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Issues with the creation of a FFA WoE


Checkmath

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Hi,I'm trying to create a FFA WoE but there are a lot of issues with that,

One of them is that I wanted to be not guild related(I mean that It would be like a pvp) but if I turn the pvp mapflag on,the gvg_castle mapflag turns off. But then the whole idea is to be like a normal WoE without guilds(The players may or may not have it)

I have already copied one of the castles and arranged all the warps in that "new map" that I'll use as the FFA castle but then the real trouble is that:
-The Emperium shows HP (1)

-The Emperium CAN be hit with spells(Including ASURA LOL) (2)

-And I cannot use the gvg_castle mapflag(not together with PvP mapflag),which implies in showing damage (3)

-The last "owner" of the emperium CAN attack its own emperium. (4)

 

The whole idea will consist of an emperium summoned with ::OnEmpBreak and setting the name to Emperium:Name of the Char who did it
plus a global variable $lastowner, then when the time is over,the last owner will win and receive a visit at the treasure room.

So the whole ideia is really solid and easy if it werent those problems I've stated before.
The (1) problem isnt a big deal but the (2) is really absurd and HAS the be corrected. (3) can be ignored as well. (4) I can make a script to "punish" abusers so thats not a big deal neither.

So,anyone? Thanks in advance!
 

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So you mean to say you want a single person to own a castle? Well, if I were to suggest something then I think disabling GVG and enabling PVP no party will be the thing. Then a custom OnDeath trigger for an emperium + making a source modification similar to Annieruru's KOE diff.

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I've never heard of this KOE diff, I dont mean to make a person owner of the castle since the player will receive his visit at the treasure room ONCE every victory in the event. Does that KOE diff changes when should or shouldnt the emperium not be hit with spells?

Thanks in advance,I appreciate your help.

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I see. The KOE Diff wont let you hit your own EMP. Not sure about the spell thing though.

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I did the Owner cannot attack it own emperium part.(Using jezznar suggestion by reading the KOE(Annieruru) patch)

Now I just have to be able to
1- Hide Emperium HP

 

2- Make players not hit emperium with spells

 

3-Make a "new mapflag" to fuse PvP and GvG_Castle.


I think that

 

int64 battle_calc_gvg_damage(struct block_list *src,struct block_list *bl,int64 damage,int div_,uint16 skill_id,uint16 skill_lv,int flag) {
    struct mob_data* md = BL_CAST(BL_MOB, bl);
    int class_ = status->get_class(bl);

    if (!damage) //No reductions to make.
        return 0;

    if(md && md->guardian_data) {
        if(class_ == MOBID_EMPERIUM && flag&BF_SKILL) {
        //Skill immunity.
            switch (skill_id) {
#ifndef RENEWAL
            case MO_TRIPLEATTACK:
#endif
            case HW_GRAVITATION:
                break;
            default:
                return 0;
            }
        }

Might be where I should be looking to make my own emperium immune as well.

What is odd is that "if(class_ == MOBID_EMPERIUM && flag&BF_SKILL) {" doesnt have any restriction on where or how did the emperium spawned.

Altough the normal WoE emperiums works perfectly, If I create an emperium(ID 1288) at the side of an true emperium, that one I've created will still receive spell damage.


After following what I've mentioned on the post above It didnt work. Although moving the same code (and adding just a one thing) to the battle_calc_damage

I was able to in a PvP map have the emperium(and everywhere else) immune to spells.

So now I'm left with only two small problems:
1- Emperium HP still showing

2- Damage is showing (I have to check at the mapflags at the source and compare the gvg_castle.)

Edited by Checkmath
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