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628 lines
17 KiB
Plaintext
628 lines
17 KiB
Plaintext
4 months ago
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//===== rAthena Script =======================================
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//= BattleGround System - Flavius Second
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//===== Description: =========================================
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//= [Official Conversion]
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//= Flavius Battleground.
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//= - Winning Team: 9 badges (11 if VIP)
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//= - Losing Team: 3 badges (5 if VIP)
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//===== Changelogs: ==========================================
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//= 1.0 First Version. [L0ne_W0lf]
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//= 1.1 Fixed NPCs being called for waiting rooms. (bugreport:4395)
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//= 1.2 Fixed pink crystal spawning as blue. [L0ne_W0lf]
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//= 1.3 Updated 'waitingroom' to support required zeny/lvl. [Kisuka]
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//= 1.4 Removed MaxLvl check in waitingrooms. Replaced setwall with setcell.
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//= 1.5 Label standardization. [Euphy]
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//= 1.6 Added GM management function. [Euphy]
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//= 1.7 Added VIP features and created a reward function. [Euphy]
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//= 1.8 Made Crystals immune to attacks until Guardians are defeated. [Cydh/Aleos]
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//= 1.9 Added battle_config checks to allow this script to use the new queue interface or the previous method. [Aleos]
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//============================================================
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// Waiting Room NPCs
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//============================================================
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bat_room,142,227,4 script Lieutenant Huvas 418,{
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end;
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OnInit:
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waitingroom "Battle Station",11,"start#bat_b02::OnReadyCheck",1,0,80;
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end;
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OnEnterBG:
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set $@FlaviusBG2_id1, waitingroom2bg("bat_b02",10,290,"start#bat_b02::OnGuillaumeQuit","");
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end;
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}
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bat_room,142,204,0 script Lieutenant Yukon 414,{
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end;
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OnInit:
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waitingroom "Battle Station",11,"start#bat_b02::OnReadyCheck",1,0,80;
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end;
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OnEnterBG:
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set $@FlaviusBG2_id2, waitingroom2bg("bat_b02",390,10,"start#bat_b02::OnCroixQuit","");
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end;
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}
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bat_room,141,220,0 warp back_bgroomb02a 1,1,bat_room,154,150
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bat_room,141,211,0 warp back_bgroomb02b 1,1,bat_room,154,150
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bat_room,2,151,3 script #bat_b02_timer 844,{
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end;
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OnInit:
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if (getbattleflag("feature.bgqueue"))
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end;
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OnEnable:
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initnpctimer;
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end;
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OnStop:
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stopnpctimer;
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end;
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OnTimer1000:
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stopnpctimer;
