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BG Flavius tweaks again please


Mr BrycE

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Hi, this is my BG flavius

//===== eAthena Script =======================================
// BattleGround System - Flavius Second
//===== By: ==================================================
//= L0ne_W0lf
//===== Current Version: =====================================
//= 1.3
//===== Compatible With: =====================================
//= eAthena 1.0
//===== Description: =========================================
//= [AEGIS Conversion]
//= Flavius Battleground.
//= - Winning Team: 9 badges
//= - Losing Team: 3 badge
//===== Additional Comments: =================================
//= 1.0 First Version.
//= 1.1 Fixed NPCs being called for waiting rooms. (bugreport:4395)
//= 1.2 Fixed pink crystal spawning as blue. [L0ne_W0lf]
//= 1.3 Updated 'waitingroom' to support required zeny/lvl. [Kisuka]
//============================================================
// Waiting Room NPCs
//============================================================
bat_room,142,227,4 script Lieutenant Huvas 418,{
end;
OnInit:
waitingroom "Battle Station",7,"start#bat_b02::OnReadyCheck",1,0,80,255;
end;
OnEnterBG:
set $@FlaviusBG2_id1, waitingroom2bg("bat_b02",10,290,"start#bat_b02::OnGuillaumeQuit","");
end;
}
bat_room,142,204,0 script Lieutenant Yukon 414,{
end;
OnInit:
waitingroom "Battle Station",7,"start#bat_b02::OnReadyCheck",1,0,80,255;
end;
OnEnterBG:
set $@FlaviusBG2_id2, waitingroom2bg("bat_b02",390,10,"start#bat_b02::OnCroixQuit","");
end;
}
bat_room,141,220,0 warp back_bgroomb02a 1,1,bat_room,154,150
bat_room,141,211,0 warp back_bgroomb02b 1,1,bat_room,154,150
bat_room,2,151,3 script #bat_b02_timer 844,{
end;
OnInit:
OnEnable:
initnpctimer;
end;
OnStop:
stopnpctimer;
end;
OnTimer1000:
stopnpctimer;
initnpctimer;
set .@chk_bat_a01,getmapusers("bat_b02");
if (.@chk_bat_a01 < 1) {
 set $@FlaviusBG2, 0;
 if( $@FlaviusBG2_id1 ) { bg_destroy $@FlaviusBG2_id1; set $@FlaviusBG2_id1, 0; }
 if( $@FlaviusBG2_id2 ) { bg_destroy $@FlaviusBG2_id2; set $@FlaviusBG2_id2, 0; }
 donpcevent "start#bat_b02::OnReadyCheck";
}
end;
}

