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|
//================= Hercules Script =======================================
//= _ _ _
//= | | | | | |
//= | |_| | ___ _ __ ___ _ _| | ___ ___
//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
//= | | | | __/ | | (__| |_| | | __/\__ \
//= \_| |_/\___|_| \___|\__,_|_|\___||___/
//================= License ===============================================
//= This file is part of Hercules.
//= http://herc.ws - http://github.com/HerculesWS/Hercules
//=
//= Copyright (C) 2012-2015 Hercules Dev Team
//= Copyright (C) Euphy
//= 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 - Common NPCs
//================= Description ===========================================
//= Battleground NPCs:
//= - Generals and Aides
//= - Battleground Warper
//= - Kafra and Repairman.
//= - GM Management NPC (disabled by default)
//= - Badge Exchanger (Tierra and Flavius)
//================= Current Version =======================================
//= 1.4
//=========================================================================
//== Generals ==============================================
bat_room,161,158,3 script Gen. Guillaume's Aide#01 4_M_KY_HEAD,{ end; }
bat_room,161,160,3 script Gen. Guillaume's Aide#03 4_M_KY_HEAD,{ end; }
bat_room,160,141,3 script Prince Croix 4_M_CRU_CRUA,{
cutin "bat_crua1",2;
mes "[Prince Croix]";
mes "Wise adventurer, why don't you lend us your power for victory?";
next;
switch(select("What's the reason for the Battle?:Tell me about General Guillaume")) {
case 1:
cutin "bat_crua2",2;
mes "[Prince Croix]";
mes "Maroll's great king, Marcel Marollo VII, is very sick lately.";
mes "His Majesty has declared that he will be leaving the future of Maroll to me or the 3rd prince, General Guillaume.";
next;
mes "[Prince Croix]";
mes "General Guillaume may have an advantage in this battle as he is the great general of Maroll, but that doesn't automatically mean he'll win.";
mes "I want to win this battle so that I can bring prosperity to the people of Maroll. They've suffered enough from war...";
next;
switch(select("Yes, I want to join you.:End Conversation")) {
case 1:
cutin "bat_crua1",2;
mes "[Prince Croix]";
mes "Thank you so much. I feel like I can win with the help of adventurers like you.";
mes "Now, please go downstairs and join your comrades in sharpening their skills to fight the enemy!";
break;
case 2:
mes "[Prince Croix]";
mes "For Maroll!";
break;
}
break;
case 2:
cutin "bat_crua2",2;
mes "[Prince Croix]";
mes "The 3rd Prince Guillaume is the great general of Maroll.";
mes "It's a waste of time to explain to you how great a leader or warlord he is, since he commands the great military power of Maroll.";
next;
mes "[Prince Croix]";
mes "Unfortunately, there's something he and his followers are unaware of:";
mes "Do the people of Maroll really want them to spend so much money on military power?";
mes "We have suffered enough from wars.";
mes "I believe weapons aren't the best way to bring prosperity to a nation.";
next;
mes "[Prince Croix]";
mes "I do not wish to shed blood, but I have no choice but to fight for the possibility of peace and for the sake of my people.";
next;
switch(select("Yes, I want to join you.:End Conversation")) {
case 1:
cutin "bat_crua1",2;
mes "[Prince Croix]";
mes "Thank you so much. I feel like I can win with the help of adventurers like you.";
mes "Now, please go downstairs and join your comrades in sharpening their skills to fight the enemy!";
break;
case 2:
mes "[Prince Croix]";
mes "For Maroll!";
break;
}
break;
}
close2;
cutin "bat_crua1",255;
cutin "bat_crua2",255;
end;
}
bat_room,161,140,3 script Prince Croix's Aide#01 4_M_CRU_HEAD,{ end; }
bat_room,161,142,3 script Prince Croix's Aide#02 4_M_CRU_HEAD,{ end; }
bat_room,160,159,3 script General Guillaume 4_M_KY_KIYOM,{
