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[HELP] WOE SETTER OF TOASTYDOOM


Cooon

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[info]: npc_parse_function: Overwriting user function [WoEToggler] (npc/guild/ag
it_controller.txt:538)
[Warning]: npc_parsename: Duplicate unique name in file 'npc/guild2/agit_start_s
e.txt', line'58'. Renaming 'WoEInfoBase' to '1_-1_0_0'.
[Debug]: this npc:
  display name 'WoEInfoBase'
  unique name 'WoEInfoBase'
  map=(not on a map), x=0, y=0
[Debug]: other npc:
  display name 'WoEInfoBase'
  unique name 'WoEInfoBase'
  map=(not on a map), x=0, y=0
[Warning]: npc_parsename: Duplicate unique name in file 'npc/guild2/agit_start_s
e.txt', line'499'. Renaming 'WoE Info' to '1_171_163_194'.
[Debug]: this npc:
  display name 'WoE Info'
  unique name 'WoE Info'
  map=prontera, x=163, y=194
[Debug]: other npc:
  display name 'WoE Info'
  unique name 'WoE Info'
  map=prontera, x=163, y=194
[Warning]: npc_parsename: Duplicate unique name in file 'npc/guild2/agit_start_s
e.txt', line'520'. Renaming 'WoE Info#2winfo' to '1_171_156_196'.
[Debug]: this npc:
  display name 'WoE Info#2winfo'
  unique name 'WoE Info#2winfo'
  map=prontera, x=156, y=196
[Debug]: other npc:
  display name 'WoE Info#2winfo'
  unique name 'WoE Info#2winfo'
  map=prontera, x=156, y=196
[info]: npc_parse_function: Overwriting user function [WoEToggler] (npc/guild2/a
git_start_se.txt:528)
[info]: npc_parse_function: Overwriting user function [WoEToggler] (npc/guild2/a
git_start_se.txt:538)

how to fix those lines and how to close/remove other agit that is not belong in my generate script of toastydoom

this is the script that i using.

credits to toastydoom

 //======================================================================================================
//= Toasty's WoE Controller (formerly WoE Info Banner)
//===== By: ============================================================================================
//= ToastOfDoom (aka: iHeart)
//===== Current Version: ===============================================================================
//= 1.22
//===== Description: ===================================================================================
//= A WoE Controller function which controls castle based WoE by utilising npc events. 
//= Includes a NPC that provides information on the next WoE session
//=
//= This script is kinda @reloadscript/@loadnpc safe, provided that someone clicks the NPCs afterwards 
//= to start the OnInit function. That said..it is recommended that you don't use @reloadscript/@loadnpc 
//= but reset your server.
//===== Changelog: =====================================================================================
//= 1.22
//= - Fixed an issue regarding the controller getting confused when using @reloadscript/loadnpc while
//=   WoE was still active. (thanks to annie for pointing out)
//= 1.21
//= - Fixed a misspelt variable name (thanks to rahuldev345 for pointing out)
//= 1.20
//= - Project renamed to 'Toasty's WoE Controller'. The script originally was only used to display WoE 
//=   times then I 1st wrote it 3yrs ago and I feel it's purpose is more to control WoE these days. So 
//=   name change to better reflect purpose.
//= - Added support for novice WoE. Region teleport goes to the Novice Warper NPC (default in prontera)
//=   Change position in .region_maps, .region_x, .region_y if needed.
//= - Region warp now only displays regions that have castles used at least once. (eg. If you don't 
//=   configure any castles for Payon region, payon will not show up)
//= - Optimised WoE Active/Inactive map notifier. Old method used too many loops for something that
//=   can happen alot.
//= - Adjusted menus to be abit more friendly. 'next's will always display before 'menu's
//= - Fixed bug with WoE autostarting when only configured for 2 sessions in one day
//= - Added some nifty code that prevents catastrophic failure of the script if you try to run a trunk 
//=   version on a stable server (ie. if you do, it will show an error message, but script will still 
//=   run perfectly fine - check out WoEToggler function for those that want to peek at it =P)
//= 1.11
//= - Fixed timer glitch when players only configured sessions for one day of the week
//= - Adjusted timer to show remaining time more accurately
//= - Modified .num_woes calculation due to bug regarding 0's being counted as unset values in arrays
//= 1.10
//= - Expanded script to allow castle based configuration
//= - Moved away from portal based woe control. Now using donpcevents to OnAgitEnd/2 events. Provided 
//=   castles are linked to the main agit commands in this manner, they will be controllable using this 
//=   script.
//= - Added an onLoadMap WoE available notifier. Can be disabled by setting .notify_woe to 0 in the 
//=   CONFIG section.
//= - Did some funky color coding.
//= - Added Coordinate based warping per region (see .region_x & .region_y in the CONSTANTS section)
//= 1.02
//= - Added delwaitingroom to banner npc to prevent memory leaks from bug #2325
//= - To reduce spamming of waitingroom packets to players banner NPC only now updates when the banner 
//=   text changes. Thus min time between updates is now 1sec regardless of setting.
//= - Added setting for rate which banner time is updated (.banner_refresh_rate) in the CONFIG section.
//= - Added agitstart2/end2 to provide WoE2 support (Hope it works 
//= 1.01
//= - Hardcoded in refresh value for banner npc instead of getting it from config from WoEInfoBase. Had 
//=   issues starting the script after @reloadscript/@loadnpc
//======================================================================================================
- script WoEInfoBase -1,{