// Flavius Battleground Engine
//============================================================
bat_b02,15,15,3 script start#bat_b02 844,{
OnInit:
mapwarp "bat_b02","bat_room",154,150;
end;
OnReadyCheck:
if( $@FlaviusBG2 )
 end;
set .@Guillaume, getwaitingroomstate(0,"Lieutenant Huvas");
set .@Croix, getwaitingroomstate(0,"Lieutenant Yukon");
if( !.@Guillaume && !.@Croix ) {
 donpcevent "#bat_b02_timer::OnStop";
 end;
}
if( .@Guillaume < 7 || .@Croix < 7 )
 end;
set $@FlaviusBG2, 1;
set $@FlaviusBG2_Victory, 0;
set $@Croix_ScoreBG2, 0;
set $@Guill_ScoreBG2, 0;
bg_updatescore "bat_b02",$@Guill_ScoreBG2,$@Croix_ScoreBG2;
donpcevent "Lieutenant Huvas::OnEnterBG";
donpcevent "Lieutenant Yukon::OnEnterBG";
donpcevent "OBJ#bat_b02_a::Onkill";
donpcevent "OBJ#bat_b02_a::OnEnable";
donpcevent "OBJ#bat_b02_b::Onkill";
donpcevent "OBJ#bat_b02_b::OnEnable";
donpcevent "guardian#bat_b02_a::Onkill";
donpcevent "guardian#bat_b02_b::Onkill";
donpcevent "guardian#bat_b02_a::OnEnable";
donpcevent "guardian#bat_b02_b::OnEnable";
donpcevent "cell#bat_b02_a::Onred";
donpcevent "cell#bat_b02_b::Onred";
donpcevent "time#bat_b02::OnEnable";
disablenpc "Guillaume Vintenar#b02_a";
disablenpc "Croix Vintenar#b02_b";
disablenpc "Vintenar#bat_b02_aover";
disablenpc "Vintenar#bat_b02_bover";
bg_warp $@FlaviusBG2_id1,"bat_b02",87,75;
bg_warp $@FlaviusBG2_id2,"bat_b02",311,224;
donpcevent "countdown#bat_b02::OnEnable";
initnpctimer;
end;
OnReset:
donpcevent "OBJ#bat_b02_a::Onkill";
donpcevent "OBJ#bat_b02_a::OnEnable";
donpcevent "OBJ#bat_b02_b::Onkill";
donpcevent "OBJ#bat_b02_b::OnEnable";
donpcevent "guardian#bat_b02_a::Onkill";
donpcevent "guardian#bat_b02_b::Onkill";
donpcevent "guardian#bat_b02_a::OnEnable";
donpcevent "guardian#bat_b02_b::OnEnable";
donpcevent "cell#bat_b02_a::Onred";
donpcevent "cell#bat_b02_b::Onred";
donpcevent "time#bat_b02::OnEnable";
disablenpc "Guillaume Vintenar#b02_a";
disablenpc "Croix Vintenar#b02_b";
disablenpc "Vintenar#bat_b02_aover";
disablenpc "Vintenar#bat_b02_bover";
bg_warp $@FlaviusBG2_id1,"bat_b02",87,75;
bg_warp $@FlaviusBG2_id2,"bat_b02",311,224;
end;
OnGuillaumeQuit:
OnCroixQuit:
bg_leave;
end;
OnTimer10000:
stopnpctimer;
donpcevent "#bat_b02_timer::OnEnable";
end;
}
bat_b02,1,1,3 script OBJ#bat_b02_a 844,{
OnEnable:
bg_monster $@FlaviusBG2_id1,"bat_b02",61,150,"Pink Crystal",1915,"OBJ#bat_b02_a::OnMyMobDead";
end;
Onkill:
killmonster "bat_b02","OBJ#bat_b02_a::OnMyMobDead";
end;
OnMyMobDead:
if (mobcount("bat_b02","OBJ#bat_b02_a::OnMyMobDead") < 1) {
 mapannounce "bat_b02", "Guillaume's Crystal has been destroyed.",bc_map,"0xFFCE00";
 if ($@Croix_ScoreBG2 > 0) {
  set $@FlaviusBG2_Victory,2;
  set $@Croix_ScoreBG2,$@Croix_ScoreBG2+1;
  enablenpc "Guillaume Vintenar#b02_a";
  enablenpc "Croix Vintenar#b02_b";
  donpcevent "time#bat_b02::Onstop";
 }
 else {
  set $@Croix_ScoreBG2,1;
  donpcevent "time#bat_b02::OnEnable";
  donpcevent "start#bat_b02::onReset";
 }
 donpcevent "#bat_b02_timer::OnStop";
 bg_updatescore "bat_b02",$@Guill_ScoreBG2,$@Croix_ScoreBG2;
 bg_warp $@FlaviusBG2_id1,"bat_b02",10,290;
 bg_warp $@FlaviusBG2_id2,"bat_b02",390,10;
 donpcevent "#bat_b02_timer::OnEnable";
}
end;
}
bat_b02,1,2,3 script OBJ#bat_b02_b 844,{
OnEnable:
bg_monster $@FlaviusBG2_id2,"bat_b02",328,150,"Blue Crystal",1914,"OBJ#bat_b02_b::OnMyMobDead";
end;
Onkill:
killmonster "bat_b02","OBJ#bat_b02_b::OnMyMobDead";
end;
OnMyMobDead:
if (mobcount("bat_b02","OBJ#bat_b02_b::OnMyMobDead") < 1) {
 mapannounce "bat_b02", "Croix's Crystal has been destroyed.",bc_map,"0xFFCE00";
 if ($@Guill_ScoreBG2 > 0) {
