diff options
Diffstat (limited to 'npc/battleground/flavius')
-rw-r--r-- | npc/battleground/flavius/flavius01.txt | 86 | ||||
-rw-r--r-- | npc/battleground/flavius/flavius02.txt | 90 | ||||
-rw-r--r-- | npc/battleground/flavius/flavius_enter.txt | 292 |
3 files changed, 220 insertions, 248 deletions
diff --git a/npc/battleground/flavius/flavius01.txt b/npc/battleground/flavius/flavius01.txt index 18f153d87..5fc1de8f5 100644 --- a/npc/battleground/flavius/flavius01.txt +++ b/npc/battleground/flavius/flavius01.txt @@ -26,7 +26,7 @@ OnInit: waitingroom "Battle Station",11,"start#bat_b01::OnReadyCheck",1,0,80; end; OnEnterBG: - set $@FlaviusBG1_id1, waitingroom2bg("bat_b01",10,290,"start#bat_b01::OnGuillaumeQuit",""); + $@FlaviusBG1_id1 = waitingroom2bg("bat_b01",10,290,"start#bat_b01::OnGuillaumeQuit",""); end; } @@ -36,7 +36,7 @@ OnInit: waitingroom "Battle Station",11,"start#bat_b01::OnReadyCheck",1,0,80; end; OnEnterBG: - set $@FlaviusBG1_id2, waitingroom2bg("bat_b01",390,10,"start#bat_b01::OnCroixQuit",""); + $@FlaviusBG1_id2 = waitingroom2bg("bat_b01",390,10,"start#bat_b01::OnCroixQuit",""); end; } @@ -58,11 +58,11 @@ OnStop: OnTimer1000: stopnpctimer; initnpctimer; - set .@chk_bat_a01,getmapusers("bat_b01"); + .@chk_bat_a01 = getmapusers("bat_b01"); if (.@chk_bat_a01 < 1) { - set $@FlaviusBG1, 0; - if( $@FlaviusBG1_id1 ) { bg_destroy $@FlaviusBG1_id1; set $@FlaviusBG1_id1, 0; } - if( $@FlaviusBG1_id2 ) { bg_destroy $@FlaviusBG1_id2; set $@FlaviusBG1_id2, 0; } + $@FlaviusBG1 = 0; + if( $@FlaviusBG1_id1 ) { bg_destroy $@FlaviusBG1_id1; $@FlaviusBG1_id1 = 0; } + if( $@FlaviusBG1_id2 ) { bg_destroy $@FlaviusBG1_id2; $@FlaviusBG1_id2 = 0; } donpcevent "start#bat_b01::OnReadyCheck"; } end; @@ -79,18 +79,18 @@ OnInit: OnReadyCheck: if( $@FlaviusBG1 ) end; - set .@Guillaume, getwaitingroomstate(0,"Lieutenant Ator"); - set .@Croix, getwaitingroomstate(0,"Lieutenant Thelokus"); + .@Guillaume = getwaitingroomstate(0,"Lieutenant Ator"); + .@Croix = getwaitingroomstate(0,"Lieutenant Thelokus"); if( !.@Guillaume && !.@Croix ) { donpcevent "#bat_b01_timer::OnStop"; end; } if( .@Guillaume < 10 || .@Croix < 10 ) end; - set $@FlaviusBG1, 1; - set $@FlaviusBG1_Victory, 0; - set $@Croix_ScoreBG1, 0; - set $@Guill_ScoreBG1, 0; + $@FlaviusBG1 = 1; + $@FlaviusBG1_Victory = 0; + $@Croix_ScoreBG1 = 0; + $@Guill_ScoreBG1 = 0; bg_updatescore "bat_b01",$@Guill_ScoreBG1,$@Croix_ScoreBG1; donpcevent "Lieutenant Ator::OnEnterBG"; @@ -160,14 +160,14 @@ OnMyMobDead: if (mobcount("bat_b01","OBJ#bat_b01_a::OnMyMobDead") < 1) { mapannounce "bat_b01", "Guillaume's Crystal has been destroyed.",bc_map,"0xFFCE00"; if ($@Croix_ScoreBG1 > 0) { - set $@FlaviusBG1_Victory,2; - set $@Croix_ScoreBG1,$@Croix_ScoreBG1+1; + $@FlaviusBG1_Victory = 2; + ++$@Croix_ScoreBG1; enablenpc "Guillaume Vintenar#b01_a"; enablenpc "Croix Vintenar#b01_b"; donpcevent "time#bat_b01::OnStop"; } else { - set $@Croix_ScoreBG1,1; + $@Croix_ScoreBG1 = 1; donpcevent "time#bat_b01::OnEnable"; donpcevent "start#bat_b01::OnReset"; } @@ -193,14 +193,14 @@ OnMyMobDead: if (mobcount("bat_b01","OBJ#bat_b01_b::OnMyMobDead") < 1) { mapannounce "bat_b01", "Croix's Crystal has been destroyed.",bc_map,"0xFFCE00"; if ($@Guill_ScoreBG1 > 0) { - set $@FlaviusBG1_Victory,1; - set $@Guill_ScoreBG1,$@Guill_ScoreBG1+1; + $@FlaviusBG1_Victory = 1; + ++$@Guill_ScoreBG1; enablenpc "Guillaume Vintenar#b01_a"; enablenpc "Croix Vintenar#b01_b"; donpcevent "time#bat_b01::OnStop"; } else { - set $@Guill_ScoreBG1,1; + $@Guill_ScoreBG1 = 1; donpcevent "time#bat_b01::OnEnable"; donpcevent "start#bat_b01::OnReset"; } @@ -377,14 +377,14 @@ OnTouch: bat_b01,87,76,0 script A_CODE#bat_b01 -1,5,5,{ OnTouch: - if (checkquest(2070) < 0) + if (!questprogress(2070)) setquest 2070; end; } bat_b01,312,224,0 script B_CODE#bat_b01 -1,5,5,{ OnTouch: - if (checkquest(2070) < 0) + if (!questprogress(2070)) setquest 2070; end; } @@ -392,8 +392,8 @@ OnTouch: bat_b01,10,294,3 script Guillaume Vintenar#b01_a 4_M_RASWORD,{ if ($@FlaviusBG1_id1 == getcharid(4)) { if ($@FlaviusBG1_Victory == 1) { - set .@your_medal,countitem(7829); - set .@medal_gap,500 - .@your_medal; + .@your_medal = countitem(7829); + .@medal_gap = 500 - .@your_medal; if (.@medal_gap > 8) { mes "[Axl Rose]"; mes "Blessed Guillaume!"; @@ -412,8 +412,8 @@ bat_b01,10,294,3 script Guillaume Vintenar#b01_a 4_M_RASWORD,{ } } else { - set .@your_medal,countitem(7829); - set .@medal_gap,500 - .@your_medal; + .@your_medal = countitem(7829); + .@medal_gap = 500 - .@your_medal; if (.@medal_gap > 2) { mes "[Axl Rose]"; mes "You lost, but you're dedicated to this battle."; @@ -444,8 +444,8 @@ OnInit: bat_b01,389,14,3 script Croix Vintenar#b01_b 4_M_RASWORD,{ if ($@FlaviusBG1_id2 == getcharid(4)) { if ($@FlaviusBG1_Victory == 2) { - set .@your_medal,countitem(7829); - set .@medal_gap,500 - .@your_medal; + .@your_medal = countitem(7829); + .@medal_gap = 500 - .@your_medal; if (.@medal_gap > 8) { mes "[Swandery]"; mes "Blessed Croix!"; @@ -464,8 +464,8 @@ bat_b01,389,14,3 script Croix Vintenar#b01_b 4_M_RASWORD,{ } } else { - set .@your_medal,countitem(7829); - set .@medal_gap,500 - .@your_medal; + .@your_medal = countitem(7829); + .@medal_gap = 500 - .@your_medal; if (.@medal_gap > 2) { mes "[Swandery]"; mes "Oh, "+strcharinfo(0)+". Don't be sad."; @@ -574,11 +574,11 @@ bat_b01,336,139,3 script Croix Camp#flag30 1_FLAG_EAGLE,{ end; } bat_b01,389,16,3 script Croix Camp#flag31 1_FLAG_EAGLE,{ end; } bat_b01,10,294,3 script Vintenar#bat_b01_aover 4_M_KY_HEAD,{ - set .@A_B_gap,$@Guill_ScoreBG1 - $@Croix_ScoreBG1; + .@A_B_gap = $@Guill_ScoreBG1 - $@Croix_ScoreBG1; if ($@FlaviusBG1_id1 == getcharid(4)) { if (.@A_B_gap > 0) { - set .@your_medal,countitem(7829); - set .@medal_gap,500 - .@your_medal; + .@your_medal = countitem(7829); + .@medal_gap = 500 - .@your_medal; if (.@medal_gap > 8) { mes "[Axl Rose]"; mes "Blessed Guillaume!"; @@ -597,8 +597,8 @@ bat_b01,10,294,3 script Vintenar#bat_b01_aover 4_M_KY_HEAD,{ } } else if (.@A_B_gap == 0) { - set .@your_medal,countitem(7829); - set .@medal_gap,500 - .@your_medal; + .@your_medal = countitem(7829); + .@medal_gap = 500 - .@your_medal; if (.@medal_gap > 2) { mes "[Axl Rose]"; mes "You lost, but you're dedicated to this battle."; @@ -617,8 +617,8 @@ bat_b01,10,294,3 script Vintenar#bat_b01_aover 4_M_KY_HEAD,{ } } else { - set .@your_medal,countitem(7829); - set .@medal_gap,500 - .@your_medal; + .@your_medal = countitem(7829); + .@medal_gap = 500 - .@your_medal; if (.@medal_gap > 2) { mes "[Axl Rose]"; mes "You lost, but you're dedicated to this battle."; @@ -652,11 +652,11 @@ OnInit: } bat_b01,389,14,3 script Vintenar#bat_b01_bover 4_M_CRU_HEAD,{ - set .@A_B_gap,$@Guill_ScoreBG1 - $@Croix_ScoreBG1; + .@A_B_gap = $@Guill_ScoreBG1 - $@Croix_ScoreBG1; if ($@FlaviusBG1_id2 == getcharid(4)) { if (.@A_B_gap > 0) { - set .@your_medal,countitem(7829); - set .@medal_gap,500 - .@your_medal; + .@your_medal = countitem(7829); + .@medal_gap = 500 - .@your_medal; if (.