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authorAndrei Karas <akaras@inbox.ru>2014-10-05 11:34:32 +0300
committerAndrei Karas <akaras@inbox.ru>2018-09-25 02:08:11 +0300
commit30d5ec6090752d7bf61a4ca115aca3ffba6c6ffb (patch)
tree6324fda903715493527b80f8f937e555841dea7f /npc/custom/bgqueue
parent045dc3293aab0412a46d992bb028d8514034c02a (diff)
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Remove conf dir.
Diffstat (limited to 'npc/custom/bgqueue')
-rw-r--r--npc/custom/bgqueue/flavius.txt778
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;
-}