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author | Andrei Karas <akaras@inbox.ru> | 2014-10-05 11:34:32 +0300 |
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committer | Andrei Karas <akaras@inbox.ru> | 2018-09-25 02:08:11 +0300 |
commit | 30d5ec6090752d7bf61a4ca115aca3ffba6c6ffb (patch) | |
tree | 6324fda903715493527b80f8f937e555841dea7f /npc/custom/bgqueue | |
parent | 045dc3293aab0412a46d992bb028d8514034c02a (diff) | |
download | hercules-30d5ec6090752d7bf61a4ca115aca3ffba6c6ffb.tar.gz hercules-30d5ec6090752d7bf61a4ca115aca3ffba6c6ffb.tar.bz2 hercules-30d5ec6090752d7bf61a4ca115aca3ffba6c6ffb.tar.xz hercules-30d5ec6090752d7bf61a4ca115aca3ffba6c6ffb.zip |
Remove conf dir.
Diffstat (limited to 'npc/custom/bgqueue')
-rw-r--r-- | npc/custom/bgqueue/flavius.txt | 778 |
1 files changed, 0 insertions, 778 deletions
diff --git a/npc/custom/bgqueue/flavius.txt b/npc/custom/bgqueue/flavius.txt deleted file mode 100644 index 21c79f48f..000000000 --- a/npc/custom/bgqueue/flavius.txt +++ /dev/null @@ -1,778 +0,0 @@ -//===== Hercules Script ====================================== -// BattleGround System - Flavius -//===== By: ================================================== -//= L0ne_W0lf -//===== Current Version: ===================================== -//= 1.5b -//===== Description: ========================================= -//= [AEGIS Conversion] -//= Flavius Battleground. -//= - Winning Team: 9 badges -//= - Losing Team: 3 badge -//===== Additional Comments: ================================= -//= 1.0 First Version. -//= 1.1 Fixed pink crystal spawning as blue. [L0ne_W0lf] -//= 1.2 Updated 'waitingroom' to support required zeny/lvl. [Kisuka] -//= 1.3 Removed MaxLvl check in waitingrooms. Replaced setwall with setcell. -//= 1.4 Attempt at implementing BG Queue [Ind/Hercules] -//= 1.5 Attempt at implementing BG Queue team-algorithm [jaBote] -//= 1.5b Adjustments to the team-splitting algorithm [Haruna] -//============================================================ - -//Tacham, while the script is under testings the original will remain, meaning if you wanna test this you need to disable the other, or they'll conflict. -bat_b01,15,15,3 script start#bat_b01 CLEAR_NPC,{ -OnInit: - mapwarp "bat_b01","bat_room",154,150; - end; - -//$@bg_queue_id is cleared after this event ends -OnPlayerListReady: - set $@FlaviusBG1_id1, bg_create_team("bat_b01",10,290); - set $@FlaviusBG1_id2, bg_create_team("bat_b01",390,10); - - set $@Croix_QueueBG1, queue(); - set $@Guill_QueueBG1, queue(); - - queueopt($@Guill_QueueBG1, QUEUEOPT_LOGOUT, "start#bat_b01::OnGuillaumeQuit"); - queueopt($@Croix_QueueBG1, QUEUEOPT_LOGOUT, "start#bat_b01::OnCroixQuit"); - - set .@i, 0; - - copyarray .@bg_member[0],$@bg_member[0],$@bg_member_size; - copyarray .@bg_member_group[0],$@bg_member_group[0],$@bg_member_size; - copyarray .