@medal_gap > 2) { mes "[Swandery]"; mes "Oh, "+strcharinfo(0)+". Don't be sad."; @@ -675,8 +675,8 @@ bat_b01,389,14,3 script Vintenar#bat_b01_bover 4_M_CRU_HEAD,{ } } else if (.@A_B_gap == 0) { - set .@your_medal,countitem(7829); - set .@medal_gap,500 - .@your_medal; + .@your_medal = countitem(7829); + .@medal_gap = 500 - .@your_medal; if (.@medal_gap > 2) { mes "[Swandery]"; mes "Oh, "+strcharinfo(0)+". Don't be sad."; @@ -695,8 +695,8 @@ bat_b01,389,14,3 script Vintenar#bat_b01_bover 4_M_CRU_HEAD,{ } } else { - set .@your_medal,countitem(7829); - set .@medal_gap,500 - .@your_medal; + .@your_medal = countitem(7829); + .@medal_gap = 500 - .@your_medal; if (.@medal_gap > 8) { mes "[Swandery]"; mes "Blessed Croix!"; @@ -730,7 +730,7 @@ OnInit: } bat_b01,1,10,3 script Release all#b01 4_DOG01,{ - set .@i, callfunc("F_GM_NPC",1854,0); + .@i = callfunc("F_GM_NPC",1854,0); if (.@i == -1) { mes "Cancelled."; close; diff --git a/npc/battleground/flavius/flavius02.txt b/npc/battleground/flavius/flavius02.txt index 0a88b9919..42a0abc42 100644 --- a/npc/battleground/flavius/flavius02.txt +++ b/npc/battleground/flavius/flavius02.txt @@ -27,7 +27,7 @@ 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",""); + $@FlaviusBG2_id1 = waitingroom2bg("bat_b02",10,290,"start#bat_b02::OnGuillaumeQuit",""); end; } @@ -37,7 +37,7 @@ 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",""); + $@FlaviusBG2_id2 = waitingroom2bg("bat_b02",390,10,"start#bat_b02::OnCroixQuit",""); end; } @@ -59,11 +59,11 @@ OnStop: OnTimer1000: stopnpctimer; initnpctimer; - set .@chk_bat_a01,getmapusers("bat_b02"); + .@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; } + $@FlaviusBG2 = 0; + if( $@FlaviusBG2_id1 ) { bg_destroy $@FlaviusBG2_id1; $@FlaviusBG2_id1 = 0; } + if( $@FlaviusBG2_id2 ) { bg_destroy $@FlaviusBG2_id2; $@FlaviusBG2_id2 = 0; } donpcevent "start#bat_b02::OnReadyCheck"; } end; @@ -80,18 +80,18 @@ OnInit: OnReadyCheck: if( $@FlaviusBG2 ) end; - set .@Guillaume, getwaitingroomstate(0,"Lieutenant Huvas"); - set .@Croix, getwaitingroomstate(0,"Lieutenant Yukon"); + .@Guillaume = getwaitingroomstate(0,"Lieutenant Huvas"); + .@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; + $@FlaviusBG2 = 1; + $@FlaviusBG2_Victory = 0; + $@Croix_ScoreBG2 = 0; + $@Guill_ScoreBG2 = 0; bg_updatescore "bat_b02",$@Guill_ScoreBG2,$@Croix_ScoreBG2; donpcevent "Lieutenant Huvas::OnEnterBG"; @@ -161,14 +161,14 @@ OnMyMobDead: if (mobcount("bat_b02","OBJ#bat_b02_a::OnMyMobDead") < 1) { mapannounce "bat_b02", "Guillaume's Crystal has been destroyed.",bc_map,"0xFFCE00"; if ($@Croix_ScoreBG2 > 0) { - set $@FlaviusBG2_Victory,2; - set $@Croix_ScoreBG2,$@Croix_ScoreBG2+1; + $@FlaviusBG2_Victory = 2; + $@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; + $@Croix_ScoreBG2 = 1; donpcevent "time#bat_b02::OnEnable"; donpcevent "start#bat_b02::OnReset"; } @@ -194,14 +194,14 @@ OnMyMobDead: if (mobcount("bat_b02","OBJ#bat_b02_b::OnMyMobDead") < 1) { mapannounce "bat_b02", "Croix's Crystal has been destroyed.",bc_map,"0xFFCE00"; if ($@Guill_ScoreBG2 > 0) { - set $@FlaviusBG2_Victory,1; - set $@Guill_ScoreBG2,$@Guill_ScoreBG2+1; + $@FlaviusBG2_Victory = 1; + ++$@Guill_ScoreBG2; enablenpc "Guillaume Vintenar#b02_a"; enablenpc "Croix Vintenar#b02_b"; donpcevent "time#bat_b02::OnStop"; } else { - set $@Guill_ScoreBG2,1; + $@Guill_ScoreBG2 = 1; donpcevent "time#bat_b02::OnEnable"; donpcevent "start#bat_b02::OnReset"; } @@ -378,23 +378,23 @@ OnTouch: bat_b02,87,76,0 script A_CODE#bat_b02 -1,5,5,{ OnTouch: - if (checkquest(2070) < 0) - //setquest 2070; + //if (!questprogress(2070)) + // setquest 2070; end; } bat_b02,312,224,0 script B_CODE#bat_b02 -1,5,5,{ OnTouch: - if (checkquest(2070) < 0) - //setquest 2070; + //if (!questprogress(2070)) + // setquest 2070; end; } bat_b02,10,294,3 script Guillaume Vintenar#b02_a 4_M_RASWORD,{ if ($@FlaviusBG2_id1 == getcharid(4)) { if ($@FlaviusBG2_Victory == 1) { - set .