
else {
donpcevent "NOBJ_mob#bat_a01_b::OnEnable";
mapannounce "bat_a01", "Croix captured a Neutrality Flag, so they have an advantage.",bc_map,"0xFFCE00";
}
}
end;
}
bat_a01,15,21,3 script NOBJ_mob#bat_a01_a 844,{
OnEnable:
donpcevent "NOBJ_mob#bat_a01_b::OnKill";
bg_monster $@TierraBG1_id1,"bat_a01",272,204,"Guillaume Camp Guardian",1949,"NOBJ_mob#bat_a01_a::OnMyMobDead";
bg_monster $@TierraBG1_id1,"bat_a01",272,213,"Guillaume Camp Guardian",1949,"NOBJ_mob#bat_a01_a::OnMyMobDead";
bg_monster $@TierraBG1_id1,"bat_a01",273,197,"Guillaume Camp Guardian",1950,"NOBJ_mob#bat_a01_a::OnMyMobDead";
end;
OnKill:
killmonster "bat_a01","NOBJ_mob#bat_a01_a::OnMyMobDead";
end;
OnMyMobDead:
end;
}
bat_a01,15,22,3 script NOBJ_mob#bat_a01_b 844,{
OnEnable:
donpcevent "NOBJ_mob#bat_a01_a::OnKill";
bg_monster $@TierraBG1_id2,"bat_a01",272,204,"Croix Camp Guardian",1949,"NOBJ_mob#bat_a01_a::OnMyMobDead";
bg_monster $@TierraBG1_id2,"bat_a01",272,213,"Croix Camp Guardian",1949,"NOBJ_mob#bat_a01_a::OnMyMobDead";
bg_monster $@TierraBG1_id2,"bat_a01",273,197,"Croix Camp Guardian",1950,"NOBJ_mob#bat_a01_a::OnMyMobDead";
end;
OnKill:
killmonster "bat_a01","NOBJ_mob#bat_a01_b::OnMyMobDead";
end;
OnMyMobDead:
end;
}
bat_a01,185,270,1 script Guillaume Blacksmith#a01 851,{
if (getcharid(4) == $@TierraBG1_id1) {
mes "[Guillaume Blacksmith]";
mes "We are in urgency! The Barricade has been destroyed!";
mes "We can repair the Barricade with ^3131FF50 Stones, 3 Sinew of Bear, 500 Metal Fragments, 30 Rough Elunium and 100 Gold.^000000";
mes "We have it all except for the 50 Stones!";
next;
switch(select("Repair.:Leave it.")) {
case 1:
if (countitem(7049) > 49) {
mes "[Guillaume Blacksmith]";
mes "You brought enough stones! Let's go and repair.";
next;
mes "..";
next;
mes "....";
next;
mes "......";
next;
mes "........";
next;
mes "..........";
next;
mes "............";
next;
mes "..............";
next;
mes "[Guillaume Blacksmith]";
mes "Combine Stones and Gold in the proper percentage.";
next;
mes "[Guillaume Blacksmith]";
mes "Combine Stones and Gold in the proper percentage and shape the Barricade.";
next;
mes "[Guillaume Blacksmith]";
mes "Combine Stones and Gold in the proper percentage and shape the Barricade, then add Rough Elunium to make it stronger.";
next;
mes "[Guillaume Blacksmith]";
mes "Combine Stones and Gold in the proper percentage and shape the Barricade, then add Rough Elunium to make it stronger. Now decorate with Metal Fragments.";
next;
mes "[Guillaume Blacksmith]";
mes "Combine Stones and Gold in the proper percentage and shape the Barricade, then add Rough Elunium to make it stronger. Decorate with Metal Fragments, and plait stones with Sinew of Bear!";
next;
mes "..............";
mes "..............";
mes "..............";
mes "..............";
mes "..............";
next;
specialeffect EF_REPAIRWEAPON;
mes "[Guillaume Blacksmith]";
mes "Wow! It's done.";
mes "We are relieved.";
delitem 7049,50; //Stone
donpcevent "barricade#bat_a01_a::OnEnable";
close2;
disablenpc "Guillaume Blacksmith#a01";
end;
}
else {
mes "[Guillaume Blacksmith]";
