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Bringer

pa tulong naman sa scrip na ito

Question

pwede po ba paki change ito script

1.pag naka patay poh isng player count yun sa taas 

 

1451599_1406809529590516_1301154073410444966_n.jpg?oh=edfeafe2b03418319764eacdb0ee97bb&oe=55D6510C&__gda__=1441069245_10a4d9c8b1bd9bb4cd82b18d07ab04d8

 

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;		}	}}
Edited by Bringer

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