cutin "bat_kiyom2",2;
mes "[General Guillaume]";
mes "Hot-blooded adventurer, we need your ability to win this battle.";
next;
switch(select("What's the reason for the Battle?:Tell me about Prince Croix")) {
case 1:
cutin "bat_kiyom1",2;
mes "[General Guillaume]";
mes "Our great king, Marcel Marollo VII, is very sick lately.";
mes "His Majesty has declared that he has chosen either me or Prince Croix as the next king amongst his 9 sons.";
next;
mes "[General Guillaume]";
mes "Two kings can't share a nation! Only the one victorious from His Majesty's appointed battle will be enthroned.";
next;
mes "[General Guillaume]";
mes "This is, however, not just a battle between us. This battle will determine the future of this country.";
mes "I pledge on my honor to prove that I'm the one who can protect this Maroll from outside threats.";
next;
switch(select("Yes, I want to join you.:End Conversation")) {
case 1:
cutin "bat_kiyom2",2;
mes "[General Guillaume]";
mes "Welcome to my army, comrade.";
mes "Your eyes tell me that you're a soldier that I can trust.";
next;
mes "[General Guillaume]";
mes "Now, go upstairs and apply for battle with your comrades.";
mes "I'm sure they'll welcome you whole-heartedly!";
break;
case 2:
mes "[General Guillaume]";
mes "I'll be the one who will capture the flag!";
break;
}
break;
case 2:
cutin "bat_kiyom1",2;
mes "[General Guillaume]";
mes "The 5th Prince Croix is currently titled as the Prime Minister of Maroll.";
mes "He thinks all national matters of a nation can be discussed and determined on a desk,";
mes "and believes in peaceful co-existence with other countries.";
next;
mes "[General Guillaume]";
mes "He's too ignorant to admit that so-called peace is built on countless lives that are sacrificed in wars while normal citizens and upper classes can live, oblivious to the horrors that allow them to live that way.";
next;
mes "[General Guillaume]";
mes "He's too naive to understand the reality....";
mes "I can't leave Maroll to someone like him who lives in a dream!";
next;
mes "[General Guillaume]";
mes "His unrealistic beliefs will drown this country in poverty and make the people weak. If he becomes the king, Maroll will never rest from the onslaughts of other countries.";
mes "I want to teach him what makes this small country so powerful and prosperous. It's military power!";
next;
switch(select("I want to join your army!:End Conversation")) {
case 1:
cutin "bat_kiyom2",2;
mes "[General Guillaume]";
mes "Welcome to my army, comrade.";
mes "Your eyes tell me that you're a soldier that I can trust.";
next;
mes "[General Guillaume]";
mes "Now, go upstairs and apply for battle from your comrades.";
mes "I'm sure they'll welcome you whole-heartedly!";
break;
case 2:
mes "[General Guillaume]";
mes "I'll be the one who will capture the flag!";
break;
}
break;
}
close2;
cutin "bat_kiyom1",255;
cutin "bat_kiyom2",255;
end;
}
//== Flags =================================================
//bat_room,140,160,3 script Guillaume Base#roomflag1 1_FLAG_LION,{ end; }
//bat_room,167,160,3 script Guillaume Base#roomflag2 1_FLAG_LION,{ end; }
//bat_room,140,139,3 script Croix Base#roomflag1 1_FLAG_EAGLE,{ end; }
//bat_room,167,139,3 script Croix Base#roomflag2 1_FLAG_EAGLE,{ end; }
//== BattleGround Warper ===================================
bat_room,148,150,5 script Teleporter#Battlefield 4_F_TELEPORTER,{
mes "[Teleporter]";
mes "Do you wish to leave the battlefield? Use my services to return to town.";
next;
switch(select("Leave:Don't Leave")) {
case 1:
mes "[Teleporter]";
switch(bat_return) {
default:
case 1:
setarray .@mapname$[0],"Prontera.","prontera";
setarray .@xy[0],116,72;
break;
case 2:
setarray .@mapname$[0],"Morroc","moc_ruins";
setarray .@xy[0],152,48;
break;
case 3:
setarray .@mapname$[0],"Al De Baran.","aldebaran";
setarray .@xy[0],168,112;
break;
case 4:
