summaryrefslogtreecommitdiff
path: root/npc/battleground/flavius/flavius02.txt
diff options
context:
space:
mode:
authordaegaladh <daegaladh@54d463be-8e91-2dee-dedb-b68131a5f0ec>2012-08-01 04:29:56 +0000
committerdaegaladh <daegaladh@54d463be-8e91-2dee-dedb-b68131a5f0ec>2012-08-01 04:29:56 +0000
commit8832adba3ec9df0f7f890154f69f0993b8d1d8e5 (patch)
tree0e73afe6a780abf29fe035301f1354f24762da7a /npc/battleground/flavius/flavius02.txt
parentfa533907d49c7e288be33efb55fcb094f8e48591 (diff)
downloadhercules-8832adba3ec9df0f7f890154f69f0993b8d1d8e5.tar.gz
hercules-8832adba3ec9df0f7f890154f69f0993b8d1d8e5.tar.bz2
hercules-8832adba3ec9df0f7f890154f69f0993b8d1d8e5.tar.xz
hercules-8832adba3ec9df0f7f890154f69f0993b8d1d8e5.zip
Full npc folder reorganization. (I hope I didn't break anything D:)
-Now common scripts goes to the main npc folder, and pre-re-only/re-only ones goes to their respective folders. -NPCs with practically the same script but little differences have been left in the main folder and uses the command checkre() for the differences. -For those NPCs with different coordinates but same script, the script has been left in the main folder but the NPCs splitted as duplicates. -All pre-renewal files has been reverted back to their pre-renewal behavior. TODO: -Correct pre-re quest rewards. -Check for pre-re/re differences in mapflags. git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@16545 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'npc/battleground/flavius/flavius02.txt')
-rw-r--r--npc/battleground/flavius/flavius02.txt755
1 files changed, 755 insertions, 0 deletions
diff --git a/npc/battleground/flavius/flavius02.txt b/npc/battleground/flavius/flavius02.txt
new file mode 100644
index 000000000..bc9645029
--- /dev/null
+++ b/npc/battleground/flavius/flavius02.txt
@@ -0,0 +1,755 @@
+//===== rAthena Script =======================================
+// BattleGround System - Flavius Second
+//===== By: ==================================================
+//= L0ne_W0lf
+//===== Current Version: =====================================
+//= 1.4
+//===== Compatible With: =====================================
+//= rAthena 1.0
+//===== Description: =========================================
+//= [AEGIS Conversion]
+//= Flavius Battleground.
+//= - Winning Team: 9 badges
+//= - Losing Team: 3 badge
+//===== Additional Comments: =================================
+//= 1.0 First Version.
+//= 1.1 Fixed NPCs being called for waiting rooms. (bugreport:4395)
+//= 1.2 Fixed pink crystal spawning as blue. [L0ne_W0lf]
+//= 1.3 Updated 'waitingroom' to support required zeny/lvl. [Kisuka]
+//= 1.4 Removed MaxLvl check in waitingrooms. Replaced setwall with setcell.