mes "You don't have enough Stones!";
next;
mes "[Guillaume Blacksmith]";
mes "^3131FFWe need 50 Stones.^000000";
mes "We are busy, so please hurry.";
close;
}
case 2:
mes "[Guillaume Blacksmith]";
mes "There are enemies coming! Let's evacuate from here!";
close;
}
}
else {
mes "[Guillaume Blacksmith]";
mes "There the enemy is coming!";
close;
}
OnInit:
disablenpc "Guillaume Blacksmith#a01";
end;
}
bat_a01,170,121,5 script Croix Blacksmith#bat_a01 851,{
if (getcharid(4) == $@TierraBG1_id2) {
mes "[Croix Blacksmith]";
mes "We are in urgency! The Barricade has been destroyed!";
mes "We can repair the Barricade with ^3131FF50 Stones, 3 Sinew of Bear, 500 Metal Fragments, 30 Rough Elunium and 100 Gold.^000000";
mes "We have it all except for the 50 Stones!";
next;
switch(select("Repair.:Leave it.")) {
case 1:
if (countitem(7049) > 49) {
mes "[Croix Blacksmith]";
mes "You brought enough stones! Let's go and repair.";
next;
mes "..";
next;
mes "....";
next;
mes "......";
next;
mes "........";
next;
mes "..........";
next;
mes "............";
next;
mes "..............";
next;
mes "[Croix Blacksmith]";
mes "Combine Stones and Gold in the proper percentage.";
next;
mes "[Croix Blacksmith]";
mes "Combine Stones and Gold in the proper percentage and shape the Barricade.";
next;
mes "[Croix Blacksmith]";
mes "Combine Stones and Gold in the proper percentage and shape the Barricade, then add Rough Elunium to make it stronger.";
next;
mes "[Croix Blacksmith]";
mes "Combine Stones and Gold in the proper percentage and shape the Barricade, then add Rough Elunium to make it stronger. Now decorate with Metal Fragments.";
next;
mes "[Croix Blacksmith]";
mes "Combine Stones and Gold in the proper percentage and shape the Barricade, then add Rough Elunium to make it stronger. Decorate with Metal Fragments, and plait stones with Sinew of Bear!";
next;
mes "..............";
mes "..............";
mes "..............";
mes "..............";
mes "..............";
next;
specialeffect EF_REPAIRWEAPON;
mes "[Croix Blacksmith]";
mes "Wow! It's done.";
mes "We are relieved.";
delitem 7049,50; //Stone
donpcevent "barricade#bat_a01_b::OnEnable";
close2;
disablenpc "Croix Blacksmith#bat_a01";
end;
}
else {
mes "[Croix Blacksmith]";
mes "You don't have enough Stones!";
next;
mes "[Croix Blacksmith]";
mes "^3131FFWe need 50 Stone.^000000";
mes "We are busy, so please hurry.";
close;
}
case 2:
mes "[Croix Blacksmith]";
mes "There are enemies coming! Let's evacuate from here!";
close;
}
}
else {
mes "[Croix Blacksmith]";
mes "There, the enemy is coming!";
close;
}
OnInit:
disablenpc "Croix Blacksmith#bat_a01";
end;
}
bat_a01,53,377,3 script Battle Therapist#a01_a 95,{
specialeffect2 EF_HEAL;
mes "[Battle Therapist]";
mes "Just close your eyes,";
mes "and take a deep breath.";
mes "You can be free from pain.";
close;
end;
OnInit:
initnpctimer;
end;
OnEnable:
stopnpctimer;
initnpctimer;
enablenpc "Battle Therapist#a01_a";
end;
OnStop:
disablenpc "bat_a01_rp1_a_warp";
disablenpc "Battle Therapist#a01_a";
stopnpctimer;
end;
OnTimer25000:
specialeffect EF_SANCTUARY;