@bg_member_type[0],$@bg_member_type[0],$@bg_member_size; - - freeloop(1); - // Counting all participants and determining sizes, condensing .@bg_member_group - set .@nogroupcount, 0; - for (set .@i, 0; .@i < getarraysize(.@bg_member); set .@i, .@i + 1) { - if (.@bg_member_group[.@i] == 0) { // Just count them - set .@nogroupcount, .@nogroupcount + 1; - continue; - } - // check if .@bg_member_group and .@bg_member_type already exists on these groups. - for (set .@j, 0; .@j < getarraysize(.@bg_groups); set .@j, .@j + 1) { // <= since it has to start working even if the array is still blank - if ( (.@bg_member_group[.@i] == .@bg_groups[.@j]) && (.@bg_member_type[.@i] == .@bg_types[.@j]) ) { - set .@bg_count[.@j], .@bg_count[.@j] + 1; - break; - } - // Else keep running the loop until we find there's a group already made or make a new one - } - if (.@j == (getarraysize(.@bg_groups)) ) { // It isn't there, insert a new entry at j - set .@bg_groups[.@j], .@bg_member_group[.@i]; - set .@bg_types[.@j], .@bg_member_type[.@i]; - set .@bg_count[.@j], 1; - } - } - - // Now, sorting the group arrays from amount of population descending! Bubble sort powers, I call upon thee! - // Type doesn't matter here for precedence checks, but also needs to be sorted the same way along with groups - for (set .@i, 0; .@i < getarraysize(.@bg_groups); set .@i, .@i + 1) { - for (set .@j, 0; .@j < (getarraysize(.@bg_groups) - .@i); set .@j, .@j + 1) { - if (.@bg_count[.@j] < .@bg_count[.@j+1]){ - set .@temp1, .@bg_groups[.@j]; - set .@temp2, .@bg_types[.@j]; - set .@temp3, .@bg_count[.@j]; - set .@bg_groups[.@j], .@bg_groups[.@j+1]; - set .@bg_types[.@j], .@bg_types[.@j+1]; - set .@bg_count[.@j], .@bg_count[.@j+1]; - set .@bg_groups[.@j+1], .@temp1; - set .@bg_types[.@j+1], .@temp2; - set .@bg_count[.@j+1], .@temp3; - } - } - } - - // Add the groups to the queues! :D - for (set .@i, 0; .@i < getarraysize(.@bg_groups); set .@i, .@i + 1){ - if (queuesize($@Croix_QueueBG1) <= queuesize($@Guill_QueueBG1)){ // Catch'em all and add to the queue! - for (set .@j, 0; .@j < getarraysize(.@bg_member); set .@j, .@j + 1) { - if ( (.@bg_groups[.@i] == .@bg_member_group[.@j]) && (.@bg_types[.@i] == .@bg_member_type[.@j]) ) { - bg_join_team($@FlaviusBG1_id1,.@bg_member[.@j]); - queueadd($@Croix_QueueBG1, .@bg_member[.@j]); - } - } - } - else { - for (set .@j, 0; .@j < getarraysize(.@bg_member); set .@j, .@j + 1) { - if ( (.@bg_groups[.@i] == .@bg_member_group[.@j]) && (.@bg_types[.@i] == .@bg_member_type[.@j]) ) { - bg_join_team($@FlaviusBG1_id2,.@bg_member[.@j]); - queueadd($@Guill_QueueBG1, .@bg_member[.@j]); - } - } - } - } - // Don't forget the people that go on their own! - for (set .@i, 0; .@i <= getarraysize(.@bg_member); set .@i, .@i+1) { - if (.@bg_member_group[.@i] == 0) { // Get alone people only - if (queuesize($@Croix_QueueBG1) <= queuesize($@Guill_QueueBG1)) { - bg_join_team($@FlaviusBG1_id1,.@bg_member[.