setarray .@mapname$[0],"Geffen.","geffen";
setarray .@xy[0],120,39;
break;
case 5:
setarray .@mapname$[0],"Payon.","payon";
setarray .@xy[0],161,58;
break;
case 6:
setarray .@mapname$[0],"Lighthalzen.","lighthalzen";
setarray .@xy[0],159,93;
break;
case 7:
setarray .@mapname$[0],"Rachel.","rachel";
setarray .@xy[0],115,124;
break;
}
mes "You will be sent back to "+.@mapname$[0]+".";
close2;
warp .@mapname$[1],.@xy[0],.@xy[1];
break;
case 2:
mes "[Teleporter]";
mes "I'll be here whenever you're in need of my services.";
close;
}
end;
}
- script Maroll Battle Recruiter::BatRecruit 4_F_JOB_KNIGHT,{
mes "[Maroll Battle Recruiter]";
mes "Good day, adventurer.";
mes "I'm a knight from a far country called Maroll Kingdom.";
next;
mes "[Maroll Battle Recruiter]";
mes "The two princes of the kingdom are now battling for the throne of Maroll, and are in need of experienced soldiers like you.";
mes "How would you like to lend your power to one of the princes in the Maroll Kingdom?";
next;
switch(select("Join:Don't Join")) {
case 1:
mes "[Maroll Battle Recruiter]";
mes "May the war god bless you.";
close2;
getmapxy(.@mapname$, .@x, .@y, UNITTYPE_NPC);
if (.@mapname$ == "prontera")
bat_return = 1;
else if (.@mapname$ == "moc_ruins")
bat_return = 2;
else if (.@mapname$ == "aldebaran")
bat_return = 3;
else if (.@mapname$ == "geffen")
bat_return = 4;
else if (.@mapname$ == "payon")
bat_return = 5;
else if (.@mapname$ == "lighthalzen")
bat_return = 6;
else if (.@mapname$ == "rachel")
bat_return = 7;
else
bat_return = 1;
warp "bat_room",154,150;
break;
case 2:
mes "[Maroll Battle Recruiter]";
mes "I'll always be stationed here for more soldiers. Feel free to come back whenever you're interested.";
close;
}
end;
}
prontera,123,83,3 duplicate(BatRecruit) Maroll Battle Recruiter::BatRecruit1 4_F_JOB_KNIGHT
moc_ruins,75,162,3 duplicate(BatRecruit) Maroll Battle Recruiter::BatRecruit2 4_F_JOB_KNIGHT
aldebaran,146,109,3 duplicate(BatRecruit) Maroll Battle Recruiter::BatRecruit3 4_F_JOB_KNIGHT
geffen,109,66,3 duplicate(BatRecruit) Maroll Battle Recruiter::BatRecruit4 4_F_JOB_KNIGHT
payon,189,105,3 duplicate(BatRecruit) Maroll Battle Recruiter::BatRecruit5 4_F_JOB_KNIGHT
lighthalzen,153,86,5 duplicate(BatRecruit) Maroll Battle Recruiter::BatRecruit6 4_F_JOB_KNIGHT
rachel,149,138,3 duplicate(BatRecruit) Maroll Battle Recruiter::BatRecruit7 4_F_JOB_KNIGHT
//== Additional warps ======================================
// Empty
bat_room,57,81,0 warp bat1 1,1,bat_room,154,149
bat_room,57,90,0 warp bat2 1,1,bat_room,154,149
// Empty
bat_room,85,81,0 warp bat5 1,1,bat_room,154,149
bat_room,85,90,0 warp bat6 1,1,bat_room,154,149
// Free BG
bat_room,113,81,0 warp bat9 1,1,bat_room,154,149
bat_room,113,90,0 warp bat10 1,1,bat_room,154,149
// Free BG
bat_room,141,81,0 warp bat13 1,1,bat_room,154,149
bat_room,141,90,0 warp bat14 1,1,bat_room,154,149
// Free BG
bat_room,169,81,0 warp bat17 1,1,bat_room,154,149
bat_room,169,90,0 warp bat18 1,1,bat_room,154,149
// Free BG
bat_room,197,81,0 warp bat21 1,1,bat_room,154,149
bat_room,197,90,0 warp bat22 1,1,bat_room,154,149
// Free BG
bat_room,225,81,0 warp bat25 1,1,bat_room,154,149
bat_room,225,90,0 warp bat26 1,1,bat_room,154,149
// Empty
bat_room,253,81,0 warp bat29 1,1,bat_room,154,149
bat_room,253,90,0 warp bat30 1,1,bat_room,154,149
// Empty
bat_room,253,220,0 warp bat31 1,1,bat_room,154,149
bat_room,253,211,0 warp bat32 1,1,bat_room,154,149
//== Kafra =================================================
bat_room,148,147,4 script Kafra Staff::kaf_bat 4_F_KAFRA9,{
cutin "kafra_09",2;
callfunc "F_Kafra",0,2,1,150,0;
}
//== Repairman =============================================
bat_room,138,144,4 script Repairman#bg 4_M_04,{
callfunc "repairmain","Repairman";
end;
}
//== GM Management NPC =====================================
bat_room,1,151,3 script Switch#batgnd 4_DOG01,{