@your_medal,countitem(7829); - set .@medal_gap,500 - .@your_medal; + .@your_medal = countitem(7829); + .@medal_gap = 500 - .@your_medal; if (.@medal_gap > 8) { mes "[Axl Rose]"; mes "Blessed Guillaume!"; @@ -413,8 +413,8 @@ bat_b02,10,294,3 script Guillaume Vintenar#b02_a 4_M_RASWORD,{ } } else { - set .@your_medal,countitem(7829); - set .@medal_gap,500 - .@your_medal; + .@your_medal = countitem(7829); + .@medal_gap = 500 - .@your_medal; if (.@medal_gap > 2) { mes "[Axl Rose]"; mes "You lost, but you're dedicated to this battle."; @@ -445,8 +445,8 @@ OnInit: bat_b02,389,14,3 script Croix Vintenar#b02_b 4_M_RASWORD,{ if ($@FlaviusBG2_id2 == getcharid(4)) { if ($@FlaviusBG2_Victory == 2) { - set .@your_medal,countitem(7829); - set .@medal_gap,500 - .@your_medal; + .@your_medal = countitem(7829); + .@medal_gap = 500 - .@your_medal; if (.@medal_gap > 8) { mes "[Swandery]"; mes "Blessed Croix!"; @@ -465,8 +465,8 @@ bat_b02,389,14,3 script Croix Vintenar#b02_b 4_M_RASWORD,{ } } else { - set .@your_medal,countitem(7829); - set .@medal_gap,500 - .@your_medal; + .@your_medal = countitem(7829); + .@medal_gap = 500 - .@your_medal; if (.@medal_gap > 2) { mes "[Swandery]"; mes "Oh, "+strcharinfo(0)+". Don't be sad."; @@ -575,11 +575,11 @@ bat_b02,336,139,3 script Croix Camp#flag41 1_FLAG_EAGLE,{ end; } bat_b02,389,16,3 script Croix Camp#flag42 1_FLAG_EAGLE,{ end; } bat_b02,10,294,3 script Vintenar#bat_b02_aover 4_M_KY_HEAD,{ - set .@A_B_gap,$@Guill_ScoreBG2 - $@Croix_ScoreBG2; + .@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; + .@your_medal = countitem(7829); + .@medal_gap = 500 - .@your_medal; if (.@medal_gap > 8) { mes "[Axl Rose]"; mes "Blessed Guillaume!"; @@ -598,8 +598,8 @@ bat_b02,10,294,3 script Vintenar#bat_b02_aover 4_M_KY_HEAD,{ } } else if (.@A_B_gap == 0) { - set .@your_medal,countitem(7829); - set .@medal_gap,500 - .@your_medal; + .@your_medal = countitem(7829); + .@medal_gap = 500 - .@your_medal; if (.@medal_gap > 2) { mes "[Axl Rose]"; mes "You lost, but you're dedicated to this battle."; @@ -618,8 +618,8 @@ bat_b02,10,294,3 script Vintenar#bat_b02_aover 4_M_KY_HEAD,{ } } else { - set .@your_medal,countitem(7829); - set .@medal_gap,500 - .@your_medal; + .@your_medal = countitem(7829); + .@medal_gap = 500 - .@your_medal; if (.@medal_gap > 2) { mes "[Axl Rose]"; mes "You lost, but you're dedicated to this battle."; @@ -653,11 +653,11 @@ OnInit: } bat_b02,389,14,3 script Vintenar#bat_b02_bover 4_M_CRU_HEAD,{ - set .@A_B_gap,$@Guill_ScoreBG2 - $@Croix_ScoreBG2; + .@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; + .@your_medal = countitem(7829); + .@medal_gap = 500 - .@your_medal; if (.@medal_gap > 2) { mes "[Swandery]"; mes "Oh, "+strcharinfo(0)+". Don't be sad."; @@ -676,8 +676,8 @@ bat_b02,389,14,3 script Vintenar#bat_b02_bover 4_M_CRU_HEAD,{ } } else if (.@A_B_gap == 0) { - set .@your_medal,countitem(7829); - set .@medal_gap,500 - .@your_medal; + .@your_medal = countitem(7829); + .@medal_gap = 500 - .@your_medal; if (.