+//============================================================
+
+// Waiting Room NPCs
+//============================================================
+bat_room,142,227,4 script Lieutenant Huvas 418,{
+ end;
+OnInit:
+ waitingroom "Battle Station",11,"start#bat_b02::OnReadyCheck",1,0,80;
+ end;
+OnEnterBG:
+ set $@FlaviusBG2_id1, waitingroom2bg("bat_b02",10,290,"start#bat_b02::OnGuillaumeQuit","");
+ end;
+}
+
+bat_room,142,204,0 script Lieutenant Yukon 414,{
+ end;
+OnInit:
+ waitingroom "Battle Station",11,"start#bat_b02::OnReadyCheck",1,0,80;
+ end;
+OnEnterBG:
+ set $@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 844,{
+ end;
+
+OnInit:
+OnEnable:
+ initnpctimer;
+ end;
+
+OnStop:
+ stopnpctimer;
+ end;
+
+OnTimer1000:
+ stopnpctimer;
+ initnpctimer;
+ set .@chk_bat_a01,getmapusers("bat_b02");
+ if (.@chk_bat_a01 < 1) {
+ set $@FlaviusBG2, 0;
+ if( $@FlaviusBG2_id1 ) { bg_destroy $@FlaviusBG2_id1; set $@FlaviusBG2_id1, 0; }
+ if( $@FlaviusBG2_id2 ) { bg_destroy $@FlaviusBG2_id2; set $@FlaviusBG2_id2, 0; }
+ donpcevent "start#bat_b02::OnReadyCheck";
+ }
+ end;
+}
+
+
+// Flavius Battleground Engine
+//============================================================
+bat_b02,15,15,3 script start#bat_b02 844,{
+OnInit:
+ mapwarp "bat_b02","bat_room",154,150;
+ end;
+
+OnReadyCheck:
+ if( $@FlaviusBG2 )
+ end;
+ set .@Guillaume, getwaitingroomstate(0,"Lieutenant Huvas");
+ set .@Croix, getwaitingroomstate(0,"Lieutenant Yukon");
+ if( !.@Guillaume && !.@Croix ) {
+ donpcevent "#bat_b02_timer::OnStop";
+ end;
+ }
+ if( .@Guillaume < 10 || .@Croix < 10 )
+ end;
+ set $@FlaviusBG2, 1;
+ set $@FlaviusBG2_Victory, 0;
+ set $@Croix_ScoreBG2, 0;
+ set $@Guill_ScoreBG2, 0;
+
+ bg_updatescore "bat_b02",$@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 844,{
+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) {
+ set $@FlaviusBG2_Victory,2;
+ set $@Croix_ScoreBG2,$@Croix_ScoreBG2+1;
+ enablenpc "Guillaume Vintenar#b02_a";
+ enablenpc "Croix Vintenar#b02_b";
+ donpcevent "time#bat_b02::Onstop";
+ }
+ else {
+ set $@Croix_ScoreBG2,1;
+ donpcevent "time#bat_b02::OnEnable";
+ donpcevent "start#bat_b02::onReset";
+ }
+ donpcevent "#bat_b02_timer::OnStop";
+ bg_updatescore "bat_b02",$@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 844,{
+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) {
+ set $@FlaviusBG2_Victory,1;
+ set $@Guill_ScoreBG2,$@Guill_ScoreBG2+1;
+ enablenpc "Guillaume Vintenar#b02_a";
+ enablenpc "Croix Vintenar#b02_b";
+ donpcevent "time#bat_b02::Onstop";
+ }
+ else {
+ set $@Guill_ScoreBG2,1;
+ donpcevent "time#bat_b02::OnEnable";
+ donpcevent "start#bat_b02::onReset";
+ }
+ donpcevent "#bat_b02_timer::OnStop";
+ bg_updatescore "bat_b02",$@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 844,{
+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 844,{
+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 844,{
+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 844,{
+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 844,{
+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 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;
+
+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 45,10,10,{
+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 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;
+
+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 45,9,9,{
+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 -1,5,5,{
