//===== Hercules Script ====================================== // BattleGround System - Flavius //===== By: ================================================== //= L0ne_W0lf //===== Current Version: ===================================== //= 1.4 //===== 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] //============================================================ //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 844,{ 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,HQO_OnLogout,"start#bat_b01::OnGuillaumeQuit"); queueopt($@Croix_QueueBG1,HQO_OnLogout,"start#bat_b01::OnCroixQuit"); set .@it,queueiterator($@bg_queue_id); set .@i, 0; for( set .@member, qiget(.@it); qicheck(.@it); set .@member,qiget(.@it) ) { if( .@i % 2 == 0 ) { bg_join_team($@FlaviusBG1_id1,.@member); queueadd($@Guill_QueueBG1,.@member); } else { bg_join_team($@FlaviusBG1_id2,.@member); queueadd($@Croix_QueueBG1,.@member); } set .@i,.@i + 1; } qiclear(.@it); 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; donpcevent "countdown#bat_b01::OnEnable"; initnpctimer; 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 $@FlaviusBG1_id2,"bat_b01",311,224; end; OnGuillaumeQuit: OnCroixQuit: bg_leave; end; OnTimer10000: stopnpctimer; donpcevent "#bat_b01_timer::OnEnable"; end; OnMatchOver: bg_match_over("Flavius"); queuedel($@Croix_QueueBG1); queuedel($@Guill_QueueBG1); end; } bat_b01,1,1,3 script OBJ#bat_b01_a 844,{ 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 $@Croix_ScoreBG1,1; donpcevent "time#bat_b01::OnEnable"; donpcevent "start#bat_b01::onReset"; } donpcevent "#bat_b01_timer::OnStop"; bg_updatescore "bat_b01",$@Guill_ScoreBG1,$@Croix_ScoreBG1; bg_warp $@FlaviusBG1_id1,"bat_b01",10,290; bg_warp $@FlaviusBG1_id2,"bat_b01",390,10; donpcevent "#bat_b01_timer::OnEnable"; } end; } bat_room,2,151,3 script #bat_b01_timer 844,{ end; OnEnable: initnpctimer; end; OnStop: stopnpctimer; end; OnTimer1000: stopnpctimer; initnpctimer; set .@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; } } end; } bat_b01,1,2,3 script OBJ#bat_b01_b 844,{ 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 $@Guill_ScoreBG1,1; donpcevent "time#bat_b01::OnEnable"; donpcevent "start#bat_b01::onReset"; } donpcevent "#bat_b01_timer::OnStop"; bg_updatescore "bat_b01",$@Guill_ScoreBG1,$@Croix_ScoreBG1; bg_warp $@FlaviusBG1_id1,"bat_b01",10,290; bg_warp $@FlaviusBG1_id2,"bat_b01",390,10; donpcevent "#bat_b01_timer::OnEnable"; } end; } bat_b01,1,3,3 script guardian#bat_b01_a 844,{ 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 844,{ 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 844,{ 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 844,{ 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 844,{ 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 95,{ specialeffect2 EF_HEAL; mes "[Battle Therapist]"; mes "Just close your eyes,"; mes "and take a deep breath."; mes "You can be free from pain."; close; OnTimer25000: specialeffect EF_SANCTUARY; enablenpc "bat_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 45,10,10,{ 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 95,{ specialeffect2 EF_HEAL; mes "[Battle Therapist]"; mes "Just close your eyes,"; mes "and take a deep breath."; mes "You can be free from pain."; close; OnTimer25000: specialeffect EF_SANCTUARY; enablenpc "bat_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 45,9,9,{ 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 -1,5,5,{ OnTouch: if (checkquest(2070) < 0) setquest 2070; end; } bat_b01,312,224,0 script B_CODE#bat_b01 -1,5,5,{ OnTouch: if (checkquest(2070) < 0) setquest 2070; end; } bat_b01,10,294,3 script Guillaume Vintenar#b01_a 934,{ if ($@FlaviusBG1_id1 == getcharid(4)) { if ($@FlaviusBG1_Victory == 1) { set .@your_medal,countitem(7829); set .@medal_gap,500 - .@your_medal; if (.