@medal_gap > 2) { mes "[Swandery]"; mes "Oh, "+strcharinfo(0)+". Don't be sad."; @@ -696,8 +696,8 @@ bat_b02,389,14,3 script Vintenar#bat_b02_bover 4_M_CRU_HEAD,{ } } else { - set .@your_medal,countitem(7829); - set .@medal_gap,500 - .@your_medal; + .@your_medal = countitem(7829); + .@medal_gap = 500 - .@your_medal; if (.@medal_gap > 8) { mes "[Swandery]"; mes "Blessed Croix!"; @@ -731,7 +731,7 @@ OnInit: } bat_b02,1,10,3 script Release all#b02 4_DOG01,{ - set .@i, callfunc("F_GM_NPC",1854,0); + .@i = callfunc("F_GM_NPC",1854,0); if (.@i == -1) { mes "Cancelled."; close; diff --git a/npc/battleground/flavius/flavius_enter.txt b/npc/battleground/flavius/flavius_enter.txt index d63130007..315eff2cb 100644 --- a/npc/battleground/flavius/flavius_enter.txt +++ b/npc/battleground/flavius/flavius_enter.txt @@ -30,48 +30,41 @@ bat_room,133,178,5 script Flavius Officer#01a 4_M_KY_KNT,{ if ((Class == Job_Novice) || (BaseClass == Job_SuperNovice)) { mes "[Guillaume Army Officer]"; mes "I'm very pleased that you want to join us and fight the Croix Army, but I'm sorry: I can't send a rookie like you to die on the cruel battlefield."; + break; } - else { - if (BaseLevel < 80) { - mes "[Guillaume Army Officer]"; - mes "I'm very pleased that you want to join us and fight the Croix Army, but I'm sorry: I can't send a rookie like you to die on the cruel battlefield."; - } - else { - set .@chk_urtime,checkquest(2070,PLAYTIME); - if ((.@chk_urtime == 0)|| (.@chk_urtime == 1)) { - mes "[Guillaume Army Officer]"; - mes "You seem to have just returned from the battlefield."; - mes "It's too early for you to go back. Go rest, and leave the enemies to us!"; - } - else { - if (.@chk_urtime == 2) - erasequest 2070; - set .@mapcount2,getmapusers("bat_b01"); - if (.@mapcount2 > 0) { - mes "[Guillaume Army Officer]"; - mes "I've received a report informing me that an elite corps has been dispatched to the battlefield fighting the Croixs already."; - mes "Why don't you go wait for a while? I suggest you sharpen your weapons and prepare your supplies until then."; - } - else { - if ($@FlaviusBG1 > 0) { - mes "[Guillaume Army Officer]"; - mes "An elite corps is already standing by to be dispatched to the battlefield."; - mes "Why don't you go wait for a while? I suggest you sharpen your weapons and prepare your supplies until then."; - } - else { - mes "[Guillaume Army Officer]"; - mes "You definitely seem to be ready for battle!"; - mes "Go show the Croixs what fear truly means!"; - mes "Today, our cry of victory shall echo all over the battlefield!"; - close2; - warp "bat_room",85,223; - end; - } - } - } - } + if (BaseLevel < 80) { + mes "[Guillaume Army Officer]"; + mes "I'm very pleased that you want to join us and fight the Croix Army, but I'm sorry: I can't send a rookie like you to die on the cruel battlefield."; + break; } - break; + .@chk_urtime = questprogress(2070, PLAYTIME); + if (.@chk_urtime == 1) { + mes "[Guillaume Army Officer]"; + mes "You seem to have just returned from the battlefield."; + mes "It's too early for you to go back. Go rest, and leave the enemies to us!"; + break; + } + if (.