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if (bg_get_data($@FlaviusBG2_id1, 0) == 0 && bg_get_data($@FlaviusBG2_id2, 0) == 0) {
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donpcevent "countdown#bat_b02::OnStop";
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if (getbattleflag("feature.bgqueue"))
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bg_reserve "bat_b02", true;
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$@FlaviusBG2 = 0;
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if( $@FlaviusBG2_id1 ) { bg_destroy $@FlaviusBG2_id1; $@FlaviusBG2_id1 = 0; }
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if( $@FlaviusBG2_id2 ) { bg_destroy $@FlaviusBG2_id2; $@FlaviusBG2_id2 = 0; }
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if (getbattleflag("feature.bgqueue"))
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bg_unbook "bat_b02";
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end;
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}
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initnpctimer;
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end;
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}
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// Flavius Battleground Engine
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//============================================================
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bat_b02,15,15,3 script start#bat_b02 844,{
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OnInit:
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if (getbattleflag("feature.bgqueue"))
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bg_unbook "bat_b02";
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mapwarp "bat_b02","bat_room",154,150;
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end;
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OnReadyCheck:
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if( $@FlaviusBG2 )
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end;
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if (!getbattleflag("feature.bgqueue")) {
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set .@Guillaume, getwaitingroomstate(0,"Lieutenant Huvas");
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set .@Croix, getwaitingroomstate(0,"Lieutenant Yukon");
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if( !.@Guillaume && !.@Croix ) {
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donpcevent "#bat_b02_timer::OnStop";
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end;
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}
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if( .@Guillaume < 10 || .@Croix < 10 )
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end;
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}
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set $@FlaviusBG2, 1;
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set $@FlaviusBG2_Victory, 0;
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set $@Croix_ScoreBG2, 0;
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set $@Guill_ScoreBG2, 0;
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bg_updatescore "bat_b02",$@Guill_ScoreBG2,$@Croix_ScoreBG2;
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if (!getbattleflag("feature.bgqueue")) {
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donpcevent "Lieutenant Huvas::OnEnterBG";
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donpcevent "Lieutenant Yukon::OnEnterBG";
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}
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donpcevent "OBJ#bat_b02_a::OnKill";
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donpcevent "OBJ#bat_b02_a::OnEnable";
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donpcevent "OBJ#bat_b02_b::OnKill";
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donpcevent "OBJ#bat_b02_b::OnEnable";
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donpcevent "guardian#bat_b02_a::OnKill";
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donpcevent "guardian#bat_b02_b::OnKill";
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donpcevent "guardian#bat_b02_a::OnEnable";
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donpcevent "guardian#bat_b02_b::OnEnable";
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donpcevent "cell#bat_b02_a::OnRed";
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donpcevent "cell#bat_b02_b::OnRed";
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donpcevent "time#bat_b02::OnEnable";
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disablenpc "Guillaume Vintenar#b02_a";
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disablenpc "Croix Vintenar#b02_b";
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disablenpc "Vintenar#bat_b02_aover";
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disablenpc "Vintenar#bat_b02_bover";