  set $@FlaviusBG2_Victory,1;
  set $@Guill_ScoreBG2,$@Guill_ScoreBG2+1;
  enablenpc "Guillaume Vintenar#b02_a";
  enablenpc "Croix Vintenar#b02_b";
  donpcevent "time#bat_b02::Onstop";
 }
 else {
  set $@Guill_ScoreBG2,1;
  donpcevent "time#bat_b02::OnEnable";
  donpcevent "start#bat_b02::onReset";
 }
 donpcevent "#bat_b02_timer::OnStop";
 bg_updatescore "bat_b02",$@Guill_ScoreBG2,$@Croix_ScoreBG2;
 bg_warp $@FlaviusBG2_id1,"bat_b02",10,290;
 bg_warp $@FlaviusBG2_id2,"bat_b02",390,10;
 donpcevent "#bat_b02_timer::OnEnable";
}
end;
}
bat_b02,1,3,3 script guardian#bat_b02_a 844,{
OnEnable:
bg_monster $@FlaviusBG2_id1,"bat_b02",108,159,"Guillaume Camp Guardian",1949,"guardian#bat_b02_a::OnMyMobDead";
bg_monster $@FlaviusBG2_id1,"bat_b02",108,141,"Guillaume Camp Guardian",1949,"guardian#bat_b02_a::OnMyMobDead";
end;
Onkill:
killmonster "bat_b02","guardian#bat_b02_a::OnMyMobDead";
end;
OnMyMobDead:
if (mobcount("bat_b02","guardian#bat_b02_a::OnMyMobDead") < 1) {
 donpcevent "cell#bat_b02_a::Ongreen";
 mapannounce "bat_b02", "The Guardian protecting Guillaume's Crystal has been slain.",bc_map,"0xFFCE00";
}
end;
}
bat_b02,1,3,3 script guardian#bat_b02_b 844,{
OnEnable:
bg_monster $@FlaviusBG2_id2,"bat_b02",307,160,"Croix Camp Guardian",1949,"guardian#bat_b02_b::OnMyMobDead";
bg_monster $@FlaviusBG2_id2,"bat_b02",307,138,"Croix Camp Guardian",1949,"guardian#bat_b02_b::OnMyMobDead";
end;
Onkill:
killmonster "bat_b02","guardian#bat_b02_b::OnMyMobDead";
end;
OnMyMobDead:
if (mobcount("bat_b02","guardian#bat_b02_b::OnMyMobDead") < 1) {
 donpcevent "cell#bat_b02_b::Ongreen";
 mapannounce "bat_b02", "The Guardian protecting Croix's Crystal has been slain.",bc_map,"0xFFCE00";
}
end;
}
bat_b02,1,4,3 script cell#bat_b02_a 844,{
Onred:
setwall "bat_b02",60,149,2,6,0,"Guillaume_wall1-1";
setwall "bat_b02",62,149,2,0,0,"Guillaume_wall1-2";
setwall "bat_b02",62,151,2,2,0,"Guillaume_wall1-3";
setwall "bat_b02",60,151,2,4,0,"Guillaume_wall1-4";
end;
Ongreen:
delwall "Guillaume_wall1-1";
delwall "Guillaume_wall1-2";
delwall "Guillaume_wall1-3";
delwall "Guillaume_wall1-4";
end;
}
bat_b02,1,5,3 script cell#bat_b02_b 844,{
Onred:
setwall "bat_b02",327,149,2,6,0,"Croix_wall1-1";
setwall "bat_b02",329,149,2,0,0,"Croix_wall1-2";
setwall "bat_b02",329,151,2,2,0,"Croix_wall1-3";
setwall "bat_b02",327,151,2,4,0,"Croix_wall1-4";
end;
Ongreen:
delwall "Croix_wall1-1";
delwall "Croix_wall1-2";
delwall "Croix_wall1-3";
delwall "Croix_wall1-4";
end;
}
bat_b02,1,6,1 script time#bat_b02 844,{
OnEnable:
donpcevent "Battle Therapist#b02_a::OnEnable";
donpcevent "Battle Therapist#b02_b::OnEnable";
end;
Onstop:
donpcevent "Battle Therapist#b02_a::OnStop";
donpcevent "Battle Therapist#b02_b::OnStop";
end;
}
bat_b02,10,294,3 script Battle Therapist#b02_a 95,{
skilleffect 28,32000;
percentheal 100,100;
atcommand "@repairall";
close;
OnTimer25000:
specialeffect EF_SANCTUARY;
enablenpc "bat_b02_rp1_a_warp";
end;
OnTimer26000:
disablenpc "bat_b02_rp1_a_warp";
end;
OnTimer26500:
stopnpctimer;
donpcevent "Battle Therapist#b02_a::onEnable";
end;
OnEnable:
initnpctimer;
enablenpc "Battle Therapist#b02_a";
end;
Onstop:
disablenpc "bat_b02_rp1_a_warp";
disablenpc "Battle Therapist#b02_a";
stopnpctimer;
end;
}
bat_b02,10,290,0 script bat_b02_rp1_a_warp 45,10,10,{
OnInit:
disablenpc "bat_b02_rp1_a_warp";
end;
OnTouch:
percentheal 100,100;
atcommand "@repairall";
warp "bat_b02",87,73;
end;
}
bat_b02,389,14,3 script Battle Therapist#b02_b 95,{
skilleffect 28,32000;
percentheal 100,100;
atcommand "@repairall";
close;
OnTimer25000:
specialeffect EF_SANCTUARY;