OnStartMenu:
if(.init == 0)
donpcevent strnpcinfo(3)+"::OnInit";

OnStartMenu2:
mes "The " + ((.state)?"^00DD00current":"^DD0000next") + "^000000 WoE session is: ";
mes " ";
mes "Day: ^0000DD" + .daysOfWeek$[.woe_day[.woe_index]];
mes "^000000Start time: ^00DD00" + .woe_0_str$[.woe_index];
mes "^000000End time: ^DD0000" + .woe_1_str$[.woe_index];
mes "^000000Region:";

set .@state_strs$, ".woe_state_str_" + .woe_state[.woe_index] + "$";
for(set .@i, 0; .@i < .num_regions; set .@i, .@i + 1) {
set .@output$, getd(.@state_strs$ + "[" + .@i + "]");
if(.@output$ != "")
mes "^000000- ^0000DD" + .@output$;
}
next;

if(getgmlevel() >= .gm_access)
select(
"Warp to Castle Grounds",
"View Castle Owners",
"View all WoE times", 
((!.state)?"Start next WoE":"End current WoE"),
((.state)?"":"Skip next WoE session")
);
else
select(
"Warp to Castle Grounds",
"View Castle Owners",
"View all WoE times");

switch(@menu) {
case 1: //warp
mes "Which region would you like to warp to?";
next;
select(.region_warp$[.woe_state[.woe_index]]);
if(@menu < 1 || @menu > .num_regions)
close;

close2;
warp .region_maps$[@menu - 1], .region_x[@menu - 1], .region_y[@menu - 1];
end;
case 2: //view 
set .@woe_state_array$, ".woe_state_" + .woe_state[.woe_index];
for(set .@i, 0; .@i < .num_regions; set .@i, .@i + 1) {
set .@k, 0;
set .@castles$, ".castles_" + .regions$[.@i] + "$";
set .@castle_check, getd(.@woe_state_array$ + "[" + .@i + "]");
while(.@castle_check && .@k < .num_castles[.@i]) {
if(.@castle_check & (1 << .@k)) {
set .@map$, getd(.@castles$+"["+.@k+"]");
if (GetCastleData(.@map$,1)) {
dispbottom "The [" + GetCastleName(.@map$) + "] castle of the [" + .region_names$[.@i] + "] region is currently held by the [" + GetGuildName(GetCastleData(.@map$,1)) + "] guild.";
} else {
dispbottom "The [" + GetCastleName(.@map$) + "] castle of the [" + .region_names$[.@i] + "] region is currently unoccupied.";
}
set .@castle_check, .@castle_check - (1 << .@k);
}
set .@k, .@k + 1; 
}
}
break;
case 3: //woe times
for(set .@i, 0; .@i < .num_woes; set .@i, .@i + 1) { 
dispbottom "- " + .daysOfWeek$[.woe_day[.@i]] + " " + .woe_0_str$[.@i] + "-" + .woe_1_str$[.@i];
set .@woe_state_str_array$, ".woe_state_str_" + .woe_state[.@i] + "$";
for(set .@k, 0; .@k < .num_regions; set .@k, .@k + 1) {
set .@output$, getd(.@woe_state_str_array$ + "[" + .@k + "]");
if(.@output$ != "")
dispbottom "        " + .@output$;
}
}
break;
case 4: //start next;
if(getgmlevel() <.gm_access) close;

mes "^FF0000Are you sure you want to " + ((!.state)?"start the next WoE session?":"end the current WoE session?");
next;
if(select("Yes:No") == 2) break;

set .remainTime, 0; //might not work sometimes...you have like a 500ms window out of 505ms i guess..
sleep2 .timer_refresh_rate; //wait abit so the menu doesn't screw up (how long it takes for the timer to update)
break;
case 5: //skip next;
if(getgmlevel() <.gm_access || .state) close;

mes "^FF0000Are you sure you want to skip the next WoE session^000000";
next;
if(select("Yes:No") == 2) break;
if(.state) { //you really can't do this with woe active
next;
mes "Sorry, in the time you took making your decision, WoE started";
mes "Please either manually end it first or wait";
break; 
}
set .woe_index, (.woe_index + 1) % .num_woes;
donpcevent strnpcinfo(3)+"::OnUpdateCountTick";
sleep2 .timer_refresh_rate;
break;
default: close; 
}
goto OnStartMenu2;