@medal_gap > 8) { mes "[Axl Rose]"; mes "Blessed Guillaume!"; mes "Let's enjoy our glorious victory!"; mes ""+strcharinfo(0)+", it's a sign reflecting victory."; close2; getitem 7829,9; //BF_Badge2 } else { mes "[Axl Rose]"; mes "Blessed Guillaume!"; mes "Let's enjoy our glorious victory!"; mes ""+strcharinfo(0)+", it's a sign reflecting victory."; close2; getitem 7829,.@medal_gap; //BF_Badge2 } } else { set .@your_medal,countitem(7829); set .@medal_gap,500 - .@your_medal; if (.@medal_gap > 2) { mes "[Axl Rose]"; mes "You lost, but you're dedicated to this battle."; mes "This is a reward for your great dedication by Guillaume Marollo!"; mes "Just take this defeat as a lesson, next time you will definitely win."; close2; getitem 7829,3; //BF_Badge2 } else { mes "[Axl Rose]"; mes "You lost, but you're dedicated to this battle."; mes "This is a reward for your great dedication by Guillaume Marollo!"; mes "Just take this defeat as a lesson, next time you will definitely win."; close2; getitem 7829,.@medal_gap; //BF_Badge2 } } } bg_leave; warp "bat_room",154,150; end; OnInit: disablenpc "Guillaume Vintenar#b01_a"; end; } bat_b01,389,14,3 script Croix Vintenar#b01_b 934,{ if ($@FlaviusBG1_id2 == getcharid(4)) { if ($@FlaviusBG1_Victory == 2) { set .@your_medal,countitem(7829); set .@medal_gap,500 - .@your_medal; if (.@medal_gap > 8) { mes "[Swandery]"; mes "Blessed Croix!"; mes "Let's enjoy our glorious victory!"; mes ""+strcharinfo(0)+", it's a sign reflecting victory."; close2; getitem 7829,9; //BF_Badge2 } else { mes "[Swandery]"; mes "Blessed Croix!"; mes "Let's enjoy our glorious victory!"; mes ""+strcharinfo(0)+", it's a sign reflecting victory."; close2; getitem 7829,.@medal_gap; //BF_Badge2 } } else { set .@your_medal,countitem(7829); set .@medal_gap,500 - .@your_medal; if (.@medal_gap > 2) { mes "[Swandery]"; mes "Oh, "+strcharinfo(0)+". Don't be sad."; mes "Even though we didn't win, we did our best."; mes "This is a Royal gift from Croix, and please don't forget this battle. We will win the next one."; close2; getitem 7829,3; //BF_Badge2 } else { mes "[Swandery]"; mes "Oh, "+strcharinfo(0)+". Don't be sad."; mes "Even though we didn't win, we did our best."; mes "This is a Royal gift from Croix, and please don't forget this battle. We will win the next one."; close2; getitem 7829,.@medal_gap; //BF_Badge2 } } } bg_leave; warp "bat_room",154,150; end; OnInit: disablenpc "Croix Vintenar#b01_b"; end; } bat_b01,1,5,3 script countdown#bat_b01 844,{ 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 $@FlaviusBG1_id2,"bat_b01",390,10; enablenpc "Vintenar#bat_b01_aover"; enablenpc "Vintenar#bat_b01_bover"; end; OnTimer1900000: mapwarp "bat_b01","bat_room",154,150; donpcevent "countdown#bat_b01::Onstop"; donpcevent "start#bat_b01::OnMatchOver"; end; } bat_b01,81,83,3 script Guillaume Camp#flag21 973,{ end; } bat_b01,94,83,3 script Guillaume Camp#flag22 973,{ end; } bat_b01,81,66,3 script Guillaume Camp#flag23 973,{ end; } bat_b01,94,66,3 script Guillaume Camp#flag24 973,{ end; } bat_b01,139,142,3 script Guillaume Camp#flag25 973,{ end; } bat_b01,139,158,3 script Guillaume Camp#flag26 973,{ end; } bat_b01,110,161,3 script Guillaume Camp#flag27 973,{ end; } bat_b01,110,137,3 script Guillaume Camp#flag28 973,{ end; } bat_b01,63,135,3 script Guillaume Camp#flag29 973,{ end; } bat_b01,63,165,3 script Guillaume Camp#flag30 973,{ end; } bat_b01,10,296,3 script Guillaume Camp#flag31 973,{ end; } bat_b01,306,233,3 script Croix Camp#flag21 974,{ end; } bat_b01,317,233,3 script Croix Camp#flag22 974,{ end; } bat_b01,306,216,3 script Croix Camp#flag23 974,{ end; } bat_b01,317,216,3 script Croix Camp#flag24 974,{ end; } bat_b01,257,158,3 script Croix Camp#flag25 974,{ end; } bat_b01,257,141,3 script Croix Camp#flag26 974,{ end; } bat_b01,297,164,3 script Croix Camp#flag27 974,{ end; } bat_b01,297,136,3 script Croix Camp#flag28 974,{ end; } bat_b01,336,161,3 script Croix Camp#flag29 974,{ end; } bat_b01,336,139,3 script Croix Camp#flag30 974,{ end; } bat_b01,389,16,3 script Croix Camp#flag31 974,{ end; } bat_b01,10,294,3 script Vintenar#bat_b01_aover 419,{ set .