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bg_warp $@FlaviusBG2_id1,"bat_b02",87,75;
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bg_warp $@FlaviusBG2_id2,"bat_b02",311,224;
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donpcevent "countdown#bat_b02::OnEnable";
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initnpctimer;
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end;
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OnReset:
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donpcevent "OBJ#bat_b02_a::OnKill";
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donpcevent "OBJ#bat_b02_a::OnEnable";
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donpcevent "OBJ#bat_b02_b::OnKill";
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donpcevent "OBJ#bat_b02_b::OnEnable";
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donpcevent "guardian#bat_b02_a::OnKill";
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donpcevent "guardian#bat_b02_b::OnKill";
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donpcevent "guardian#bat_b02_a::OnEnable";
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donpcevent "guardian#bat_b02_b::OnEnable";
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donpcevent "cell#bat_b02_a::OnRed";
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donpcevent "cell#bat_b02_b::OnRed";
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end;
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OnGuillaumeActive:
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warp "bat_b02",87,75;
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end;
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OnCroixActive:
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warp "bat_b02",311,224;
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end;
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OnGuillaumeQuit:
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OnCroixQuit:
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if (getbattleflag("feature.bgqueue"))
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bg_desert;
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else
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bg_leave;
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end;
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OnTimer10000:
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stopnpctimer;
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donpcevent "#bat_b02_timer::OnEnable";
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end;
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}
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bat_b02,1,1,3 script OBJ#bat_b02_a 844,{
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OnEnable:
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$@FlavBG2_C1_ID = bg_monster($@FlaviusBG2_id1,"bat_b02",61,150,"Pink Crystal",1915,"OBJ#bat_b02_a::OnMyMobDead");
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setunitdata $@FlavBG2_C1_ID,UMOB_DMGIMMUNE,1; // Make Crystal immune to damage until Guardians are defeated
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end;
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OnKill:
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killmonster "bat_b02","OBJ#bat_b02_a::OnMyMobDead";
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end;
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OnMyMobDead:
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if (mobcount("bat_b02","OBJ#bat_b02_a::OnMyMobDead") < 1) {
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mapannounce "bat_b02", "Guillaume's Crystal has been destroyed.",bc_map,"0xFFCE00";
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if ($@Croix_ScoreBG2 > 0) {
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set $@FlaviusBG2_Victory,2;
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set $@Croix_ScoreBG2,$@Croix_ScoreBG2+1;
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enablenpc "Guillaume Vintenar#b02_a";
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enablenpc "Croix Vintenar#b02_b";
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donpcevent "time#bat_b02::OnStop";
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if (getbattleflag("feature.bgqueue"))
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bg_reserve "bat_b02", true;
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}
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else {
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set $@Croix_ScoreBG2,1;
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donpcevent "time#bat_b02::OnEnable";
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donpcevent "start#bat_b02::OnReset";
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}
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donpcevent "#bat_b02_timer::OnStop";
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bg_updatescore "bat_b02",$@Guill_ScoreBG2,$@Croix_ScoreBG2;