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 45,9,9,{
OnInit:
disablenpc "bat_b02_rp1_a_warp";
end;
OnTouch:
percentheal 100,100;
atcommand "@repairall";
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 ($@FlaviusBG2_Victory == 1) {
  set .@your_medal,countitem(7829);
  set .@medal_gap,500 - .@your_medal;
  if (.@medal_gap > 8) {
mes "[Axl Rose]";
mes "Blessed Guillaume!";
mes "Let's enjoy our glorious victory!";
mes ""+strcharinfo(0)+", it's a sign reflecting victory.";
close2;
getitem 7829,9;
getitem 6153,250;
getitem 675,2;
  }
  else {
mes "[Axl Rose]";
mes "Blessed Guillaume!";
mes "Let's enjoy our glorious victory!";
mes ""+strcharinfo(0)+", it's a sign reflecting victory.";
close2;
getitem 7829,.@medal_gap; //BF_Badge2
  }
 }
 else {
  set .@your_medal,countitem(7829);
  set .@medal_gap,500 - .@your_medal;
  if (.@medal_gap > 2) {
mes "[Axl Rose]";
mes "You lost, but you're dedicated to this battle.";
mes "This is a reward for your great dedication by Guillaume Marollo!";
mes "Just take this defeat as a lesson, next time you will definitely win.";
close2;
getitem 7829,3;
getitem 6153,50;
getitem 673,5;
  }
  else {
mes "[Axl Rose]";
mes "You lost, but you're dedicated to this battle.";
mes "This is a reward for your great dedication by Guillaume Marollo!";
mes "Just take this defeat as a lesson, next time you will definitely win.";
close2;
getitem 7829,.@medal_gap; //BF_Badge2
  }
 }
}
bg_leave;
warp "bat_room",154,150;
end;
OnInit:
disablenpc "Guillaume Vintenar#b02_a";
end;
}
bat_b02,389,14,3 script Croix Vintenar#b02_b 934,{
if ($@FlaviusBG2_id2 == getcharid(4)) {
 if ($@FlaviusBG2_Victory == 2) {
  set .@your_medal,countitem(7829);
  set .@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 7829,9;
getitem 6153,250;
getitem 675,2;
  }
  else {
mes "[swandery]";
mes "Blessed Croix!";
mes "Let's enjoy our glorious victory!";
mes ""+strcharinfo(0)+", it's a sign reflecting victory.";
close2;
getitem 7829,.@medal_gap; //BF_Badge2
  }
 }
 else {
  set .@your_medal,countitem(7829);
  set .@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 7829,3;
getitem 6153,50;
getitem 673,5;
  }
  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 7829,.@medal_gap; //BF_Badge2
  }
 }
}
bg_leave;
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 $@FlaviusBG2_id2,"bat_b02",390,10;
enablenpc "Vintenar#bat_b02_aover";
enablenpc "Vintenar#bat_b02_bover";
end;
OnTimer1900000:
mapwarp "bat_b02","bat_room",154,150;
donpcevent "countdown#bat_b02::Onstop";
end;
}
bat_b02,81,83,3 script Guillaume Camp#flag32 973,{ end; }
bat_b02,94,83,3 script Guillaume Camp#flag33 973,{ end; }
bat_b02,81,66,3 script Guillaume Camp#flag34 973,{ end; }
bat_b02,94,66,3 script Guillaume Camp#flag35 973,{ end; }
bat_b02,139,142,3 script Guillaume Camp#flag36 973,{ end; }
bat_b02,139,158,3 script Guillaume Camp#flag37 973,{ end; }
bat_b02,110,161,3 script Guillaume Camp#flag38 973,{ end; }
bat_b02,110,137,3 script Guillaume Camp#flag39 973,{ end; }
bat_b02,63,135,3 script Guillaume Camp#flag40 973,{ end; }
bat_b02,63,165,3 script Guillaume Camp#flag41 973,{ end; }
bat_b02,10,296,3 script Guillaume Camp#flag42 973,{ end; }
bat_b02,306,233,3 script Croix Camp#flag32 974,{ end; }
bat_b02,317,233,3 script Croix Camp#flag33 974,{ end; }
bat_b02,306,216,3 script Croix Camp#flag34 974,{ end; }
bat_b02,317,216,3 script Croix Camp#flag35 974,{ end; }
bat_b02,257,158,3 script Croix Camp#flag36 974,{ end; }
bat_b02,257,141,3 script Croix Camp#flag37 974,{ end; }
bat_b02,297,164,3 script Croix Camp#flag38 974,{ end; }