@i]); - queueadd($@Croix_QueueBG1, .@bg_member[.@i]); - } - else { - bg_join_team($@FlaviusBG1_id2,.@bg_member[.@i]); - queueadd($@Guill_QueueBG1, .@bg_member[.@i]); - } - } - } - freeloop(0); - - set $@FlaviusBG1, 1; - set $@FlaviusBG1_Victory, 0; - set $@Croix_ScoreBG1, 0; - set $@Guill_ScoreBG1, 0; - - bg_updatescore "bat_b01",$@Guill_ScoreBG1,$@Croix_ScoreBG1; - - donpcevent "OBJ#bat_b01_a::OnKill"; - donpcevent "OBJ#bat_b01_a::OnEnable"; - donpcevent "OBJ#bat_b01_b::OnKill"; - donpcevent "OBJ#bat_b01_b::OnEnable"; - donpcevent "guardian#bat_b01_a::OnKill"; - donpcevent "guardian#bat_b01_b::OnKill"; - donpcevent "guardian#bat_b01_a::OnEnable"; - donpcevent "guardian#bat_b01_b::OnEnable"; - donpcevent "cell#bat_b01_a::OnRed"; - donpcevent "cell#bat_b01_b::OnRed"; - donpcevent "time#bat_b01::OnEnable"; - disablenpc "Guillaume Vintenar#b01_a"; - disablenpc "Croix Vintenar#b01_b"; - disablenpc "Vintenar#bat_b01_aover"; - disablenpc "Vintenar#bat_b01_bover"; - bg_warp $@FlaviusBG1_id1,"bat_b01",87,75; - bg_warp $@FlaviusBG1_id2,"bat_b01",311,224; - - /* after warp */ - queueopt($@Guill_QueueBG1, QUEUEOPT_MAPCHANGE, "start#bat_b01::OnGuillaumeQuit"); - queueopt($@Croix_QueueBG1, QUEUEOPT_MAPCHANGE, "start#bat_b01::OnCroixQuit"); - - donpcevent "countdown#bat_b01::OnEnable"; - end; - -OnReset: - donpcevent "OBJ#bat_b01_a::OnKill"; - donpcevent "OBJ#bat_b01_a::OnEnable"; - donpcevent "OBJ#bat_b01_b::OnKill"; - donpcevent "OBJ#bat_b01_b::OnEnable"; - donpcevent "guardian#bat_b01_a::OnKill"; - donpcevent "guardian#bat_b01_b::OnKill"; - donpcevent "guardian#bat_b01_a::OnEnable"; - donpcevent "guardian#bat_b01_b::OnEnable"; - donpcevent "cell#bat_b01_a::OnRed"; - donpcevent "cell#bat_b01_b::OnRed"; - donpcevent "time#bat_b01::OnEnable"; - disablenpc "Guillaume Vintenar#b01_a"; - disablenpc "Croix Vintenar#b01_b"; - disablenpc "Vintenar#bat_b01_aover"; - disablenpc "Vintenar#bat_b01_bover"; - bg_warp $@FlaviusBG1_id1,"bat_b01",87,75; - bg_warp $@FlaviusBG1_id2,"bat_b01",311,224; - end; - -OnCroixQuit: - queueremove($@Croix_QueueBG1,getcharid(CHAR_ID_ACCOUNT)); - callsub L_OnPlayerQuit; - end; - -OnGuillaumeQuit: - queueremove($@Guill_QueueBG1,getcharid(CHAR_ID_ACCOUNT)); - callsub L_OnPlayerQuit; - end; - -L_OnPlayerQuit: - bg_leave; - setd $@bg_delay_var$,gettimetick(2); - if( queuesize($@Guill_QueueBG1) == 0 || queuesize($@Croix_QueueBG1) == 0 ) /* todo check score and decide a winner if anyone left */ - callsub OnMatchOver; - end; - -OnMatchOver: - if( $@FlaviusBG1_id1 || $@FlaviusBG1_id2 ) { - queuedel($@Croix_QueueBG1); - queuedel($@Guill_QueueBG1); - bg_match_over("Flavius"); - } - if( $@FlaviusBG1_id1 ) { bg_destroy $@FlaviusBG1_id1; set $@FlaviusBG1_id1, 0; } - if( $@FlaviusBG1_id2 ) { bg_destroy $@FlaviusBG1_id2; set $@FlaviusBG1_id2, 0; } - end; -} - -bat_b01,1,1,3 script OBJ#bat_b01_a CLEAR_NPC,{ -OnEnable: - bg_monster $@FlaviusBG1_id1,"bat_b01",61,150,"Pink