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bg_warp $@FlaviusBG2_id1,"bat_b02",10,290;
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bg_warp $@FlaviusBG2_id2,"bat_b02",390,10;
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donpcevent "#bat_b02_timer::OnEnable";
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}
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end;
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}
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bat_b02,1,2,3 script OBJ#bat_b02_b 844,{
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OnEnable:
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$@FlavBG2_C2_ID = bg_monster($@FlaviusBG2_id2,"bat_b02",328,150,"Blue Crystal",1914,"OBJ#bat_b02_b::OnMyMobDead");
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setunitdata $@FlavBG2_C2_ID,UMOB_DMGIMMUNE,1; // Make Crystal immune to damage until Guardians are defeated
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end;
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OnKill:
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killmonster "bat_b02","OBJ#bat_b02_b::OnMyMobDead";
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end;
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OnMyMobDead:
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if (mobcount("bat_b02","OBJ#bat_b02_b::OnMyMobDead") < 1) {
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mapannounce "bat_b02", "Croix's Crystal has been destroyed.",bc_map,"0xFFCE00";
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if ($@Guill_ScoreBG2 > 0) {
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set $@FlaviusBG2_Victory,1;
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set $@Guill_ScoreBG2,$@Guill_ScoreBG2+1;
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enablenpc "Guillaume Vintenar#b02_a";
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enablenpc "Croix Vintenar#b02_b";
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donpcevent "time#bat_b02::OnStop";
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if (getbattleflag("feature.bgqueue"))
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bg_reserve "bat_b02", true;
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}
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else {
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set $@Guill_ScoreBG2,1;
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donpcevent "time#bat_b02::OnEnable";
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donpcevent "start#bat_b02::OnReset";
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}
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donpcevent "#bat_b02_timer::OnStop";
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bg_updatescore "bat_b02",$@Guill_ScoreBG2,$@Croix_ScoreBG2;
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bg_warp $@FlaviusBG2_id1,"bat_b02",10,290;
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bg_warp $@FlaviusBG2_id2,"bat_b02",390,10;
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donpcevent "#bat_b02_timer::OnEnable";
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}
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end;
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}
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bat_b02,1,3,3 script guardian#bat_b02_a 844,{
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OnEnable:
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bg_monster $@FlaviusBG2_id1,"bat_b02",108,159,"Guillaume Camp Guardian",1949,"guardian#bat_b02_a::OnMyMobDead";
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bg_monster $@FlaviusBG2_id1,"bat_b02",108,141,"Guillaume Camp Guardian",1949,"guardian#bat_b02_a::OnMyMobDead";
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end;
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OnKill:
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killmonster "bat_b02","guardian#bat_b02_a::OnMyMobDead";
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end;
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OnMyMobDead:
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if (mobcount("bat_b02","guardian#bat_b02_a::OnMyMobDead") < 1) {
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donpcevent "cell#bat_b02_a::OnGreen";
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mapannounce "bat_b02", "The Guardian protecting Guillaume's Crystal has been slain.",bc_map,"0xFFCE00";
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setunitdata $@FlavBG2_C1_ID,UMOB_DMGIMMUNE,0; // Make Crystal damageable again
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}
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end;
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}
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bat_b02,1,3,3 script guardian#bat_b02_b 844,{
