//================= 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 - Tierra Gorge
//================= Description ===========================================
//= Tierra Gorge Battleground.
//= - Winning Team: 3 badges
//= - Losing Team: 1 badge
//================= Current Version =======================================
//= 1.5
//=========================================================================
//== Waiting Room NPCs =====================================
bat_room,57,227,5 script Lieutenant Kalos 4_M_KY_KNT,{
end;
OnInit:
waitingroom("Battle Station", 11, "start#bat_a01::OnReadyCheck", 1, 0, 80);
end;
OnEnterBG:
$@TierraBG1_id1 = waitingroom2bg("bat_a01",50,374,"start#bat_a01::OnGuillaumeQuit","");
end;
}
bat_room,58,204,1 script Lieutenant Eyor 4_M_CRU_KNT,{
end;
OnInit:
waitingroom("Battle Station", 11, "start#bat_a01::OnReadyCheck", 1, 0, 80);
end;
OnEnterBG:
$@TierraBG1_id2 = waitingroom2bg("bat_a01",42,16,"start#bat_a01::OnCroixQuit","");
end;
}
bat_room,1,151,3 script #bat_a01_timer CLEAR_NPC,{
end;
OnInit:
OnEnable:
initnpctimer;
end;
OnStop:
stopnpctimer;
end;
OnTimer1000:
stopnpctimer;
initnpctimer;
.@chk_bat_a01 = getmapusers("bat_a01");
if (.@chk_bat_a01 < 1) {
$@TierraBG1 = 0; $@TierraBG1_Victory = 0;
if( $@TierraBG1_id1 ) { bg_destroy $@TierraBG1_id1; $@TierraBG1_id1 = 0; }
if( $@TierraBG1_id2 ) { bg_destroy $@TierraBG1_id2; $@TierraBG1_id2 = 0; }
donpcevent "start#bat_a01::OnReadyCheck";
}
end;
}
bat_a01,352,342,0 script #bat_a01_quest_a FAKE_NPC,5,5,{
end;
OnTouch:
if (!questprogress(2069))
setquest 2069;
end;
}
bat_a01,353,52,0 script #bat_a01_quest_b FAKE_NPC,5,5,{
end;
OnTouch:
if (!questprogress(2069))
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 CLEAR_NPC,{
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;
.@Guillaume = getwaitingroomstate(0,"Lieutenant Kalos");
.@Croix = getwaitingroomstate(0,"Lieutenant Eyor");
if( !.@Guillaume && !.@Croix ) {
donpcevent "#bat_a01_timer::OnStop";
end;
}
else if( .@Guillaume < 10 || .@Croix < 10 )
end;
$@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 $@TierraBG1_id2,"bat_a01",353,52;
initnpctimer;
end;
OnTimer10000:
stopnpctimer;
donpcevent "#bat_a01_timer::OnEnable";
end;
}
bat_a01,15,16,3 script OBJ#bat_a01_a CLEAR_NPC,{
OnEnable:
bg_monster($@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";
$@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 $@TierraBG1_id2,"bat_a01",42,16;
}
end;
}
bat_a01,15,17,3 script OBJ#bat_a01_b CLEAR_NPC,{
OnEnable:
bg_monster($@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";
$@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 $@TierraBG1_id2,"bat_a01",42,16;
}
end;
}
bat_a01,15,18,3 script barricade#bat_a01_a CLEAR_NPC,{
OnEnable:
for (.@i = 185; .@i < 202; ++.@i)
bg_monster($@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 CLEAR_NPC,{
OnEnable:
for (.@i = 169; .@i < 186; ++.@i)
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 CLEAR_NPC,{
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(CHAR_ID_BG),56,212;
if (getcharid(CHAR_ID_BG) == $@TierraBG1_id1) {
donpcevent "NOBJ_mob#bat_a01_a::OnEnable";
mapannounce("bat_a01", _("Guillaume captured a Neutrality Flag, so they have an advantage."), bc_map, "0xFFCE00");
}
else {
donpcevent "NOBJ_mob#bat_a01_b::OnEnable";
mapannounce("bat_a01", _("Croix captured a Neutrality Flag, so they have an advantage."), bc_map, "0xFFCE00");
}
}
end;
}
bat_a01,15,21,3 script NOBJ_mob#bat_a01_a CLEAR_NPC,{
OnEnable:
donpcevent "NOBJ_mob#bat_a01_b::OnKill";
bg_monster($@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 CLEAR_NPC,{
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 4_M_REPAIR,{
if (getcharid(CHAR_ID_BG) == $@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(Stone) > 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 Stone,50;
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 4_M_REPAIR,{
if (getcharid(CHAR_ID_BG) == $@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(Stone) > 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 Stone,50;
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 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;
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 FAKE_NPC,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 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;
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 FAKE_NPC,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 4_GHOSTRING,{
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 FAKE_NPC,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 FAKE_NPC,7,0,{
OnTouch:
if (getcharid(CHAR_ID_BG) == $@TierraBG1_id1)
warp "bat_a01",194,261;
end;
}
bat_a01,194,265,0 script barri_warp_down#bat_a01a FAKE_NPC,7,0,{
OnTouch:
if (getcharid(CHAR_ID_BG) == $@TierraBG1_id1)