enablenpc "bat_a01_rp1_a_warp";
end;
OnTimer26000:
disablenpc "bat_a01_rp1_a_warp";
end;
OnTimer26500:
donpcevent "Battle Therapist#a01_a::OnEnable";
end;
}
bat_a01,51,375,0 script bat_a01_rp1_a_warp -1,10,10,{
OnInit:
disablenpc "bat_a01_rp1_a_warp";
end;
OnTouch_:
percentheal 100,100;
warp "bat_a01",352,342;
end;
}
bat_a01,45,19,3 script Battle Therapist#a01_b 95,{
specialeffect2 EF_HEAL;
mes "[Battle Therapist]";
mes "Just close your eyes,";
mes "and take a deep breath.";
mes "You can be free from pain.";
close;
end;
OnInit:
initnpctimer;
end;
OnEnable:
stopnpctimer;
initnpctimer;
enablenpc "Battle Therapist#a01_b";
end;
OnStop:
disablenpc "bat_a01_rp1_b_warp";
disablenpc "Battle Therapist#a01_b";
stopnpctimer;
end;
OnTimer25000:
specialeffect EF_SANCTUARY;
enablenpc "bat_a01_rp1_b_warp";
end;
OnTimer26000:
disablenpc "bat_a01_rp1_b_warp";
end;
OnTimer26500:
donpcevent "Battle Therapist#a01_b::OnEnable";
end;
}
bat_a01,43,17,0 script bat_a01_rp1_b_warp -1,10,10,{
OnInit:
disablenpc "bat_a01_rp1_b_warp";
end;
OnTouch:
percentheal 100,100;
warp "bat_a01",353,52;
end;
}
bat_a01,60,216,3 script Valley Ghost#bat_a01_n 950,{
specialeffect2 EF_HEAL;
mes "[Valley Ghost]";
mes "Boo...Boo...";
close;
OnInit:
initnpctimer;
end;
OnEnable:
stopnpctimer;
initnpctimer;
end;
OnTimer25000:
specialeffect EF_SANCTUARY;
enablenpc "bat_a01_rp1_n_warp";
end;
OnTimer26000:
disablenpc "bat_a01_rp1_n_warp";
end;
OnTimer26500:
donpcevent "Valley Ghost#bat_a01_n::OnEnable";
end;
}
bat_a01,55,213,0 script bat_a01_rp1_n_warp -1,10,10,{
OnInit:
disablenpc "bat_a01_rp1_n_warp";
end;
OnTouch:
percentheal 100,100;
warp "bat_a01",301,209;
end;
}
bat_a01,194,267,0 script barri_warp_up#bat_a01_a -1,7,0,{
OnTouch:
if (getcharid(4) == $@TierraBG1_id1)
warp "bat_a01",194,261;
end;
}
bat_a01,194,265,0 script barri_warp_down#bat_a01a -1,7,0,{
OnTouch:
if (getcharid(4) == $@TierraBG1_id1)
warp "bat_a01",194,270;
end;
}
bat_a01,177,130,0 script barri_warp_up#bat_a01_b -1,7,0,{
OnTouch:
if (getcharid(4) == $@TierraBG1_id2)
warp "bat_a01",178,125;
end;
}
bat_a01,177,128,0 script barri_warp_down#bat_a01b -1,7,0,{
OnTouch:
if (getcharid(4) == $@TierraBG1_id2)
warp "bat_a01",178,134;
end;
}
bat_a01,352,342,0 script A_CODE#bat_a01 -1,5,5,{
OnTouch:
set .@chk_bfquest,checkquest(2069);
if ((.@chk_bfquest == 0) || (.@chk_bfquest == 1))
setquest 2069;
end;
}
bat_a01,353,52,0 script B_CODE#bat_a01 -1,5,5,{
OnTouch:
set .@chk_bfquest,checkquest(2069);
if ((.@chk_bfquest == 0) || (.@chk_bfquest == 1))
setquest 2069;
end;
}
bat_a01,169,227,0 script underladd#bat_a01_1 45,1,1,{
OnTouch_:
warp "bat_a01",178,228;
end;
}
bat_a01,208,164,0 script underladd#bat_a01_2 45,1,1,{
OnTouch_:
warp "bat_a01",200,171;
end;
}
bat_a01,171,309,3 script Guillaume Camp#flag1 973,{ end; }
bat_a01,149,310,3 script Guillaume Camp#flag2 973,{ end; }
bat_a01,119,336,3 script Guillaume Camp#flag3 973,{ end; }
bat_a01,118,357,3 script Guillaume Camp#flag4 973,{ end; }
bat_a01,150,380,3 script Guillaume Camp#flag5 973,{ end; }
bat_a01,173,380,3 script Guillaume Camp#flag6 973,{ end; }
bat_a01,210,344,3 script Guillaume Camp#flag7 973,{ end; }