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OnEnable:
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bg_monster $@FlaviusBG2_id2,"bat_b02",307,160,"Croix Camp Guardian",1949,"guardian#bat_b02_b::OnMyMobDead";
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bg_monster $@FlaviusBG2_id2,"bat_b02",307,138,"Croix Camp Guardian",1949,"guardian#bat_b02_b::OnMyMobDead";
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end;
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OnKill:
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killmonster "bat_b02","guardian#bat_b02_b::OnMyMobDead";
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end;
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OnMyMobDead:
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if (mobcount("bat_b02","guardian#bat_b02_b::OnMyMobDead") < 1) {
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donpcevent "cell#bat_b02_b::OnGreen";
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mapannounce "bat_b02", "The Guardian protecting Croix's Crystal has been slain.",bc_map,"0xFFCE00";
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setunitdata $@FlavBG2_C2_ID,UMOB_DMGIMMUNE,0; // Make Crystal damageable again
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}
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end;
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}
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bat_b02,1,4,3 script cell#bat_b02_a 844,{
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OnRed:
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setcell "bat_b02",62,149,60,151,cell_basilica,1;
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setcell "bat_b02",62,149,60,151,cell_walkable,0;
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end;
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OnGreen:
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setcell "bat_b02",62,149,60,151,cell_basilica,0;
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setcell "bat_b02",62,149,60,151,cell_walkable,1;
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end;
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}
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bat_b02,1,5,3 script cell#bat_b02_b 844,{
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OnRed:
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setcell "bat_b02",327,151,329,149,cell_basilica,1;
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setcell "bat_b02",327,151,329,149,cell_walkable,0;
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end;
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OnGreen:
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setcell "bat_b02",327,151,329,149,cell_basilica,0;
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setcell "bat_b02",327,151,329,149,cell_walkable,1;
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end;
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}
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bat_b02,1,6,1 script time#bat_b02 844,{
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OnEnable:
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donpcevent "Battle Therapist#b02_a::OnEnable";
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donpcevent "Battle Therapist#b02_b::OnEnable";
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end;
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OnStop:
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donpcevent "Battle Therapist#b02_a::OnStop";
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donpcevent "Battle Therapist#b02_b::OnStop";
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end;
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}
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bat_b02,10,294,3 script Battle Therapist#b02_a 95,{
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specialeffect2 EF_HEAL;
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mes "[Battle Therapist]";
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mes "Just close your eyes,";
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mes "and take a deep breath.";
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mes "You can be free from pain.";
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close;
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OnTimer25000:
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specialeffect EF_SANCTUARY;
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// enablenpc "bat_b02_rp1_a_warp";
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areapercentheal "bat_b02",0,280,20,300,100,100;
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areawarp "bat_b02",0,280,20,300,"bat_b02",87,73;
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end;
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// OnTimer26000:
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// disablenpc "bat_b02_rp1_a_warp";