@chk_urtime == 2) + erasequest 2070; + if (getmapusers("bat_b01") > 0) { + mes "[Guillaume Army Officer]"; + mes "I've received a report informing me that an elite corps has been dispatched to the battlefield fighting the Croixs already."; + mes "Why don't you go wait for a while? I suggest you sharpen your weapons and prepare your supplies until then."; + break; + } + if ($@FlaviusBG1 > 0) { + mes "[Guillaume Army Officer]"; + mes "An elite corps is already standing by to be dispatched to the battlefield."; + mes "Why don't you go wait for a while? I suggest you sharpen your weapons and prepare your supplies until then."; + break; + } + mes "[Guillaume Army Officer]"; + mes "You definitely seem to be ready for battle!"; + mes "Go show the Croixs what fear truly means!"; + mes "Today, our cry of victory shall echo all over the battlefield!"; + close2; + warp "bat_room",85,223; + end; case 2: mes "[Guillaume Army Officer]"; mes "Today, we shall be victorious!"; @@ -97,48 +90,41 @@ bat_room,133,121,1 script Flavius Officer#01b 4_M_CRU_KNT,{ if ((Class == Job_Novice) || (BaseClass == Job_SuperNovice)) { mes "[Croix Army Officer]"; mes "I'm very pleased that you want to join us and fight the Guillaume Army, but I'm sorry: I can't send a rookie like you to die on the cruel battlefield."; + break; } - else { - if (BaseLevel < 80) { - mes "[Croix Army Officer]"; - mes "I'm very pleased that you want to join us and fight the Guillaume Army, but I'm sorry: I can't send a rookie like you to die on the cruel battlefield."; - } - else { - set .@chk_urtime,checkquest(2070,PLAYTIME); - if ((.@chk_urtime == 0)|| (.@chk_urtime == 1)) { - mes "[Croix Army Officer]"; - mes "You seem to have just returned from the battlefield."; - mes "It's too early for you to go back. Go rest, and leave the enemies to us!"; - } - else { - if (.@chk_urtime == 2) - erasequest 2070; - set .@mapcount2,getmapusers("bat_b01"); - if (.@mapcount2 > 0) { - mes "[Croix Army Officer]"; - mes "I've received a report informing me that an elite corps has been dispatched to the battlefield fighting the Guillaume already."; - mes "Why don't you go wait for a while? I suggest you sharpen your weapons and prepare your supplies until then."; - } - else { - if ($@FlaviusBG1 > 0) { - mes "[Croix Army Officer]"; - mes "An elite corps is already standing by to be dispatched to the battlefield."; - mes "Why don't you go wait for a while? I suggest you sharpen your weapons and prepare your supplies until then."; - } - else { - mes "[Croix Army Officer]"; - mes "You definitely seem to be ready for battle!"; - mes "Go show the Guillaumes what fear truly means!"; - mes "Today, our cry of victory shall echo all over the battlefield!"; - close2; - warp "bat_room",85,207; - end; - } - } - } - } + if (BaseLevel < 80) { + mes "[Croix Army Officer]"; + mes "I'm very pleased that you want to join us and fight the Guillaume Army, but I'm sorry: I can't send a rookie like you to die on the cruel battlefield."; + break; } - break; + .@chk_urtime = questprogress(2070,PLAYTIME); + if (.@chk_urtime == 1) { + mes "[Croix Army Officer]"; + mes "You seem to have just returned from the battlefield."; + mes "It's too early for you to go back. Go rest, and leave the enemies to us!"; + break; + } + if (.@chk_urtime == 2) + erasequest 2070; + if (getmapusers("bat_b01") > 0) { + mes "[Croix Army Officer]"; + mes "I've received a report informing me that an elite corps has been dispatched to the battlefield fighting the Guillaume already."; + mes "Why don't you go wait for a while? I suggest you sharpen your weapons and prepare your supplies until then."; + break; + } + if ($@FlaviusBG1 > 0) { + mes "[Croix Army Officer]"; + mes "An elite corps is already standing by to be dispatched to the battlefield."; + mes "Why don't you go wait for a while? I suggest you sharpen your weapons