Crystal",1915,"OBJ#bat_b01_a::OnMyMobDead"; - end; - -OnKill: - killmonster "bat_b01","OBJ#bat_b01_a::OnMyMobDead"; - end; - -OnMyMobDead: - if (mobcount("bat_b01","OBJ#bat_b01_a::OnMyMobDead") < 1) { - mapannounce "bat_b01", "Guillaume's Crystal has been destroyed.",bc_map,"0xFFCE00"; - if ($@Croix_ScoreBG1 > 0) { - set $@FlaviusBG1_Victory,2; - set $@Croix_ScoreBG1,$@Croix_ScoreBG1+1; - enablenpc "Guillaume Vintenar#b01_a"; - enablenpc "Croix Vintenar#b01_b"; - donpcevent "time#bat_b01::OnStop"; - donpcevent "start#bat_b01::OnMatchOver"; - } - else { - set $@Croix_ScoreBG1,1; - donpcevent "time#bat_b01::OnEnable"; - donpcevent "start#bat_b01::OnReset"; - } - bg_updatescore "bat_b01",$@Guill_ScoreBG1,$@Croix_ScoreBG1; - bg_warp $@FlaviusBG1_id1,"bat_b01",10,290; - bg_warp $@FlaviusBG1_id2,"bat_b01",390,10; - } - end; -} -bat_b01,1,2,3 script OBJ#bat_b01_b CLEAR_NPC,{ -OnEnable: - bg_monster $@FlaviusBG1_id2,"bat_b01",328,150,"Blue Crystal",1914,"OBJ#bat_b01_b::OnMyMobDead"; - end; - -OnKill: - killmonster "bat_b01","OBJ#bat_b01_b::OnMyMobDead"; - end; - -OnMyMobDead: - if (mobcount("bat_b01","OBJ#bat_b01_b::OnMyMobDead") < 1) { - mapannounce "bat_b01", "Croix's Crystal has been destroyed.",bc_map,"0xFFCE00"; - if ($@Guill_ScoreBG1 > 0) { - set $@FlaviusBG1_Victory,1; - set $@Guill_ScoreBG1,$@Guill_ScoreBG1+1; - enablenpc "Guillaume Vintenar#b01_a"; - enablenpc "Croix Vintenar#b01_b"; - donpcevent "time#bat_b01::OnStop"; - donpcevent "start#bat_b01::OnMatchOver"; - } - else { - set $@Guill_ScoreBG1,1; - donpcevent "time#bat_b01::OnEnable"; - donpcevent "start#bat_b01::OnReset"; - } - bg_updatescore "bat_b01",$@Guill_ScoreBG1,$@Croix_ScoreBG1; - bg_warp $@FlaviusBG1_id1,"bat_b01",10,290; - bg_warp $@FlaviusBG1_id2,"bat_b01",390,10; - } - end; -} - -bat_b01,1,3,3 script guardian#bat_b01_a CLEAR_NPC,{ -OnEnable: - bg_monster $@FlaviusBG1_id1,"bat_b01",108,159,"Guillaume Camp Guardian",1949,"guardian#bat_b01_a::OnMyMobDead"; - bg_monster $@FlaviusBG1_id1,"bat_b01",108,141,"Guillaume Camp Guardian",1949,"guardian#bat_b01_a::OnMyMobDead"; - end; - -OnKill: - killmonster "bat_b01","guardian#bat_b01_a::OnMyMobDead"; - end; - -OnMyMobDead: - if (mobcount("bat_b01","guardian#bat_b01_a::OnMyMobDead") < 1) { - donpcevent "cell#bat_b01_a::OnGreen"; - mapannounce "bat_b01", "The Guardian protecting Guillaume's Crystal has been slain.",bc_map,"0xFFCE00"; - } - end; -} - -bat_b01,1,3,3 script guardian#bat_b01_b CLEAR_NPC,{ -OnEnable: - bg_monster $@FlaviusBG1_id2,"bat_b01",307,160,"Croix Camp Guardian",1949,"guardian#bat_b01_b::OnMyMobDead"; - bg_monster $@FlaviusBG1_id2,"bat_b01",307,138,"Croix Camp Guardian",1949,"guardian#bat_b01_b::OnMyMobDead"; - end; - -OnKill: - killmonster "bat_b01","guardian#bat_b01_b::OnMyMobDead"; - end; - -OnMyMobDead: - if (mobcount("bat_b01","guardian#bat_b01_b::OnMyMobDead") < 1) { - donpcevent "cell#bat_b01_b::OnGreen"; - mapannounce "bat_b01", "The Guardian protecting Croix's Crystal has been slain.",bc_map,"0xFFCE00"; - } - end; -} - -bat_b01,1,4,3 script cell#bat_b01_a CLEAR_NPC,{ -OnRed: - setcell "bat_b01",62,149,60,151,cell_basilica,1; - setcell "bat_b01",62,149,60,151,cell_walkable,0; - end; - -OnGreen: - setcell "bat_b01",62,149,60,151,cell_basilica,0; - setcell "bat_b01",62,149,60,151,cell_walkable,1; - end; -} - -bat_b01,1,5,3 script cell#bat_b01_b CLEAR_NPC,{ -OnRed: - setcell "bat_b01",327,151,329,149,cell_basilica,1; - setcell "bat_b01",327,151,329,149,cell_walkable,0; - end; - -OnGreen: - setcell "bat_b01",327,151,329,149,cell_basilica,0; - setcell "bat_b01",327,151,329,149,cell_walkable,1; - end; -} - -bat_b01,1,6,1 script time#bat_b01 CLEAR_NPC,{ -OnEnable: - donpcevent "Battle Therapist#b01_a::OnEnable"; - donpcevent "Battle Therapist#b01_b::OnEnable"; - end; - -OnStop: - donpcevent "Battle Therapist#b01_a::OnStop"; - donpcevent "Battle Therapist#b01_b::OnStop"; - end; -} - -bat_b01,10,294,3 script Battle Therapist#b01_a 4_F_SISTER,{ - specialeffect(EF_HEAL, AREA, playerattached()); - 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_b01_rp1_a_warp"; - end; - -OnTimer26000: - disablenpc "bat_b01_rp1_a_warp"; - end; - -OnTimer26500: - stopnpctimer; - donpcevent "Battle Therapist#b01_a::OnEnable"; - end; - -OnEnable: - initnpctimer; - enablenpc "Battle Therapist#b01_a"; - end; - -OnStop: - disablenpc "bat_b01_rp1_a_warp"; - disablenpc "Battle Therapist#b01_a"; - stopnpctimer; - end; -} - -bat_b01,10,290,0 script bat_b01_rp1_a_warp WARPNPC,10,10,{ -OnInit: - disablenpc "bat_b01_rp1_a_warp"; - end; - -OnTouch: - percentheal 100,100; - warp "bat_b01",87,73; - end; -} - -bat_b01,389,14,3 script Battle Therapist#b01_b 4_F_SISTER,{ - specialeffect(EF_HEAL, AREA, playerattached()); - 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_b01_rp1_b_warp"; - end; - -OnTimer26000: - disablenpc "bat_b01_rp1_b_warp"; - end; - -OnTimer26500: - stopnpctimer; - donpcevent "Battle Therapist#b01_b::OnEnable"; - end; - -OnEnable: - initnpctimer; - enablenpc "Battle Therapist#b01_b"; - end; - -OnStop: - disablenpc "bat_b01_rp1_b_warp"; - disablenpc "Battle Therapist#b01_b"; - stopnpctimer; - end; -} - -bat_b01,389,10,0 script bat_b01_rp1_b_warp WARPNPC,9,9,{ -OnInit: - disablenpc "bat_b01_rp1_a_warp"; - end; - -OnTouch: - percentheal 100,100; - warp "bat_b01",312,225; - end; -} - -bat_b01,87,76,0 script A_CODE#bat_b01 FAKE_NPC,5,5,{ -OnTouch: - if (!questprogress(2070)) - setquest 2070; - end; -} - -bat_b01,312,224,0 script B_CODE#bat_b01 FAKE_NPC,5,5,{ -OnTouch: - if (!questprogress(2070)) - setquest 2070; - end; -} - -bat_b01,10,294,3 script Guillaume Vintenar#b01_a 4_M_RASWORD,{ - if ($@FlaviusBG1_id1 == getcharid(CHAR_ID_BG)) { - if ($@FlaviusBG1_Victory == 1) { - set .@your_medal,countitem(BF_Badge2); - set .@medal_gap,500 - .@your_medal; - if (.