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// end;
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OnTimer26500:
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stopnpctimer;
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donpcevent "Battle Therapist#b02_a::OnEnable";
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end;
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OnEnable:
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initnpctimer;
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enablenpc "Battle Therapist#b02_a";
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end;
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OnStop:
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// disablenpc "bat_b02_rp1_a_warp";
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disablenpc "Battle Therapist#b02_a";
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stopnpctimer;
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end;
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}
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/*
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bat_b02,10,290,0 script bat_b02_rp1_a_warp 45,10,10,{
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OnInit:
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disablenpc "bat_b02_rp1_a_warp";
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end;
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OnTouch:
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percentheal 100,100;
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warp "bat_b02",87,73;
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end;
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}
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*/
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bat_b02,389,14,3 script Battle Therapist#b02_b 95,{
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specialeffect2 EF_HEAL;
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mes "[Battle Therapist]";
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mes "Just close your eyes,";
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mes "and take a deep breath.";
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mes "You can be free from pain.";
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close;
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OnTimer25000:
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specialeffect EF_SANCTUARY;
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areapercentheal "bat_b02",379,0,399,20,100,100;
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areawarp "bat_b02",379,0,399,20,"bat_b02",312,225;
|
||
|
// enablenpc "bat_b02_rp1_b_warp";
|
||
|
end;
|
||
|
|
||
|
// OnTimer26000:
|
||
|
// disablenpc "bat_b02_rp1_b_warp";
|
||
|
// end;
|
||
|
|
||
|
OnTimer26500:
|
||
|
stopnpctimer;
|
||
|
donpcevent "Battle Therapist#b02_b::OnEnable";
|
||
|
end;
|
||
|
|
||
|
OnEnable:
|
||
|
initnpctimer;
|
||
|
enablenpc "Battle Therapist#b02_b";
|
||
|
end;
|
||
|
|
||
|
OnStop:
|
||
|
// disablenpc "bat_b02_rp1_b_warp";
|
||
|
disablenpc "Battle Therapist#b02_b";
|
||
|
stopnpctimer;
|
||
|
end;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
bat_b02,389,10,0 script bat_b02_rp1_b_warp 45,10,10,{
|
||
|
OnInit:
|
||
|
disablenpc "bat_b02_rp1_b_warp";
|
||
|
end;
|
||
|
|
||
|
OnTouch:
|
||
|
percentheal 100,100;
|
||
|
warp "bat_b02",312,225;
|
||
|
end;
|
||
|
}
|
||
|
*/
|
||
|
|
||
|
bat_b02,87,76,0 script A_CODE#bat_b02 -1,5,5,{
|
||
|
OnTouch:
|
||
|
if (checkquest(2070) < 0)
|
||
|
setquest 2070;
|
||
|
end;
|
||
|
}
|
||
|
|
||
|
bat_b02,312,224,0 script B_CODE#bat_b02 -1,5,5,{
|
||
|
OnTouch:
|
||
|
if (checkquest(2070) < 0)
|
||
|
setquest 2070;
|
||
|
end;
|
||
|
}
|
||
|
|
||
|
bat_b02,10,294,3 script Guillaume Vintenar#b02_a 934,{
|
||
|
if ($@FlaviusBG2_id1 == getcharid(4)) {
|
||
|
if ($@FlaviusBG2_Victory == 1)
|
||
|
callfunc "F_BG_Badge",1,"Guillaume","Flavius";
|
||
|
else
|
||
|
callfunc "F_BG_Badge",0,"Guillaume","Flavius";
|
||
|
}
|
||
|
bg_leave;
|
||
|
if (!getbattleflag("feature.bgqueue"))
|
||
|
warp "bat_room",154,150;
|
||
|
end;
|
||
|
|
||
|
OnInit:
|
||
|
disablenpc "Guillaume Vintenar#b02_a";
|
||
|
end;
|
||
|
}
|
||
|
|
||
|
bat_b02,389,14,3 script Croix Vintenar#b02_b 934,{
|
||
|
if ($@FlaviusBG2_id2 == getcharid(4)) {
|
||
|
if ($@FlaviusBG2_Victory == 2)
|
||
|
callfunc "F_BG_Badge",1,"Croix","Flavius";
|
||
|
else
|
||
|
callfunc "F_BG_Badge",0,"Croix","Flavius";
|
||
|
}
|
||
|
bg_leave;
|
||
|
if (!getbattleflag("feature.bgqueue"))
|
||
|
warp "bat_room",154,150;
|
||
|
end;
|
||
|
|
||
|
OnInit:
|
||
|
disablenpc "Croix Vintenar#b02_b";
|
||
|
end;
|
||
|
}
|
||
|
|
||
|
bat_b02,1,5,3 script countdown#bat_b02 844,{
|
||
|
OnInit:
|
||
|
stopnpctimer;
|
||
|
end;
|
||
|
|
||
|
OnEnable:
|
||
|
stopnpctimer;
|
||
|
initnpctimer;
|
||
|
end;
|
||
|
|
||
|
OnStop:
|
||
|
stopnpctimer;
|
||
|
end;
|