and prepare your supplies until then."; + break; + } + mes "[Croix Army Officer]"; + mes "You definitely seem to be ready for battle!"; + mes "Go show the Guillaumes what fear truly means!"; + mes "Today, our cry of victory shall echo all over the battlefield!"; + close2; + warp "bat_room",85,207; + end; case 2: mes "[Croix Army Officer]"; mes "Today, we shall be victorious!"; @@ -254,48 +240,41 @@ bat_room,148,178,5 script Flavius Officer#02a 4_M_KY_KNT,{ if ((Class == Job_Novice) || (BaseClass == Job_SuperNovice)) { mes "[Guillaume Army Officer]"; mes "I'm very pleased that you want to join us and fight the Croix Army, but I'm sorry: I can't send a rookie like you to die on the cruel battlefield."; + break; } - else { - if (BaseLevel < 80) { - mes "[Guillaume Army Officer]"; - mes "I'm very pleased that you want to join us and fight the Croix Army, but I'm sorry: I can't send a rookie like you to die on the cruel battlefield."; - } - else { - set .@chk_urtime,checkquest(2070,PLAYTIME); - if ((.@chk_urtime == 0)|| (.@chk_urtime == 1)) { - mes "[Guillaume Army Officer]"; - mes "You seem to have just returned from the battlefield."; - mes "It's too early for you to go back. Go rest, and leave the enemies to us!"; - } - else { - if (.@chk_urtime == 2) - erasequest 2070; - set .@mapcount2,getmapusers("bat_b02"); - if (.@mapcount2 > 0) { - mes "[Guillaume Army Officer]"; - mes "I've received a report informing me that an elite corps has been dispatched to the battlefield fighting the Croixs already."; - mes "Why don't you go wait for a while? I suggest you sharpen your weapons and prepare your supplies until then."; - } - else { - if ($@FlaviusBG2 > 0) { - mes "[Guillaume Army Officer]"; - mes "An elite corps is already standing by to be dispatched to the battlefield."; - mes "Why don't you go wait for a while? I suggest you sharpen your weapons and prepare your supplies until then."; - } - else { - mes "[Guillaume Army Officer]"; - mes "You definitely seem to be ready for battle!"; - mes "Go show the Croixs what fear truly means!"; - mes "Today, our cry of victory shall echo all over the battlefield!"; - close2; - warp "bat_room",141,224; - end; - } - } - } - } + if (BaseLevel < 80) { + mes "[Guillaume Army Officer]"; + mes "I'm very pleased that you want to join us and fight the Croix Army, but I'm sorry: I can't send a rookie like you to die on the cruel battlefield."; + break; } - break; + .@chk_urtime = questprogress(2070, PLAYTIME); + if (.@chk_urtime == 1) { + mes "[Guillaume Army Officer]"; + mes "You seem to have just returned from the battlefield."; + mes "It's too early for you to go back. Go rest, and leave the enemies to us!"; + break; + } + if (.@chk_urtime == 2) + erasequest 2070; + if (getmapusers("bat_b02") > 0) { + mes "[Guillaume Army Officer]"; + mes "I've received a report informing me that an elite corps has been dispatched to the battlefield fighting the Croixs already."; + mes "Why don't you go wait for a while? I suggest you sharpen your weapons and prepare your supplies until then."; + break; + } + if ($@FlaviusBG2 > 0) { + mes "[Guillaume Army Officer]"; + mes "An elite corps is already standing by to be dispatched to the battlefield."; + mes "Why don't you go wait for a while? I suggest you sharpen your weapons and prepare your supplies until then."; + break; + } + mes "[Guillaume Army Officer]"; + mes "You definitely seem to be ready for battle!"; + mes "Go show the Croixs what fear truly