@A_B_gap,$@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; if (.@medal_gap > 8) { mes "[Axl Rose]"; mes "Blessed Guillaume!"; mes "Let's enjoy our glorious victory!"; mes ""+strcharinfo(0)+", it's a sign reflecting victory."; close2; getitem 7829,9; //BF_Badge2 } else { mes "[Axl Rose]"; mes "Blessed Guillaume!"; mes "Let's enjoy our glorious victory!"; mes ""+strcharinfo(0)+", it's a sign reflecting victory."; close2; getitem 7829,.@medal_gap; //BF_Badge2 } } else if (.@A_B_gap == 0) { set .@your_medal,countitem(7829); set .@medal_gap,500 - .@your_medal; if (.@medal_gap > 2) { mes "[Axl Rose]"; mes "You lost, but you're dedicated to this battle."; mes "This is a reward for your great dedication by Guillaume Marollo!"; mes "Just take this defeat as a lesson, next time you will definitely win."; close2; getitem 7829,3; //BF_Badge2 } else { mes "[Axl Rose]"; mes "You lost, but you're dedicated to this battle."; mes "This is a reward for your great dedication by Guillaume Marollo!"; mes "Just take this defeat as a lesson, next time you will definitely win."; close2; getitem 7829,.@medal_gap; //BF_Badge2 } } else { set .@your_medal,countitem(7829); set .@medal_gap,500 - .@your_medal; if (.@medal_gap > 2) { mes "[Axl Rose]"; mes "You lost, but you're dedicated to this battle."; mes "This is a reward for your great dedication by Guillaume Marollo!"; mes "Just take this defeat as a lesson, next time you will definitely win."; close2; getitem 7829,3; //BF_Badge2 } else { mes "[Axl Rose]"; mes "You lost, but you're dedicated to this battle."; mes "This is a reward for your great dedication by Guillaume Marollo!"; mes "Just take this defeat as a lesson, next time you will definitely win."; close2; getitem 7829,.@medal_gap; //BF_Badge2 } } } else { mes "[Axl Rose]"; mes "Why are you here, Croix mercenary? I am definitely sure of victory against foolish Croix such as you. Ha!"; close; } bg_leave; warp "bat_room",154,150; end; OnInit: disablenpc "Vintenar#bat_b01_aover"; end; } bat_b01,389,14,3 script Vintenar#bat_b01_bover 415,{ set .@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; if (.@medal_gap > 2) { mes "[Swandery]"; mes "Oh, "+strcharinfo(0)+". Don't be sad."; mes "Even though we didn't win, we did our best."; mes "This is a Royal gift from Croix, and please don't forget this battle. We will win the next one."; close2; getitem 7829,3; //BF_Badge2 } else { mes "[Swandery]"; mes "Oh, "+strcharinfo(0)+". Don't be sad."; mes "Even though we didn't win, we did our best."; mes "This is a Royal gift from Croix, and please don't forget this battle. We will win the next one."; close2; getitem 7829,.@medal_gap; //BF_Badge2 } } else if (.@A_B_gap == 0) { set .@your_medal,countitem(7829); set .@medal_gap,500 - .@your_medal; if (.@medal_gap > 2) { mes "[Swandery]"; mes "Oh, "+strcharinfo(0)+". Don't be sad."; mes "Even though we didn't win, we did our best."; mes "This is a Royal gift from Croix, and please don't forget this battle. We will win the next one."; close2; getitem 7829,3; //BF_Badge2 } else { mes "[Swandery]"; mes "Oh, "+strcharinfo(0)+". Don't be sad."; mes "Even though we didn't win, we did our best."; mes "This is a Royal gift from Croix, and please don't forget this battle. We will win the next one."; close2; getitem 7829,.@medal_gap; //BF_Badge2 } } else { set .@your_medal,countitem(7829); set .@medal_gap,500 - .@your_medal; if (.@medal_gap > 8) { mes "[Swandery]"; mes "Blessed Croix!"; mes "Let's enjoy our glorious victory!"; mes ""+strcharinfo(0)+", it's a sign reflecting victory."; close2; getitem 7829,9; //BF_Badge2 } else { mes "[Swandery]"; mes "Blessed Croix!"; mes "Let's enjoy our glorious victory!"; mes ""+strcharinfo(0)+", it's a sign reflecting victory."; close2; getitem 7829,.@medal_gap; //BF_Badge2 } } } else { mes "[Swandery]"; mes "Why do you come here as a Guillaume? You will be sent to where you should be!"; close; } bg_leave; warp "bat_room",154,150; end; OnInit: disablenpc "Vintenar#bat_b01_bover"; end; }