bat_b02,297,136,3 script Croix Camp#flag39 974,{ end; }
bat_b02,336,161,3 script Croix Camp#flag40 974,{ end; }
bat_b02,336,139,3 script Croix Camp#flag41 974,{ end; }
bat_b02,389,16,3 script Croix Camp#flag42 974,{ end; }
bat_b02,10,294,3 script Vintenar#bat_b02_aover 419,{
set .@A_B_gap,$@Guill_ScoreBG2 - $@Croix_ScoreBG2;
if ($@FlaviusBG2_id1 == getcharid(4)) {
 if (.@A_B_gap > 0) {
  set .@your_medal,countitem(7829);
  set .@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 7829,9;
getitem 6153,250;
getitem 675,2;
  }
  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 7829,.@medal_gap; //BF_Badge2
  }
 }
 else if (.@A_B_gap == 0) {
  set .@your_medal,countitem(7829);
  set .@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 7829,3;
getitem 6153,50;
getitem 673,5;
  }
  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 7829,.@medal_gap; //BF_Badge2
  }
 }
 else {
  set .@your_medal,countitem(7829);
  set .@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 7829,3;
getitem 6153,50;
getitem 673,5;
  }
  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 7829,.@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 "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) {
  set .@your_medal,countitem(7829);
  set .@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 7829,3;
getitem 6153,50;
getitem 673,5;
  }
  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 7829,.@medal_gap; //BF_Badge2
  }
 }
 else if (.@A_B_gap == 0) {
  set .@your_medal,countitem(7829);
  set .@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 7829,3;
getitem 6153,50;
getitem 673,5;
  }
  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 7829,.@medal_gap; //BF_Badge2
  }
 }
 else {
  set .@your_medal,countitem(7829);
  set .@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 7829,9;
getitem 6153,250;
getitem 675,2;
  }
  else {
mes "[swandery]";
mes "Blessed Croix!";
mes "Let's enjoy our glorious victory!";
mes ""+strcharinfo(0)+", it's a sign reflecting victory.";
close2;
getitem 7829,.@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_b02_bover";
end;
}
/*
bat_b02,1,10,3 script Release all#b02 81,{
input .@input,0,2000;
if (.@input == 0) {
 mes "Cancelled.";
 close;
}
else if (.@input == 1854) {
 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;
 }
}
}
*/

Will some one add an announcement when they enter the pub?

Then an announcement when they are warped to bat_b02?

and some players are quitting(impatient) because its not starting, will any one modify the script.

For example

Per BG Battle Team has 9v9

then when 3 players enters the 9v9 pub (both team) they will warped to bat_b02

then when another 3 has joined it will warp them to bat_b02(both team again) this will continue as long as it its not over 9v9 inside the bat_b02

im hoping... :)) thanks

Edited by Mr BrycE
use [codebox] for scripts longer than 10 lines
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i'll make a clarification in this

9vs9 then when 3 member of each team they will be warp in the bat_b01 ??

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yes, 9v9 then when both pubs have 3 people on it the BG starts and they will warp to bat_b02

this will go on until the BG has 9v9 inside it :-)) then the remaining players cant enter because bat_b02 has 9v9 already

and ALSO i want this to add:

but if someone logs off or disconnect the players (remaining/left behind) who are in the pub waiting to be will warp to bat_b02, it will always on until its 9v9 inside.

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