bat_a01,350,325,3 script Guillaume Camp#flag8 973,{ end; }
bat_a01,358,325,3 script Guillaume Camp#flag9 973,{ end; }
bat_a01,138,12,3 script Croix Camp#flag1 974,{ end; }
bat_a01,108,36,3 script Croix Camp#flag2 974,{ end; }
bat_a01,108,63,3 script Croix Camp#flag3 974,{ end; }
bat_a01,136,87,3 script Croix Camp#flag4 974,{ end; }
bat_a01,167,86,3 script Croix Camp#flag5 974,{ end; }
bat_a01,199,49,3 script Croix Camp#flag6 974,{ end; }
bat_a01,168,16,3 script Croix Camp#flag7 974,{ end; }
bat_a01,357,74,3 script Croix Camp#flag8 974,{ end; }
bat_a01,348,74,3 script Croix Camp#flag9 974,{ end; }
bat_a01,53,377,3 script Guillaume Vintenar#a01_a 419,{
if (getcharid(4) == $@TierraBG1_id1) {
if ($@TierraBG1_Victory == 1) {
set .@your_medal,countitem(7828);
set .@medal_gap, 500 - .@your_medal;
if (.@medal_gap > 2) {
mes "[Axl Rose]";
mes "Blessed Guillaume!";
mes "Let's enjoy our glorious victory!";
mes ""+strcharinfo(0)+", it's a sign reflecting victory.";
close2;
getitem 7828,3; //BF_Badge1
}
else {
mes "[Axl Rose]";
mes "Blessed Guillaume!";
mes "Let's enjoy our glorious victory!";
mes ""+strcharinfo(0)+", it's a sign reflecting victory.";
close2;
getitem 7828,.@medal_gap; //BF_Badge1
}
}
else {
set .@your_medal,countitem(7828);
set .@medal_gap, 500 - .@your_medal;
if (.@medal_gap > 0) {
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, and next time you will definitely win.";
close2;
getitem 7828,1; //BF_Badge1
}
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, and next time you will definitely win.";
close2;
getitem 7828,.@medal_gap; //BF_Badge1
}
}
}
else {
if ($@TierraBG1_Victory == 2) {
set .@your_medal,countitem(7828);
set .@medal_gap, 500 - .@your_medal;
if (.@medal_gap > 0) {
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, and next time you will definitely win.";
close2;
getitem 7828,1; //BF_Badge1
}
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, and next time you will definitely win.";
close2;
getitem 7828,.@medal_gap; //BF_Badge1
}
}
else {
set .@your_medal,countitem(7828);
set .@medal_gap, 500 - .@your_medal;
if (.@medal_gap > 2) {
mes "[Axl Rose]";
mes "Blessed Guillaume!";
mes "Let's enjoy our glorious victory!";
mes ""+strcharinfo(0)+", it's a sign reflecting victory.";
close2;
getitem 7828,3; //BF_Badge1
}
else {
mes "[Axl Rose]";
mes "Blessed Guillaume!";
mes "Let's enjoy our glorious victory!";
mes ""+strcharinfo(0)+", it's a sign of victory.";
close2;
getitem 7828,.@medal_gap; //BF_Badge1
}
}
}
bg_leave;
warp "bat_room",154,150;
end;
OnInit:
disablenpc "Guillaume Vintenar#a01_a";
end;
}
bat_a01,45,19,3 script Croix Vintenar#a01_b 415,{
if (getcharid(4) == $@TierraBG1_id2) {
if ($@TierraBG1_Victory == 2) {
set .@your_medal,countitem(7828);
set .@medal_gap, 500 - .@your_medal;
if (.@medal_gap > 2) {
mes "[Swandery]";
mes "Blessed Croix!";
mes "Let's enjoy our glorious victory!";
mes ""+strcharinfo(0)+", it's a sign reflecting victory.";
close2;
getitem 7828,3; //BF_Badge1
}
else {
mes "[Swandery]";
mes "Blessed Croix!";
mes "Let's enjoy our glorious victory!";
