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
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
Code:
//===== 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; } }}
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