pwede po ba paki change ito script 1.pag naka patay poh isng player count yun sa taas
Paki remove naman poh yun WALL SA 2 crystal and gaurdian monster
tapos pag nag basag na yun crystal tapos na yun event
salamat poh
//===== Hercules Script ======================================// BattleGround System - Flavius//===== By: ==================================================//= L0ne_W0lf//===== Current Version: =====================================//= 1.5//===== Description: =========================================//= [Official 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 Label standardization. [Euphy]//= 1.5 Added GM management function. [Euphy]//============================================================// Waiting Room NPCs//============================================================bat_room,86,227,4 script Lieutenant Ator 4_M_KY_KNT,{ end;OnInit: waitingroom "Battle Station",8,"start#bat_b01::OnReadyCheck",1,0,80; end;OnEnterBG: $@FlaviusBG1_id1 = waitingroom2bg("bat_b01",10,290,"start#bat_b01::OnGuillaumeQuit",""); end;}bat_room,85,204,0 script Lieutenant Thelokus 4_M_CRU_KNT,{ end;OnInit: waitingroom "Battle Station",8,"start#bat_b01::OnReadyCheck",1,0,80; end;OnEnterBG: $@FlaviusBG1_id2 = waitingroom2bg("bat_b01",390,10,"start#bat_b01::OnCroixQuit",""); end;}//bat_room,85,220,0 warp back_bgroomb01a 1,1,bat_room,154,150//bat_room,85,211,0 warp back_bgroomb01b 1,1,bat_room,154,150bat_room,2,151,3 script #bat_b01_timer CLEAR_NPC,{ end;OnInit:OnEnable: initnpctimer; end;OnStop: stopnpctimer; end;OnTimer1000: stopnpctimer; initnpctimer; .@chk_bat_a01 = getmapusers("bat_b01"); if (.@chk_bat_a01 < 1) { $@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;}// Flavius Battleground Engine//============================================================bat_b01,15,15,3 script start#bat_b01 CLEAR_NPC,{OnInit: mapwarp "bat_b01","bat_room",154,150; end;OnReadyCheck: if( $@FlaviusBG1 ) end; .@Guillaume = getwaitingroomstate(0,"Lieutenant Ator"); .@[member=Croix] = getwaitingroomstate(0,"Lieutenant Thelokus"); if( !.@Guillaume && !.@[member=Croix] ) { donpcevent "#bat_b01_timer::OnStop"; end; } if( .@Guillaume < 7 || .@[member=Croix] < 7 ) end; $@FlaviusBG1 = 1; $@FlaviusBG1_Victory = 0; $@[member=Croix]_ScoreBG1 = 0; $@Guill_ScoreBG1 = 0; bg_updatescore "bat_b01",$@Guill_ScoreBG1,$@[member=Croix]_ScoreBG1; donpcevent "Lieutenant Ator::OnEnterBG"; donpcevent "Lieutenant Thelokus::OnEnterBG"; 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;}bat_b01,1,1,3 script OBJ#bat_b01_a CLEAR_NPC,{OnEnable: bg_monster $@FlaviusBG1_id1,"bat_b01",61,150,"Red Crystal",1915,"OBJ#bat_b01_a::OnMyMobDead"; end;OnKill: killmonster "bat_b01","OBJ#bat_b01_a::OnMyMobDead"; end;OnMyMobDead: if (mobcount("bat_b01","OBJ#bat_b01_a::OnMyMobDead") < 1) { mapannounce "bat_b01", "Guillaume's Crystal has been destroyed.",bc_map,"0xFFCE00"; if ($@[member=Croix]_ScoreBG1 > 0) { $@FlaviusBG1_Victory = 2; ++$@[member=Croix]_ScoreBG1; enablenpc "Guillaume Vintenar#b01_a"; enablenpc "Croix Vintenar#b01_b"; donpcevent "time#bat_b01::OnStop"; } else { $@[member=Croix]_ScoreBG1 = 1; donpcevent "time#bat_b01::OnEnable"; donpcevent "start#bat_b01::OnReset"; } donpcevent "#bat_b01_timer::OnStop"; bg_updatescore "bat_b01",$@Guill_ScoreBG1,$@[member=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_b01,1,2,3 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) { $@FlaviusBG1_Victory = 1; ++$@Guill_ScoreBG1; enablenpc "Guillaume Vintenar#b01_a"; enablenpc "Croix Vintenar#b01_b"; donpcevent "time#bat_b01::OnStop"; } else { $@Guill_ScoreBG1 = 1; donpcevent "time#bat_b01::OnEnable"; donpcevent "start#bat_b01::OnReset"; } donpcevent "#bat_b01_timer::OnStop"; bg_updatescore "bat_b01",$@Guill_ScoreBG1,$@[member=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 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,{ 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 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,{ 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 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 -1,5,5,{OnTouch: if (!questprogress(2070)) setquest 2070; end;}bat_b01,312,224,0 script B_CODE#bat_b01 -1,5,5,{OnTouch: if (!questprogress(2070)) setquest 2070; end;}bat_b01,10,294,3 script Guillaume Vintenar#b01_a 4_M_RASWORD,{ if ($@FlaviusBG1_id1 == getcharid(4)) { if ($@FlaviusBG1_Victory == 1) { .