@medal_gap > 8) { - mes "[Axl Rose]"; - mes "Blessed Guillaume!"; - mes "Let's enjoy our glorious victory!"; - mes ""+strcharinfo(PC_NAME)+", it's a sign reflecting victory."; - close2; - getitem BF_Badge2,9; - } - else { - mes "[Axl Rose]"; - mes "Blessed Guillaume!"; - mes "Let's enjoy our glorious victory!"; - mes ""+strcharinfo(PC_NAME)+", it's a sign reflecting victory."; - close2; - getitem BF_Badge2,.@medal_gap; - } - } - else { - set .@your_medal,countitem(BF_Badge2); - set .@medal_gap,500 - .@your_medal; - if (.@medal_gap > 2) { - mes "[Axl Rose]"; - mes "You lost, but you're dedicated to this battle."; - mes "This is a reward for your great dedication by Guillaume Marollo!"; - mes "Just take this defeat as a lesson, next time you will definitely win."; - close2; - getitem BF_Badge2,3; - } - else { - mes "[Axl Rose]"; - mes "You lost, but you're dedicated to this battle."; - mes "This is a reward for your great dedication by Guillaume Marollo!"; - mes "Just take this defeat as a lesson, next time you will definitely win."; - close2; - getitem BF_Badge2,.@medal_gap; - } - } - } - bg_leave; - warp "bat_room",154,150; - end; - -OnInit: - disablenpc "Guillaume Vintenar#b01_a"; - end; -} - -bat_b01,389,14,3 script Croix Vintenar#b01_b 4_M_RASWORD,{ - if ($@FlaviusBG1_id2 == getcharid(CHAR_ID_BG)) { - if ($@FlaviusBG1_Victory == 2) { - set .@your_medal,countitem(BF_Badge2); - set .@medal_gap,500 - .@your_medal; - if (.@medal_gap > 8) { - mes "[Swandery]"; - mes "Blessed Croix!"; - mes "Let's enjoy our glorious victory!"; - mes ""+strcharinfo(PC_NAME)+", it's a sign reflecting victory."; - close2; - getitem BF_Badge2,9; - } - else { - mes "[Swandery]"; - mes "Blessed Croix!"; - mes "Let's enjoy our glorious victory!"; - mes ""+strcharinfo(PC_NAME)+", it's a sign reflecting victory."; - close2; - getitem BF_Badge2,.@medal_gap; - } - } - else { - set .@your_medal,countitem(BF_Badge2); - set .@medal_gap,500 - .@your_medal; - if (.@medal_gap > 2) { - mes "[Swandery]"; - mes "Oh, "+strcharinfo(PC_NAME)+". 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 BF_Badge2,3; - } - else { - mes "[Swandery]"; - mes "Oh, "+strcharinfo(PC_NAME)+". 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 BF_Badge2,.@medal_gap; - } - } - } - bg_leave; - warp "bat_room",154,150; - end; - -OnInit: - disablenpc "Croix Vintenar#b01_b"; - end; -} - -bat_b01,1,5,3 script countdown#bat_b01 CLEAR_NPC,{ -OnInit: - stopnpctimer; - end; - -OnEnable: - stopnpctimer; - initnpctimer; - end; - -OnStop: - stopnpctimer; - end; - -OnTimer7000: - mapannounce "bat_b01", "Guillaume Vintenar Axl Rose : Let's attack to destroy that Crystal!",bc_map,"0xFF9900"; - end; - -OnTimer8000: - mapannounce "bat_b01", "Croix Vintenar Swandery : Even though Guillaume is struggling to win against us, the victory is ours. Let's show them our power.",bc_map,"0xFF99CC"; - end; - -OnTimer1800000: - mapannounce "bat_b01", "Marollo VII : Guillaume Marollo, Croix Marollo! And their followers!",bc_map,"0x99CC00"; - end; - -OnTimer1803000: - mapannounce "bat_b01", "Marollo VII : Both camps are competitive, so it's hard to judge which team is superior.",bc_map,"0x99CC00"; - end; - -OnTimer1808000: - mapannounce "bat_b01", "Marollo VII : This battle of Flavian is such a waste of time. I will decide victory and defeat by your progress.",bc_map,"0x99CC00"; - end; - -OnTimer1822000: - mapannounce "bat_b01", "Marollo VII : If you can't accept the results, try again in another valley battle!",bc_map,"0x99CC00"; - end; - -OnTimer1825000: - mapannounce "bat_b01", "Axl Rose, Swandery : Yes, sir.",bc_map,"0x99CC00"; - end; - -OnTimer1830000: - donpcevent "time#bat_b01::OnStop"; - bg_warp $@FlaviusBG1_id1,"bat_b01",10,290; - bg_warp $@FlaviusBG1_id2,"bat_b01",390,10; - enablenpc "Vintenar#bat_b01_aover"; - enablenpc "Vintenar#bat_b01_bover"; - end; - -OnTimer1900000: - mapwarp "bat_b01","bat_room",154,150; - donpcevent "countdown#bat_b01::OnStop"; - donpcevent "start#bat_b01::OnMatchOver"; - end; -} - -bat_b01,81,83,3 script Guillaume Camp#flag21 1_FLAG_LION,{ end; } -bat_b01,94,83,3 script Guillaume Camp#flag22 1_FLAG_LION,{ end; } -bat_b01,81,66,3 script Guillaume Camp#flag23 1_FLAG_LION,{ end; } -bat_b01,94,66,3 script Guillaume Camp#flag24 1_FLAG_LION,{ end; } -bat_b01,139,142,3 script Guillaume Camp#flag25 1_FLAG_LION,{ end; } -bat_b01,139,158,3 script Guillaume Camp#flag26 1_FLAG_LION,{ end; } -bat_b01,110,161,3 script Guillaume Camp#flag27 1_FLAG_LION,{ end; } -bat_b01,110,137,3 script Guillaume Camp#flag28 1_FLAG_LION,{ end; } -bat_b01,63,135,3 script Guillaume Camp#flag29 1_FLAG_LION,{ end; } -bat_b01,63,165,3 script Guillaume Camp#flag30 1_FLAG_LION,{ end; } -bat_b01,10,296,3 script Guillaume Camp#flag31 1_FLAG_LION,{ end; } - -bat_b01,306,233,3 script Croix Camp#flag21 1_FLAG_EAGLE,{ end; } -bat_b01,317,233,3 script Croix Camp#flag22 1_FLAG_EAGLE,{ end; } -bat_b01,306,216,3 script Croix Camp#flag23 1_FLAG_EAGLE,{ end; } -bat_b01,317,216,3 script Croix Camp#flag24 1_FLAG_EAGLE,{ end; } -bat_b01,257,158,3 script Croix Camp#flag25 1_FLAG_EAGLE,{ end; } -bat_b01,257,141,3 script Croix Camp#flag26 1_FLAG_EAGLE,{ end; } -bat_b01,297,164,3 script Croix Camp#flag27 1_FLAG_EAGLE,{ end; } -bat_b01,297,136,3 script Croix Camp#flag28 1_FLAG_EAGLE,{ end; } -bat_b01,336,161,3 script Croix Camp#flag29 1_FLAG_EAGLE,{ end; } -bat_b01,336,139,3 script Croix Camp#flag30 1_FLAG_EAGLE,{ end; } -bat_b01,389,16,3 script Croix Camp#flag31 1_FLAG_EAGLE,{ end; } - -bat_b01,10,294,3 script Vintenar#bat_b01_aover 4_M_KY_HEAD,{ - set .@A_B_gap,$@Guill_ScoreBG1 - $@Croix_ScoreBG1; - if ($@FlaviusBG1_id1 == getcharid(CHAR_ID_BG)) { - if (.@A_B_gap > 0) { - set .