.@i = callfunc("F_GM_NPC",1854,0);
if (.@i == -1) {
mes "The command has been cancelled.";
close;
} else if (.@i == 0) {
end;
} else {
mes "May I help you?";
next;
switch(select("Close Battlefield:Open Battlefield:Reset a01:Reset b01:Reset a02:Reset b02")) {
case 1:
disablenpc "Tierra Gorge Officer#01a";
disablenpc "Tierra Gorge Officer#02a";
disablenpc "Tierra Gorge Officer#01b";
disablenpc "Tierra Gorge Officer#02b";
disablenpc "Flavius Officer#01a";
disablenpc "Flavius Officer#01b";
disablenpc "Flavius Officer#02a";
disablenpc "Flavius Officer#02b";
break;
case 2:
enablenpc "Tierra Gorge Officer#01a";
enablenpc "Tierra Gorge Officer#02a";
enablenpc "Tierra Gorge Officer#01b";
enablenpc "Tierra Gorge Officer#02b";
enablenpc "Flavius Officer#01a";
enablenpc "Flavius Officer#01b";
enablenpc "Flavius Officer#02a";
enablenpc "Flavius Officer#02b";
break;
case 3:
donpcevent "start#bat_a01::OnEnable";
break;
case 4:
donpcevent "start#bat_b01::OnEnable";
break;
case 5:
donpcevent "start#bat_a02::OnEnable";
break;
case 6:
donpcevent "start#bat_b02::OnEnable";
break;
}
mes "Complete";
close;
}
}
//== Badges Exchange =======================================
bat_room,160,150,3 script Erundek 4_M_MANAGER,{
if (checkweight(Knife,1) == 0) {
mes "- Wait a minute !! -";
mes "- Currently you're carrying -";
mes "- too many items with you. -";
mes "- Please try again -";
mes "- after you loose some weight. -";
close;
}
mes "[Erundek]";
mes "Do you have the battlefield badges?";
mes "I can exchange Bravery Badges and Valor Badges for reward items.";
next;
switch(select("Exchange Badges:Check the Catalog")) {
case 1:
mes "[Erundek]";
mes "Which type of items would you like to exchange?";
mes "To check more information about the reward items, please use our ^3131FFCatalog^000000.";
next;
switch(select("Weapon:Armor:Accessory:Consumable")) {
case 1:
mes "[Erundek]";
mes "You chose ^3131FFWeapon^000000.";
mes "The following weapons are available for exchange with the battlefield badges.";
mes "Please note that items for ^3131FFBravery Badges are indicated as (BB)^000000, and ^3131FFValor Badges as (VB)^000000.";
next;
switch(select("Dagger/OneSword/TwoSword/TwoSpear:Staff/Mace/TwoAxe/Shuriken:Bow/Katar/Music/Whip:Book/Knuckle:Revolver/Rifle/Gatling/Shotgun/Launcher")) {
case 1:
mes "[Erundek]";
mes "The following items are available in the ^3131FFDagger, One-Handed Sword, Two-Handed Sword, and Two-Handed Spear^000000 category.";
next;
setarray .@Weapons[0],13036,7828,13037,7829,13411,7828,13410,7829,1183,7828,1184,7829,1425,7828,1482,7829;
break;
case 2:
mes "[Erundek]";
mes "The following items are available in the ^3131FFStaff / Mace / Two-Handed Axe / Huuma Shuriken^000000 category.";
next;
setarray .@Weapons[0],1632,7828,1633,7829,1634,7828,1635,7829,1543,7828,1542,7829,1380,7828,1379,7829,13305,7828,13306,7829;
break;
case 3:
mes "[Erundek]";
mes "The following weapons are available in the ^3131FFBow / Katar / Musical Instrument / Whip^000000 category.";
next;
setarray .@Weapons[0],1739,7828,1738,7829,1279,7828,1280,7829,1924,7828,1923,7829,1978,7828,1977,7829;
break;
case 4:
mes "[Erundek]";
mes "The following weapons are available in the ^3131FFBook / Knuckle^000000 category.";
next;
setarray .@Weapons[0],1574,7828,1575,7829,1824,7828,1823,7829;
break;
case 5:
mes "[Erundek]";
mes "The following weapons are available in the ^3131FFRevolver / Rifle / Gatling Gun / Shotgun / Grenade Launcher^000000 category.";
next;
setarray .@Weapons[0],13108,7828,13171,7829,13172,7828,13173,7829,13174,7829;
break;
}
.@menu$ = "";
for (.@i = 0; .@i < getarraysize(.@Weapons); .@i += 2)
.@menu$ += getitemname(.@Weapons[.@i])+((.@Weapons[.@i+1]==7828)?"(BB)":"(VB)")+":";
.@i = (select(.@menu$)-1)*2;
.@type$ = ((.@Weapons[.@i+1]==7828)?"(BB)":"(VB)");
mes "[Erundek]";