+OnTouch:
+ if (checkquest(2070) < 0)
+ //setquest 2070;
+ end;
+}
+
+bat_b02,312,224,0 script B_CODE#bat_b02 -1,5,5,{
+OnTouch:
+ if (checkquest(2070) < 0)
+ //setquest 2070;
+ end;
+}
+
+bat_b02,10,294,3 script Guillaume Vintenar#b02_a 934,{
+ if ($@FlaviusBG2_id1 == getcharid(4)) {
+ if ($@FlaviusBG2_Victory == 1) {
+ set .@your_medal,countitem(7829);
+ set .@medal_gap,500 - .@your_medal;
+ if (.@medal_gap > 8) {
+ mes "[Axl Rose]";
+ mes "Blessed Guillaume!";
+ mes "Let's enjoy our glorious victory!";
+ mes ""+strcharinfo(0)+", it's a sign reflecting victory.";
+ close2;
+ getitem 7829,9; //BF_Badge2
+ }
+ else {
+ mes "[Axl Rose]";
+ mes "Blessed Guillaume!";
+ mes "Let's enjoy our glorious victory!";
+ mes ""+strcharinfo(0)+", it's a sign reflecting victory.";
+ close2;
+ getitem 7829,.@medal_gap; //BF_Badge2
+ }
+ }
+ else {
+ set .@your_medal,countitem(7829);
+ set .@medal_gap,500 - .@your_medal;
+ if (.@medal_gap > 2) {
+ mes "[Axl Rose]";
+ mes "You lost, but you're dedicated to this battle.";
+ mes "This is a reward for your great dedication by Guillaume Marollo!";
+ mes "Just take this defeat as a lesson, next time you will definitely win.";
+ close2;
+ getitem 7829,3; //BF_Badge2
+ }
+ else {
+ mes "[Axl Rose]";
+ mes "You lost, but you're dedicated to this battle.";
+ mes "This is a reward for your great dedication by Guillaume Marollo!";
+ mes "Just take this defeat as a lesson, next time you will definitely win.";
+ close2;
+ getitem 7829,.@medal_gap; //BF_Badge2
+ }
+ }
+ }
+ bg_leave;
+ warp "bat_room",154,150;
+ end;
+
+OnInit:
+ disablenpc "Guillaume Vintenar#b02_a";
+ end;
+}
+
+bat_b02,389,14,3 script Croix Vintenar#b02_b 934,{
+ if ($@FlaviusBG2_id2 == getcharid(4)) {
+ if ($@FlaviusBG2_Victory == 2) {
+ set .@your_medal,countitem(7829);
+ set .@medal_gap,500 - .@your_medal;
+ if (.@medal_gap > 8) {
+ mes "[Swandery]";
+ mes "Blessed Croix!";
+ mes "Let's enjoy our glorious victory!";
+ mes ""+strcharinfo(0)+", it's a sign reflecting victory.";
+ close2;
+ getitem 7829,9; //BF_Badge2
+ }
+ else {
+ mes "[Swandery]";
+ mes "Blessed Croix!";
+ mes "Let's enjoy our glorious victory!";
+ mes ""+strcharinfo(0)+", it's a sign reflecting victory.";
+ close2;
+ getitem 7829,.@medal_gap; //BF_Badge2
+ }
+ }
+ else {
+ set .@your_medal,countitem(7829);
+ set .@medal_gap,500 - .@your_medal;
+ if (.@medal_gap > 2) {
+ 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 7829,3; //BF_Badge2
+ }
+ 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 7829,.@medal_gap; //BF_Badge2
+ }
+ }
+ }
+ bg_leave;
+ warp "bat_room",154,150;
+ end;
+
+OnInit:
+ disablenpc "Croix Vintenar#b02_b";
+ end;
+}
+
+bat_b02,1,5,3 script countdown#bat_b02 844,{
+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 $@FlaviusBG2_id2,"bat_b02",390,10;
+ enablenpc "Vintenar#bat_b02_aover";
+ enablenpc "Vintenar#bat_b02_bover";
+ end;
+
+OnTimer1900000:
+ mapwarp "bat_b02","bat_room",154,150;
+ donpcevent "countdown#bat_b02::Onstop";
+ end;
+}
+
+bat_b02,81,83,3 script Guillaume Camp#flag32 973,{ end; }
+bat_b02,94,83,3 script Guillaume Camp#flag33 973,{ end; }
+bat_b02,81,66,3 script Guillaume Camp#flag34 973,{ end; }
+bat_b02,94,66,3 script Guillaume Camp#flag35 973,{ end; }
+bat_b02,139,142,3 script Guillaume Camp#flag36 973,{ end; }
+bat_b02,139,158,3 script Guillaume Camp#flag37 973,{ end; }
+bat_b02,110,161,3 script Guillaume Camp#flag38 973,{ end; }