@your_medal,countitem(BF_Badge2); - 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(PC_NAME)+", it's a sign reflecting victory."; - close2; - getitem BF_Badge2,9; - } - else { - mes "[Axl Rose]"; - mes "Blessed Guillaume!"; - mes "Let's enjoy our glorious victory!"; - mes ""+strcharinfo(PC_NAME)+", it's a sign reflecting victory."; - close2; - getitem BF_Badge2,.@medal_gap; - } - } - else if (.@A_B_gap == 0) { - set .@your_medal,countitem(BF_Badge2); - 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 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 { - set .@your_medal,countitem(BF_Badge2); - 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 BF_Badge2,3; - } - else { - mes "[Axl Rose]"; - mes "You lost, but you're dedicated to this battle."; - mes "This is a reward for your great dedication by Guillaume Marollo!"; - mes "Just take this defeat as a lesson, next time you will definitely win."; - close2; - getitem BF_Badge2,.@medal_gap; - } - } - } - else { - mes "[Axl Rose]"; - mes "Why are you here, Croix mercenary? I am definitely sure of victory against foolish Croix such as you. Ha!"; - close; - } - bg_leave; - warp "bat_room",154,150; - end; - -OnInit: - disablenpc "Vintenar#bat_b01_aover"; - end; -} - -bat_b01,389,14,3 script Vintenar#bat_b01_bover 4_M_CRU_HEAD,{ - set .@A_B_gap,$@Guill_ScoreBG1 - $@Croix_ScoreBG1; - if ($@FlaviusBG1_id2 == getcharid(CHAR_ID_BG)) { - if (.@A_B_gap > 0) { - set .@your_medal,countitem(BF_Badge2); - set .@medal_gap,500 - .@your_medal; - if (.@medal_gap > 2) { - mes "[Swandery]"; - mes "Oh, "+strcharinfo(PC_NAME)+". 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 BF_Badge2,3; - } - else { - mes "[Swandery]"; - mes "Oh, "+strcharinfo(PC_NAME)+". 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 BF_Badge2,.@medal_gap; - } - } - else if (.@A_B_gap == 0) { - set .@your_medal,countitem(BF_Badge2); - set .@medal_gap,500 - .@your_medal; - if (.@medal_gap > 2) { - mes "[Swandery]"; - mes "Oh, "+strcharinfo(PC_NAME)+". 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 BF_Badge2,3; - } - else { - mes "[Swandery]"; - mes "Oh, "+strcharinfo(PC_NAME)+". 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 BF_Badge2,.@medal_gap; - } - } - else { - set .@your_medal,countitem(BF_Badge2); - set .@medal_gap,500 - .@your_medal; - if (.@medal_gap > 8) { - mes "[Swandery]"; - mes "Blessed Croix!"; - mes "Let's enjoy our glorious victory!"; - mes ""+strcharinfo(PC_NAME)+", it's a sign reflecting victory."; - close2; - getitem BF_Badge2,9; - } - else { - mes "[Swandery]"; - mes "Blessed Croix!"; - mes "Let's enjoy our glorious victory!"; - mes ""+strcharinfo(PC_NAME)+", it's a sign reflecting victory."; - close2; - getitem BF_Badge2,.@medal_gap; - } - } - } - else { - mes "[Swandery]"; - mes "Why do you come here as a Guillaume? You will be sent to where you should be!"; - close; - } - bg_leave; - warp "bat_room",154,150; - end; - -OnInit: - disablenpc "Vintenar#bat_b01_bover"; - end; -} |