means!"; + mes "Today, our cry of victory shall echo all over the battlefield!"; + close2; + warp "bat_room",141,224; + end; case 2: mes "[Guillaume Army Officer]"; mes "Today, we shall be victorious!"; @@ -321,48 +300,41 @@ bat_room,148,121,1 script Flavius Officer#02b 4_M_CRU_KNT,{ if ((Class == Job_Novice) || (BaseClass == Job_SuperNovice)) { mes "[Croix Army Officer]"; mes "I'm very pleased that you want to join us and fight the Guillaume Army, but I'm sorry: I can't send a rookie like you to die on the cruel battlefield."; + break; } - else { - if (BaseLevel < 80) { - mes "[Croix Army Officer]"; - mes "I'm very pleased that you want to join us and fight the Guillaume Army, but I'm sorry: I can't send a rookie like you to die on the cruel battlefield."; - } - else { - set .@chk_urtime,checkquest(2070,PLAYTIME); - if ((.@chk_urtime == 0)|| (.@chk_urtime == 1)) { - mes "[Croix Army Officer]"; - mes "You seem to have just returned from the battlefield."; - mes "It's too early for you to go back. Go rest, and leave the enemies to us!"; - } - else { - if (.@chk_urtime == 2) - erasequest 2070; - set .@mapcount2,getmapusers("bat_b02"); - if (.@mapcount2 > 0) { - mes "[Croix Army Officer]"; - mes "I've received a report informing me that an elite corps has been dispatched to the battlefield fighting the Guillaume already."; - mes "Why don't you go wait for a while? I suggest you sharpen your weapons and prepare your supplies until then."; - } - else { - if ($@FlaviusBG2 > 0) { - mes "[Croix Army Officer]"; - mes "An elite corps is already standing by to be dispatched to the battlefield."; - mes "Why don't you go wait for a while? I suggest you sharpen your weapons and prepare your supplies until then."; - } - else { - mes "[Croix Army Officer]"; - mes "You definitely seem to be ready for battle!"; - mes "Go show the Guillaumes what fear truly means!"; - mes "Today, our cry of victory shall echo all over the battlefield!"; - close2; - warp "bat_room",141,207; - end; - } - } - } - } + if (BaseLevel < 80) { + mes "[Croix Army Officer]"; + mes "I'm very pleased that you want to join us and fight the Guillaume Army, but I'm sorry: I can't send a rookie like you to die on the cruel battlefield."; + break; } - break; + .@chk_urtime = questprogress(2070,PLAYTIME); + if (.@chk_urtime == 1) { + mes "[Croix Army Officer]"; + mes "You seem to have just returned from the battlefield."; + mes "It's too early for you to go back. Go rest, and leave the enemies to us!"; + break; + } + if (.@chk_urtime == 2) + erasequest 2070; + if (getmapusers("bat_b02") > 0) { + mes "[Croix Army Officer]"; + mes "I've received a report informing me that an elite corps has been dispatched to the battlefield fighting the Guillaume already."; + mes "Why don't you go wait for a while? I suggest you sharpen your weapons and prepare your supplies until then."; + break; + } + if ($@FlaviusBG2 > 0) { + mes "[Croix Army Officer]"; + mes "An elite corps is already standing by to be dispatched to the battlefield."; + mes "Why don't you go wait for a while? I suggest you sharpen your weapons and prepare your supplies until then."; + break; + } + mes "[Croix Army Officer]"; + mes "You definitely seem to be ready for battle!"; + mes "Go show the Guillaumes what fear truly means!"; + mes "Today, our cry of victory shall echo all over the battlefield!"; + close2; + warp "bat_room",141,207; + end; case 2: mes "[Croix Army Officer]"; mes "Today, we shall be victorious!"; |