||
|
|
||
|
OnTimer7000:
|
||
|
mapannounce "bat_b02", "Guillaume Vintenar Axl Rose : Let's attack to destroy that Crystal!",bc_map,"0xFF9900";
|
||
|
end;
|
||
|
|
||
|
OnTimer8000:
|
||
|
mapannounce "bat_b02", "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_b02", "Marollo VII : Guillaume Marollo, Croix Marollo! And their followers!",bc_map,"0x99CC00";
|
||
|
end;
|
||
|
|
||
|
OnTimer1803000:
|
||
|
mapannounce "bat_b02", "Marollo VII : Both camps are competitive, so it's hard to judge which team is superior.",bc_map,"0x99CC00";
|
||
|
end;
|
||
|
|
||
|
OnTimer1808000:
|
||
|
mapannounce "bat_b02", "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_b02", "Marollo VII : If you can't accept the results, try again in another valley battle!",bc_map,"0x99CC00";
|
||
|
end;
|
||
|
|
||
|
OnTimer1825000:
|
||
|
mapannounce "bat_b02", "Axl Rose, Swandery : Yes, sir.",bc_map,"0x99CC00";
|
||
|
end;
|
||
|
|
||
|
OnTimer1830000:
|
||
|
donpcevent "time#bat_b02::OnStop";
|
||
|
bg_warp $@FlaviusBG2_id1,"bat_b02",10,290;
|
||
|
bg_warp $@FlaviusBG2_id2,"bat_b02",390,10;
|
||
|
enablenpc "Vintenar#bat_b02_aover";
|
||
|
enablenpc "Vintenar#bat_b02_bover";
|
||
|
if (getbattleflag("feature.bgqueue"))
|
||
|
bg_reserve "bat_b02", true;
|
||
|
end;
|
||
|
|
||
|
OnTimer1900000:
|
||
|
mapwarp "bat_b02","bat_room",154,150;
|
||
|
donpcevent "countdown#bat_b02::OnStop";
|
||
|
end;
|
||
|
}
|
||
|
|
||
|
bat_b02,81,83,3 script Guillaume Camp#flag32 973,{ end; }
|
||
|
bat_b02,94,83,3 script Guillaume Camp#flag33 973,{ end; }
|
||
|
bat_b02,81,66,3 script Guillaume Camp#flag34 973,{ end; }
|
||
|
bat_b02,94,66,3 script Guillaume Camp#flag35 973,{ end; }
|
||
|
bat_b02,139,142,3 script Guillaume Camp#flag36 973,{ end; }
|
||
|
bat_b02,139,158,3 script Guillaume Camp#flag37 973,{ end; }
|
||
|
bat_b02,110,161,3 script Guillaume Camp#flag38 973,{ end; }
|
||
|
bat_b02,110,137,3 script Guillaume Camp#flag39 973,{ end; }
|
||
|
bat_b02,63,135,3 script Guillaume Camp#flag40 973,{ end; }
|
||
|
bat_b02,63,165,3 script Guillaume Camp#flag41 973,{ end; }
|
||
|
bat_b02,10,296,3 script Guillaume Camp#flag42 973,{ end; }
|
||
|
|
||
|
bat_b02,306,233,3 script Croix Camp#flag32 974,{ end; }
|
||
|
bat_b02,317,233,3 script Croix Camp#flag33 974,{ end; }
|
||
|
bat_b02,306,216,3 script Croix Camp#flag34 974,{ end; }
|
||
|
bat_b02,317,216,3 script Croix Camp#flag35 974,{ end; }
|
||
|
bat_b02,257,158,3 script Croix Camp#flag36 974,{ end; }
|
||
|
bat_b02,257,141,3 script Croix Camp#flag37 974,{ end; }
|
||
|
bat_b02,297,164,3 script Croix Camp#flag38 974,{ end; }
|
||
|
bat_b02,297,136,3 script Croix Camp#flag39 974,{ end; }
|
||
|
bat_b02,336,161,3 script Croix Camp#flag40 974,{ end; }
|
||
|
bat_b02,336,139,3 script Croix Camp#flag41 974,{ end; }
|
||
|
bat_b02,389,16,3 script Croix Camp#flag42 974,{ end; }
|
||
|
|
||
|
bat_b02,10,294,3 script Vintenar#bat_b02_aover 419,{
|
||
|
set .@A_B_gap,$@Guill_ScoreBG2 - $@Croix_ScoreBG2;
|
||
|
if ($@FlaviusBG2_id1 == getcharid(4)) {
|
||
|
if (.@A_B_gap > 0)
|
||
|
callfunc "F_BG_Badge",1,"Guillaume","Flavius"; //Guillaume wins
|
||
|
else if (.@A_B_gap == 0)
|
||
|
callfunc "F_BG_Badge",0,"Guillaume","Flavius"; //Tie
|
||
|
else
|
||
|
callfunc "F_BG_Badge",0,"Guillaume","Flavius"; //Croix wins
|
||
|
}
|
||
|
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;
|
||
|
if (!getbattleflag("feature.bgqueue"))
|
||
|
warp "bat_room",154,150;
|
||
|
end;
|
||
|
|
||
|
OnInit:
|
||
|
disablenpc "Vintenar#bat_b02_aover";
|
||
|
end;
|
||
|
}
|
||
|
|
||
|
bat_b02,389,14,3 script Vintenar#bat_b02_bover 415,{
|
||
|
set .@A_B_gap,$@Guill_ScoreBG2 - $@Croix_ScoreBG2;
|
||
|
if ($@FlaviusBG2_id2 == getcharid(4)) {
|
||
|
if (.@A_B_gap > 0)
|
||
|
callfunc "F_BG_Badge",0,"Croix","Flavius"; //Guillaume wins
|
||
|
else if (.@A_B_gap == 0)
|
||
|
callfunc "F_BG_Badge",0,"Croix","Flavius"; //Tie
|
||
|
else
|
||
|
callfunc "F_BG_Badge",1,"Croix","Flavius"; //Croix wins
|
||
|
}
|
||
|
else {
|
||
|
mes "[Swandery]";
|
||
|
mes "Why do you come here as a Guillaume? You will be sent to where you should be!";
|
||
|
close;
|
||
|
}
|
||
|
bg_leave;
|
||
|
if (!getbattleflag("feature.bgqueue"))
|
||
|
warp "bat_room",154,150;
|
||
|
end;
|
||
|
|
||
|
OnInit:
|
||
|
disablenpc "Vintenar#bat_b02_bover";
|
||
|
end;
|
||
|
}
|
||
|
|
||
|
bat_b02,1,10,3 script Release all#b02 81,{
|
||
|
set .@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_b02","bat_room",154,150;
|
||
|
end;
|
||
|
case 2:
|
||
|
mes "Cancelled.";
|
||
|
close;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// BG Queue makes these scripts useless
|
||
|
- script BGQueueInit#flavius02 -1,{
|
||
|
end;
|
||
|
|
||
|
OnInit:
|
||
|
if (getbattleflag("feature.bgqueue")) {
|
||
|
unloadnpc "Lieutenant Huvas";
|
||
|
unloadnpc "Lieutenant Yukon";
|
||
|
unloadnpc "back_bgroomb02a";
|
||
|
unloadnpc "back_bgroomb02b";
|
||
|
unloadnpc "A_CODE#bat_b02";
|
||
|
unloadnpc "B_CODE#bat_b02";
|
||
|
}
|
||
|
end;
|
||
|
}
|