@your_medal = countitem(25469); .@medal_gap = 500 - .@your_medal; if (.@medal_gap > 8) { mes "[Axl Rose]"; mes "Blessed Guillaume!"; mes "Let's enjoy our glorious victory!"; mes ""+strcharinfo(0)+", it's a sign reflecting victory."; close2; getitem 25469,9; //BF_Badge2 } else { mes "[Axl Rose]"; mes "Blessed Guillaume!"; mes "Let's enjoy our glorious victory!"; mes ""+strcharinfo(0)+", it's a sign reflecting victory."; close2; getitem 25469,.@medal_gap; //BF_Badge2 } } else { .@your_medal = countitem(25469); .@medal_gap = 500 - .@your_medal; if (.@medal_gap > 2) { mes "[Axl Rose]"; mes "You lost, but you're dedicated to this battle."; mes "This is a reward for your great dedication by Guillaume Marollo!"; mes "Just take this defeat as a lesson, next time you will definitely win."; close2; getitem 25469,3; //BF_Badge2 } else { mes "[Axl Rose]"; mes "You lost, but you're dedicated to this battle."; mes "This is a reward for your great dedication by Guillaume Marollo!"; mes "Just take this defeat as a lesson, next time you will definitely win."; close2; getitem 25469,.@medal_gap; //BF_Badge2 } } } bg_leave; warp "poring_w02",98,70; end;OnInit: disablenpc "Guillaume Vintenar#b01_a"; end;}bat_b01,389,14,3 script Croix Vintenar#b01_b 4_M_RASWORD,{ if ($@FlaviusBG1_id2 == getcharid(4)) { if ($@FlaviusBG1_Victory == 2) { .@your_medal = countitem(25469); .@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 25469,9; //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 25469,.@medal_gap; //BF_Badge2 } } else { .@your_medal = countitem(25469); .@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 25469,3; //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 25469,.@medal_gap; //BF_Badge2 } } } bg_leave; warp "poring_w02",98,70; 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"; 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,{ .@A_B_gap = $@Guill_ScoreBG1 - $@[member=Croix]_ScoreBG1; if ($@FlaviusBG1_id1 == getcharid(4)) { if (.@A_B_gap > 0) { .@your_medal = countitem(25469); .@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 25469,9; //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 25469,.@medal_gap; //BF_Badge2 } } else if (.@A_B_gap == 0) { .@your_medal = countitem(25469); .@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 25469,3; //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 25469,.@medal_gap; //BF_Badge2 } } else { .@your_medal = countitem(25469); .@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 25469,3; //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 25469,.@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 "poring_w02",98,70; end;OnInit: disablenpc "Vintenar#bat_b01_aover"; end;}bat_b01,389,14,3 script Vintenar#bat_b01_bover 4_M_CRU_HEAD,{ .@A_B_gap = $@Guill_ScoreBG1 - $@[member=Croix]_ScoreBG1; if ($@FlaviusBG1_id2 == getcharid(4)) { if (.@A_B_gap > 0) { .@your_medal = countitem(25469); .@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 25469,3; //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 25469,.@medal_gap; //BF_Badge2 } } else if (.@A_B_gap == 0) { .@your_medal = countitem(25469); .@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 25469,3; //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 25469,.@medal_gap; //BF_Badge2 } } else { .@your_medal = countitem(25469); .@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 25469,9; //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 25469,.@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;}bat_b01,1,10,3 script Release all#b01 4_DOG01,{ .@i = callfunc("F_GM_NPC",1854,0); if (.@i == -1) { mes "Cancelled."; close; } else if (.@i == 0) { end; } else { mes "May I help you?"; next; switch(select("Release all.:Cancel.")) { case 1: mes "Bye."; close2; mapwarp "bat_b01","bat_room",154,150; end; case 2: mes "Cancelled."; close; } }}