Code:
//===== rAthena Script =======================================
//= Battleground: PVP
//===== By: ==================================================
//= AnnieRuru
//===== Current Version: =====================================
//= 1.1
//===== Compatible With: =====================================
//= rAthena Project
//===== Description: =========================================
//= A simple battleground script:
//= Kill players from the other team.
//===== Additional Comments: =================================
//= 1.0 First version, edited. [Euphy]
//= 1.1 Use up to date battleground script commands [AnnieRuru]
//============================================================
- script bg_pvp#control -1,{
OnInit:
.minplayer2start = 2; // minimum players to start (ex. if 3vs3, set to 3)
.eventlasting = 20*60; // event duration before auto-reset (20 minutes * seconds)
setarray .rewarditem[0], // rewards for the winning team: <item>,<amount>,...
501, 10;
end;
OnStart:
if ( getwaitingroomstate( 0, .rednpcname$ ) < .minplayer2start || getwaitingroomstate( 0, .bluenpcname$ ) < .minplayer2start )
end;
// create Battleground and teams
.red = waitingroom2bg( "guild_vs3", 13,50, strnpcinfo(0)+"::OnRedQuit", strnpcinfo(0)+"::OnRedDead", .rednpcname$ );
.blue = waitingroom2bg( "guild_vs3", 86,50, strnpcinfo(0)+"::OnBlueQuit", strnpcinfo(0)+"::OnBlueDead", .bluenpcname$ );
delwaitingroom .rednpcname$;
delwaitingroom .bluenpcname$;
bg_warp .red, "guild_vs3", 13,50;
bg_warp .blue, "guild_vs3", 86,50;
.red_score = .blue_score = .minplayer2start;
bg_updatescore "guild_vs3", .red_score, .blue_score;
// match duration
sleep .eventlasting * 1000;
// end match, destroy Battleground, reset NPCs
if ( .red_score > .blue_score ) {
mapannounce "guild_vs3", "- Red Team is victorious! -", bc_map;
callsub L_Reward, .red;
}
else if ( .blue_score > .red_score ) {
mapannounce "guild_vs3", "- Blue Team is victorious! -", bc_map;
callsub L_Reward, .blue;
}
else
mapannounce "guild_vs3", "- The match has ended in a draw! -", bc_map;
bg_warp .red, "prontera",152,178;
bg_warp .blue, "prontera",154,178;
bg_destroy .red;
bg_destroy .blue;
donpcevent .rednpcname$ +"::OnStart";
donpcevent .bluenpcname$ +"::OnStart";
end;
L_Reward:
bg_get_data getarg(0), 1;
for ( .@i = 0; .@i < $@arenamemberscount; ++.@i )
getitem .rewarditem[0], .rewarditem[1], $@arenamembers[.@i];
return;
// "OnDeath" event
OnRedDead: callsub L_Dead, .red_score;
OnBlueDead: callsub L_Dead, .blue_score;
L_Dead:
set getarg(0), getarg(0) -1;
bg_updatescore "guild_vs3", .red_score, .blue_score;
bg_leave;
if ( !getarg(0) )
awake strnpcinfo(0);
sleep2 1250;
percentheal 100,100;
end;
// "OnQuit" event
OnRedQuit: callsub L_Quit, .red_score;
OnBlueQuit: callsub L_Quit, .blue_score;
L_Quit:
set getarg(0), getarg(0) -1;
bg_updatescore "guild_vs3", .red_score, .blue_score;
percentheal 100, 100;
if ( !getarg(0) )
awake strnpcinfo(0);
end;
}
prontera,152,178,5 script Red Team#bg_pvp 733,{
end;
OnInit:
sleep 1;
set getvariableofnpc( .rednpcname$, "bg_pvp#control" ), strnpcinfo(0);
OnStart:
waitingroom "Red Team", getvariableofnpc( .minplayer2start, "bg_pvp#control" ) +1, "bg_pvp#control::OnStart", getvariableofnpc( .minplayer2start, "bg_pvp#control" );
end;
}
prontera,154,178,5 script Blue Team#bg_pvp 734,{
end;
OnInit:
sleep 1;
set getvariableofnpc( .bluenpcname$, "bg_pvp#control" ), strnpcinfo(0);
OnStart:
waitingroom "Blue Team", getvariableofnpc( .minplayer2start, "bg_pvp#control" ) +1, "bg_pvp#control::OnStart", getvariableofnpc( .minplayer2start, "bg_pvp#control" );
end;
}
guild_vs3 mapflag battleground 2
guild_vs3 mapflag nosave SavePoint
guild_vs3 mapflag nowarp
guild_vs3 mapflag nowarpto
guild_vs3 mapflag noteleport
guild_vs3 mapflag nomemo
guild_vs3 mapflag nopenalty
guild_vs3 mapflag nobranch
guild_vs3 mapflag noicewall
guild_vs3 mapflag hidemobhpbar
anyway the script above is set to have a starting score of 2 only or the amount of the people needed to activate the event... now what i would like for the script is that both team starts with 99 score.. then within 5 minutes the side with most kills wins the game! like when i kill someone from the other side, he/she just respawn to a part of the map and then can participate to the battle again.. and then after 5 mins both side gets warped out and whoever has the most kills from either side wins it... also..