warp "bat_a01",194,270;
end;
}
bat_a01,177,130,0 script barri_warp_up#bat_a01_b FAKE_NPC,7,0,{
OnTouch:
if (getcharid(CHAR_ID_BG) == $@TierraBG1_id2)
warp "bat_a01",178,125;
end;
}
bat_a01,177,128,0 script barri_warp_down#bat_a01b FAKE_NPC,7,0,{
OnTouch:
if (getcharid(CHAR_ID_BG) == $@TierraBG1_id2)
warp "bat_a01",178,134;
end;
}
bat_a01,352,342,0 script A_CODE#bat_a01 FAKE_NPC,5,5,{
OnTouch:
if (questprogress(2069) == 1)
setquest 2069;
end;
}
bat_a01,353,52,0 script B_CODE#bat_a01 FAKE_NPC,5,5,{
OnTouch:
if (questprogress(2069) == 1)
setquest 2069;
end;
}
bat_a01,169,227,0 script underladd#bat_a01_1 WARPNPC,1,1,{
OnTouch_:
warp "bat_a01",178,228;
end;
}
bat_a01,208,164,0 script underladd#bat_a01_2 WARPNPC,1,1,{
OnTouch_:
warp "bat_a01",200,171;
end;
}
bat_a01,171,309,3 script Guillaume Camp#flag1 1_FLAG_LION,{ end; }
bat_a01,149,310,3 script Guillaume Camp#flag2 1_FLAG_LION,{ end; }
bat_a01,119,336,3 script Guillaume Camp#flag3 1_FLAG_LION,{ end; }
bat_a01,118,357,3 script Guillaume Camp#flag4 1_FLAG_LION,{ end; }
bat_a01,150,380,3 script Guillaume Camp#flag5 1_FLAG_LION,{ end; }
bat_a01,173,380,3 script Guillaume Camp#flag6 1_FLAG_LION,{ end; }
bat_a01,210,344,3 script Guillaume Camp#flag7 1_FLAG_LION,{ end; }
bat_a01,350,325,3 script Guillaume Camp#flag8 1_FLAG_LION,{ end; }
bat_a01,358,325,3 script Guillaume Camp#flag9 1_FLAG_LION,{ end; }
bat_a01,138,12,3 script Croix Camp#flag1 1_FLAG_EAGLE,{ end; }
bat_a01,108,36,3 script Croix Camp#flag2 1_FLAG_EAGLE,{ end; }
bat_a01,108,63,3 script Croix Camp#flag3 1_FLAG_EAGLE,{ end; }
bat_a01,136,87,3 script Croix Camp#flag4 1_FLAG_EAGLE,{ end; }
bat_a01,167,86,3 script Croix Camp#flag5 1_FLAG_EAGLE,{ end; }
bat_a01,199,49,3 script Croix Camp#flag6 1_FLAG_EAGLE,{ end; }
bat_a01,168,16,3 script Croix Camp#flag7 1_FLAG_EAGLE,{ end; }
bat_a01,357,74,3 script Croix Camp#flag8 1_FLAG_EAGLE,{ end; }
bat_a01,348,74,3 script Croix Camp#flag9 1_FLAG_EAGLE,{ end; }
bat_a01,53,377,3 script Guillaume Vintenar#a01_a 4_M_KY_HEAD,{
if (getcharid(CHAR_ID_BG) == $@TierraBG1_id1) {
if ($@TierraBG1_Victory == 1) {
.@your_medal = countitem(BF_Badge1);
.@medal_gap = 500 - .@your_medal;
if (.@medal_gap > 2) {
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_Badge1,3;
}
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_Badge1,.@medal_gap;
}
}
else {
.@your_medal = countitem(BF_Badge1);
.@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 BF_Badge1,1;
}
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 BF_Badge1,.@medal_gap;
}
}
}
else {
if ($@TierraBG1_Victory == 2) {
.@your_medal = countitem(BF_Badge1);
.@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 BF_Badge1,1;
}
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 BF_Badge1,.@medal_gap;
}
}
else {
.@your_medal = countitem(BF_Badge1);
.@medal_gap = 500 - .@your_medal;
if (.@medal_gap > 2) {
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_Badge1,3;
}
else {
mes("[Axl Rose]");
mes("Blessed Guillaume!");
mes("Let's enjoy our glorious victory!");
mesf("%s, it's a sign of victory.", strcharinfo(PC_NAME));
close2;
getitem BF_Badge1,.@medal_gap;
}
}
}
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 4_M_CRU_HEAD,{
if (getcharid(CHAR_ID_BG) == $@TierraBG1_id2) {
if ($@TierraBG1_Victory == 2) {
.@your_medal = countitem(BF_Badge1);
.@medal_gap = 500 - .@your_medal;
if (.@medal_gap > 2) {
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_Badge1,3;
}
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_Badge1,.@medal_gap;
}
}
else {
.@your_medal = countitem(BF_Badge1);
.@medal_gap = 500 - .@your_medal;
if (.@medal_gap > 0) {
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_Badge1,1;
}
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_Badge1,.@medal_gap;
}
}
}
else {
if ($@TierraBG1_Victory == 1) {
.@your_medal = countitem(BF_Badge1);
.@medal_gap = 500 - .@your_medal;
if (.@medal_gap > 0) {
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_Badge1,1;
}
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_Badge1,.@medal_gap;
}
}
else {
.@your_medal = countitem(BF_Badge1);
.@medal_gap = 500 - .@your_medal;
if (.@medal_gap > 2) {
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_Badge1,3;
}
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_Badge1,.@medal_gap;
}
}
}
bg_leave;
warp "bat_room",154,150;
end;
OnInit:
disablenpc "Croix Vintenar#a01_b";
end;
}
bat_a01,1,5,3 script countdown#bat_a01 CLEAR_NPC,{
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 4_M_RASWORD,{
mes("Loading...");
close;
}
bat_a01,356,326,3 script Guillaume Camp Soldier#bat_a01_guide 4_M_RASWORD,{
mes("Loading...");
close;
}
*/
bat_a01,1,1,3 script Release all#a01 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_a01","bat_room",154,150;
end;
case 2:
mes("Cancelled.");
close;
}
}
}