mes "You chose ^3131FF"+getitemname(.@Weapons[.@i])+.@type$+"^000000.";
mes "You can exchange for this item with ^FF0000100 "+getitemname(.@Weapons[.@i+1])+"^000000.";
mes "Would you like to exchange?";
next;
switch(select("Do not exchange:Exchange")) {
case 1:
break;
case 2:
mes "[Erundek]";
mes "Would you like to spend ^FF0000100 "+getitemname(.@Weapons[.@i+1])+"^000000 and receive a ^3131FF"+getitemname(.@Weapons[.@i])+.@type$+"^000000?";
next;
mes "[Erundek]";
mes "Remember, Battleground Reward Items are ^FF0000Character Bound^000000. Are you sure you want this item?";
next;
switch(select("Yes:No")) {
case 1:
mes "[Erundek]";
if (countitem(.@Weapons[.@i+1]) >= 100) {
mes "Thank you for exchanging.";
delitem .@Weapons[.@i+1],100;
getitem .@Weapons[.@i],1;
}
else mes "I'm sorry, but you don't have enough badges to exchange.";
close;
case 2:
break;
}
break;
}
mes "[Erundek]";
mes "Do you need more time to check the items?";
close;
case 2:
mes "[Erundek]";
mes "You chose ^3131FFArmor^000000.";
mes "The following armors are available for exchange with the battlefield badges.";
next;
switch(select("Garments / Shoes:Armor")) {
case 1:
setarray .@items[0],2538,50,2539,50,2540,50,2435,50,2436,50,2437,50;
break;
case 2:
setarray .@items[0],2376,80,2377,80,2378,80,2379,80,2380,80,2381,80,2382,80;
break;
}
break;
case 3:
mes "[Erundek]";
mes "You chose ^3131FFAccessory^000000.";
mes "You can exchange the Medal of Honors with your Badges according to the job classes, as follows:";
next;
setarray .@items[0],2733,500,2720,500,2721,500,2722,500,2723,500,2724,500,2725,500;
.@menu1$ = "Gunslinger:Swordman/Taekwon Master:Thief:Acolyte:Magician:Archer:Merchant";
break;
case 4:
mes "[Erundek]";
mes "You chose ^3131FFConsumable^000000.";
mes "The following consumable items are available for exchange with the battlefield badges:";
next;
setarray .@items[0],12269,10,12270,10,12271,5,12272,10,12273,10;
break;
}
break;
case 2:
mes "[Erundek]";
mes "We have many items, so please take a look and purchase deliberately.";
close2;
readbook 11010,1;
end;
}
.@menu$ = "";
if (.@menu1$ != "") .@menu$ = .@menu1$;
else for (.@i = 0; .@i < getarraysize(.@items); .@i += 2)
.@menu$ += getitemname(.@items[.@i])+":";
.@i = (select(.@menu$)-1)*2;
mes "[Erundek]";
mes "You chose ^3131FF"+getitemname(.@items[.@i])+"^000000.";
switch(.@items[.@i]) {
case 2720: mes "This item is for Swordman and Taekwon Master Class only."; break;
case 2721: mes "This item is for Thief Class only."; break;
case 2722: mes "This item is for Acolyte Class only."; break;
case 2723: mes "This item is for Magician Class only."; break;
case 2724: mes "This item is for Archer Class only."; break;
case 2725: mes "This item is for Merchant Class only."; break;
case 2733: mes "This item is for Gunslinger only."; break;
default: break;
}
mes "You can exchange for this item with ^FF0000"+.@items[.@i+1]+" "+getitemname(7828)+" or "+.@items[.@i+1]+" "+getitemname(7829)+"^000000.";
mes "Would you like to exchange?";
next;
switch(select("Do not exchange:Exchange")) {
case 1:
mes "[Erundek]";
mes "Do you need more time to check the items?";
break;
case 2:
mes "[Erundek]";
mes "Which Badge do you want to exchange?";
mes "You need ^3131FF"+.@items[.@i+1]+" Badges^000000 to exchange.";
next;
if (.@item[0] < 12269 || .@item[0] > 12273 ) {
mes "[Erundek]";
mes "Remember, Battleground Reward Items are ^FF0000Character Bound^000000. Are you sure you want this item?";
next;
}
.@j = select("Bravery Badge:Valor Badge:Cancel");
mes "[Erundek]";
if (.@j == 3) {
mes "You cancelled the exchange.";
break;
}
.@cost = ((.@j==1)?7828:7829);
if (countitem(.@cost) >= .@items[.@i+1]) {
mes "Thank you for exchanging.";
delitem .@cost, .@items[.@i+1];
getitem .@items[.@i],1;
}
else mes "You do not have enough "+getitemname(.@cost)+"s.";
break;
}
close;
}
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