Code:
- script custom_bg#control -1,{
OnInit:
set .minplayer2start, 2; // minimum player to start ... please do not set to 1
setarray .rewarditem,
501, 10, // reward to the winning team
501, 3; // reward to the losing team
set .startingscore, 15; // score at start
set .eventlasting, 20*60; // event last 20 minutes or the system abort itself
set .red_cloth, 1; // color value from red clothing
set .blue_cloth, 2; // color value from blue clothing
set .grey_cloth, 3; // color value from grey clothing
end;
OnStart:
if ( getwaitingroomstate( 0, .rednpcname$ ) < .minplayer2start || getwaitingroomstate( 0, .bluenpcname$ ) < .minplayer2start ) end;
.red = waitingroom2bg( "guild_vs3", 13,50, strnpcinfo(0)+"::OnredQuit", strnpcinfo(0)+"::OnredDead", .rednpcname$ );
copyarray .team1aid, $@arenamembers, $@arenamembersnum;
.team1count = .minplayer2start;
.blue = waitingroom2bg( "guild_vs3", 86,50, strnpcinfo(0)+"::OnblueQuit", strnpcinfo(0)+"::OnblueDead", .bluenpcname$ );
copyarray .team2aid, $@arenamembers, $@arenamembersnum;
.team2count = .minplayer2start;
delwaitingroom .rednpcname$;
delwaitingroom .bluenpcname$;
bg_warp .red, "guild_vs3", 13,50;
bg_warp .blue, "guild_vs3", 86,50;
.score[1] = .score[2] =.startingscore;
bg_updatescore "guild_vs3", .score[1], .score[2];
callsub L_setleader, 1;
callsub L_setleader, 2;
for ( .@i = 0; .@i < .minplayer2start; .@i++ ) {
attachrid .team1aid[.@i];
@clotes_color = getlook( look_clothes_color );
setlook look_clothes_color, ( .leader_aid[1] == getcharid(3) )? .grey_cloth : .red_cloth;
}
for ( .@i = 0; .@i < .minplayer2start; .@i++ ) {
attachrid .team2aid[.@i];
@clotes_color = getlook( look_clothes_color );
setlook look_clothes_color, ( .leader_aid[2] == getcharid(3) )? .grey_cloth : .blue_cloth;
}
sleep .eventlasting * 1000;
if ( .score[1] > .score[2] ) {
mapannounce "guild_vs3", "red side wins !", 0;
callsub L_reward, 1, 0;
callsub L_reward, 2, 2;
}
else if ( .score[1] < .score[2] ) {
mapannounce "guild_vs3", "blue side wins !", 0;
callsub L_reward, 2, 0;
callsub L_reward, 1, 2;
}
else {
mapannounce "guild_vs3", "Draw !", 0;
callsub L_reward, 1, 2;
callsub L_reward, 2, 2;
}
bg_warp .red, "prontera",152,178;
bg_warp .blue, "prontera",154,178;
bg_destroy .red;
bg_destroy .blue;
donpcevent .rednpcname$ +"::OnStart";
donpcevent .bluenpcname$ +"::OnStart";
.leader_aid[1] = .leader_aid[2] = 0;
for ( .@i = 0; .@i < .team1count; .@i++ ) {
attachrid .team1aid[.@i];
setlook look_clothes_color, @clotes_color;
@clotes_color = 0;
}
for ( .@i = 0; .@i < .team2count; .@i++ ) {
attachrid .team2aid[.@i];
setlook look_clothes_color, @clotes_color;
@clotes_color = 0;
}
end;
L_reward:
for ( .@i = 0; .@i < getd(".team"+ getarg(0) +"count"); .@i++ )
getitem .rewarditem[ getarg(1) ], .rewarditem[ getarg(1) +1 ], getd(".team"+ getarg(0) +"aid["+ .@i +"]" );