mes ""+strcharinfo(0)+", it's a sign reflecting victory.";
close2;
getitem 7828,.@medal_gap; //BF_Badge1
}
}
else {
set .@your_medal,countitem(7828);
set .@medal_gap, 500 - .@your_medal;
if (.@medal_gap > 0) {
mes "[Swandery]";
mes "Oh, "+strcharinfo(0)+" Don't be sad.";
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 7828,1; //BF_Badge1
}
else {
mes "[Swandery]";
mes "Oh, "+strcharinfo(0)+" Don't be sad.";
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 7828,.@medal_gap; //BF_Badge1
}
}
}
else {
if ($@TierraBG1_Victory == 1) {
set .@your_medal,countitem(7828);
set .@medal_gap, 500 - .@your_medal;
if (.@medal_gap > 0) {
mes "[Swandery]";
mes "Oh, "+strcharinfo(0)+" Don't be sad.";
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 7828,1; //BF_Badge1
}
else {
mes "[Swandery]";
mes "Oh, "+strcharinfo(0)+" Don't be sad.";
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 7828,.@medal_gap; //BF_Badge1
}
}
else {
set .@your_medal,countitem(7828);
set .@medal_gap, 500 - .@your_medal;
if (.@medal_gap > 2) {
mes "[Swandery]";
mes "Blessed Croix!";
mes "Let's enjoy our glorious victory!";
mes ""+strcharinfo(0)+", it's a sign reflecting victory.";
close2;
getitem 7828,3; //BF_Badge1
}
else {
mes "[Swandery]";
mes "Blessed Croix!";
mes "Let's enjoy our glorious victory!";
mes ""+strcharinfo(0)+", it's a sign reflecting victory.";
close2;
getitem 7828,.@medal_gap; //BF_Badge1
}
}
}
bg_leave;
warp "bat_room",154,150;
end;
OnInit:
disablenpc "Croix Vintenar#a01_b";
end;
}
bat_a01,1,5,3 script countdown#bat_a01 844,{
OnEnable:
initnpctimer;
end;
OnStop:
stopnpctimer;
end;
OnTimer7000:
mapannounce "bat_a01", "Guillaume Vintenar Axl Rose : Let's attack to burn down Croix's Food Depot!",bc_map,"0xFF9900";
end;
OnTimer8000:
mapannounce "bat_a01", "Croix Vintenar Swandery : Master of Valhalla! Let us be gifted with unfailing faith and courage!",bc_map,"0xFF99CC";
end;
OnTimer1800000:
mapannounce "bat_a01", "Marollo VII : Guillaume Marollo, Croix Marollo! Marollo followers!",bc_map,"0x99CC00";
end;
OnTimer1803000:
mapannounce "bat_a01", "Marollo VII : Both camps are competitive, so no camp would be destroyed easily. That means the Marollo kingdoms will never be defeated!",bc_map,"0x99CC00";
end;
OnTimer1808000:
mapannounce "bat_a01", "Marollo VII : I think we'd better terminate the battle, and call it a draw.",bc_map,"0x99CC00";
end;
OnTimer1822000:
mapannounce "bat_a01", "Marollo VII : Hold your royalty and faith for a moment, and let's settle up the battle of Tierra Gorge.",bc_map,"0x99CC00";
end;
OnTimer1825000:
mapannounce "bat_a01", "Axl Rose, Swandery : Yes sir.",bc_map,"0x99CC00";
end;
OnTimer1830000:
mapwarp "bat_a01","bat_room",154,150;
donpcevent "countdown#bat_a01::OnStop";
end;
}
/*
bat_a01,351,75,3 script Croix Camp Soldier#bat_a01_guide 934,{
mes "Loading...";
close;
}
bat_a01,356,326,3 script Guillaume Camp Soldier#bat_a01_guide 934,{
mes "Loading...";
close;
}
*/
bat_a01,1,1,3 script Release all#a01 81,{
set .@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_a01","bat_room",154,150;
end;
case 2:
mes "Cancelled.";
close;
}
}
}