+bat_b02,110,137,3 script Guillaume Camp#flag39 973,{ end; }
+bat_b02,63,135,3 script Guillaume Camp#flag40 973,{ end; }
+bat_b02,63,165,3 script Guillaume Camp#flag41 973,{ end; }
+bat_b02,10,296,3 script Guillaume Camp#flag42 973,{ end; }
+
+bat_b02,306,233,3 script Croix Camp#flag32 974,{ end; }
+bat_b02,317,233,3 script Croix Camp#flag33 974,{ end; }
+bat_b02,306,216,3 script Croix Camp#flag34 974,{ end; }
+bat_b02,317,216,3 script Croix Camp#flag35 974,{ end; }
+bat_b02,257,158,3 script Croix Camp#flag36 974,{ end; }
+bat_b02,257,141,3 script Croix Camp#flag37 974,{ end; }
+bat_b02,297,164,3 script Croix Camp#flag38 974,{ end; }
+bat_b02,297,136,3 script Croix Camp#flag39 974,{ end; }
+bat_b02,336,161,3 script Croix Camp#flag40 974,{ end; }
+bat_b02,336,139,3 script Croix Camp#flag41 974,{ end; }
+bat_b02,389,16,3 script Croix Camp#flag42 974,{ end; }
+
+bat_b02,10,294,3 script Vintenar#bat_b02_aover 419,{
+ set .@A_B_gap,$@Guill_ScoreBG2 - $@Croix_ScoreBG2;
+ if ($@FlaviusBG2_id1 == getcharid(4)) {
+ if (.@A_B_gap > 0) {
+ set .@your_medal,countitem(7829);
+ set .@medal_gap,500 - .@your_medal;
+ if (.@medal_gap > 8) {
+ mes "[Axl Rose]";
+ mes "Blessed Guillaume!";
+ mes "Let's enjoy our glorious victory!";
+ mes ""+strcharinfo(0)+", it's a sign reflecting victory.";
+ close2;
+ getitem 7829,9; //BF_Badge2
+ }
+ 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 7829,.@medal_gap; //BF_Badge2
+ }
+ }
+ else if (.@A_B_gap == 0) {
+ set .@your_medal,countitem(7829);
+ set .@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 7829,3; //BF_Badge2
+ }
+ 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 7829,.@medal_gap; //BF_Badge2
+ }
+ }
+ else {
+ set .@your_medal,countitem(7829);
+ set .@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 7829,3; //BF_Badge2
+ }
+ 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 7829,.@medal_gap; //BF_Badge2
+ }
+ }
+ }
+ 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 415,{
+ set .@A_B_gap,$@Guill_ScoreBG2 - $@Croix_ScoreBG2;
+ if ($@FlaviusBG2_id2 == getcharid(4)) {
+ if (.@A_B_gap > 0) {
+ set .@your_medal,countitem(7829);
+ set .@medal_gap,500 - .@your_medal;
+ if (.@medal_gap > 2) {
+ 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 7829,3; //BF_Badge2
+ }
+ 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 7829,.@medal_gap; //BF_Badge2
+ }
+ }
+ else if (.@A_B_gap == 0) {
+ set .@your_medal,countitem(7829);
+ set .@medal_gap,500 - .@your_medal;
+ if (.@medal_gap > 2) {
+ 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 7829,3; //BF_Badge2
+ }
+ 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 7829,.@medal_gap; //BF_Badge2
+ }
+ }
+ else {
+ set .@your_medal,countitem(7829);
+ set .@medal_gap,500 - .@your_medal;
+ if (.@medal_gap > 8) {
+ mes "[Swandery]";
+ mes "Blessed Croix!";
+ mes "Let's enjoy our glorious victory!";
+ mes ""+strcharinfo(0)+", it's a sign reflecting victory.";
+ close2;
+ getitem 7829,9; //BF_Badge2
+ }
+ else {
+ mes "[Swandery]";
+ mes "Blessed Croix!";
+ mes "Let's enjoy our glorious victory!";
+ mes ""+strcharinfo(0)+", it's a sign reflecting victory.";
+ close2;
+ getitem 7829,.@medal_gap; //BF_Badge2
+ }
+ }
+ }
+ 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 81,{
+ input .@input,0,2000;
+ if (.@input == 0) {
+ mes "Cancelled.";
+ close;
+ }
+ else if (.@input == 1854) {
+ 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;
+ }
+ }
+}
+*/