return;
OnredDead: callsub L_dead, 1;
OnblueDead: callsub L_dead, 2;
L_dead:
if ( .leader_aid[ getarg(0) ] != getcharid(3) )
.score[ getarg(0) ]--;
else {
callsub L_setleader, getarg(0);
.score[ getarg(0) ] -= 2;
}
bg_updatescore "guild_vs3", .score[1], .score[2];
if ( .score[ getarg(0) ] <= 0 )
awake strnpcinfo(0);
sleep2 1250;
percentheal 100,100;
end;
OnredQuit: callsub L_quit, 1, .red;
OnblueQuit: callsub L_quit, 2, .blue;
L_quit:
percentheal 100, 100;
while ( getd( ".team"+ getarg(0) +"aid["+ .@i +"]" ) != getcharid(3) && .@i < getd(".team"+ getarg(0) +"count") ) .@i++;
deletearray getd( ".team"+ getarg(0) +"aid["+ .@i +"]" ), 1;
setd ".team"+ getarg(0) +"count", getd(".team"+ getarg(0) +"count") -1;
if ( .leader_aid[ getarg(0) ] == getcharid(3) )
callsub L_setleader, getarg(0);
setlook look_clothes_color, @clotes_color;
@clotes_color = 0;
if ( bg_get_data( getarg(1), 0 ) > 1 ) end;
.score[ getarg(0) ] = 0;
awake strnpcinfo(0);
end;
L_setleader:
while ( ( .@tmp = getd( ".team"+ getarg(0) +"aid["+ rand( getd(".team"+ getarg(0) +"count") ) +"]" ) ) == playerattached() );
.leader_aid[ getarg(0) ] = .@tmp;
.@origin = playerattached();
attachrid .leader_aid[ getarg(0) ];
addtimer 1, strnpcinfo(0) +"::Onteam"+ getarg(0) +"leader";
attachrid .@origin;
return;
Onteam1leader: callsub L_lead, 1, 548;
Onteam2leader: callsub L_lead, 2, 549;
L_lead:
while ( .leader_aid[ getarg(0) ] == getcharid(3) ) {
specialeffect2 getarg(1);
sleep2 1000;
}
end;
}
prontera,152,178,5 script red side 733,{
end;
OnInit:
set getvariableofnpc( .rednpcname$, "custom_bg#control" ), strnpcinfo(0);
OnStart:
waitingroom "Red Team", getvariableofnpc( .minplayer2start, "custom_bg#control" ) +1, "custom_bg#control::OnStart", getvariableofnpc( .minplayer2start, "custom_bg#control" );
end;
}
prontera,154,178,5 script blue side 734,{
end;
OnInit:
set getvariableofnpc( .bluenpcname$, "custom_bg#control" ), strnpcinfo(0);
OnStart:
waitingroom "Blue Team", getvariableofnpc( .minplayer2start, "custom_bg#control" ) +1, "custom_bg#control::OnStart", getvariableofnpc( .minplayer2start, "custom_bg#control" );
end;
}
guild_vs3 mapflag battleground 2
guild_vs3 mapflag nosave SavePoint
guild_vs3 mapflag nowarp
guild_vs3 mapflag nowarpto
guild_vs3 mapflag noteleport
guild_vs3 mapflag nomemo
guild_vs3 mapflag nopenalty
guild_vs3 mapflag nobranch
guild_vs3 mapflag noicewall
P.S .... Also if possible.. i would like the to add a mapannounce function that if you join the red side... it would tell how many are currently in the waitingroom
ex. "Fairy side has ["+ getwaitingroomstate(0) +"/"+ getvariableofnpc( .minplayer2start, "bg_emp#control" ) +"] Users.",0; " or something like that!!

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