OnInit:

//-----------------------------------------------------------------------------------------//
//CONFIG START                                                                             //
//-----------------------------------------------------------------------------------------//

set .gm_access, 60;

//WoE timings needs to be ordered ascendingly unless you want to do weird 
//stuff like skip a region every other week or so...
//Also times can't overlap. Uses second of day(gettimetick(1)) for timing
// eg 1am -> 3600, 2:30pm -> 52200, midnight -> 86400 (anything past that doesn't work)
//Note: woe_0 is start times, woe_1 is end times. Ignore how it's called but
//  don't change it either since it's dynamically used
//  Also..woe has to end on the same day it starts (it's easier that way..)
setarray .woe_day[0], 0,    1,    2,    3,    4,    5,    6;
setarray .woe_0[0], 68400,68400,68400,68400,68400,68400,68400;
setarray .woe_1[0], 72000,72000,72000,72000,72000,72000,72000;
setarray .woe_state[0], 0,    0,    0,    0,    0,    0,    0;

//WoE state settings. Every WoE session can be defined as a particular state of castle configuration.
//.woe_state_#[%] = $
// # - state number
// % - region number
// $ - binary representation of castles that are active for that region in that state (
//     (ie. 0 is no castles, 5 is castle 0 and 2  (2^0 + 2^2 = 5))
setarray .woe_state_0[0],0,0,0,0,1,4,0;

//Setting for if script handles WoE controller function. Disable agit_controller.txt if you are using this.
//For if you want to use something else to handle your woe stuff but only this script
//to show info (1 - on, 0 - off...duh)
set .active_woe, 1;


//WoE inactive on map notifier. Basically notifies player if the castle they are entering is
//WoE active or not
set .notify_woe, 1;

//-----------------------------------------------------------------------------------------//
//CONFIG END                                                                               //
//-----------------------------------------------------------------------------------------//


//-----------------------------------------------------------------------------------------//
//CONSTANTS START - Don't touch this unless you know what you are doing                    //
//-----------------------------------------------------------------------------------------//

//castle maps by region
setarray .castles_prtg$[0],"prtg_cas01","prtg_cas02","prtg_cas03","prtg_cas04","prtg_cas05";
setarray .castles_payg$[0],"payg_cas01","payg_cas02","payg_cas03","payg_cas04","payg_cas05";
setarray .castles_gefg$[0],"gefg_cas01","gefg_cas02","gefg_cas03","gefg_cas04","gefg_cas05";
setarray .castles_aldeg$[0],"aldeg_cas01","aldeg_cas02","aldeg_cas03","aldeg_cas04","aldeg_cas05";
setarray .castles_arug$[0],"arug_cas01","arug_cas02","arug_cas03","arug_cas04","arug_cas05";
setarray .castles_schg$[0],"schg_cas01","schg_cas02","schg_cas03","schg_cas04","schg_cas05";
setarray .castles_novi$[0],"nguild_alde","nguild_gef","nguild_pay","nguild_prt";

//woe kill functions for each castle
setarray .woe_kill_prtg$[0],"Agit#prtg_cas01::OnAgitEnd","Agit#prtg_cas02::OnAgitEnd","Agit#prtg_cas03::OnAgitEnd","Agit#prtg_cas04::OnAgitEnd","Agit#prtg_cas05::OnAgitEnd";
setarray .woe_kill_payg$[0],"Agit#payg_cas01::OnAgitEnd","Agit#payg_cas02::OnAgitEnd","Agit#payg_cas03::OnAgitEnd","Agit#payg_cas04::OnAgitEnd","Agit#payg_cas05::OnAgitEnd";
setarray .woe_kill_gefg$[0],"Agit#gefg_cas01::OnAgitEnd","Agit#gefg_cas02::OnAgitEnd","Agit#gefg_cas03::OnAgitEnd","Agit#gefg_cas04::OnAgitEnd","Agit#gefg_cas05::OnAgitEnd";
setarray .woe_kill_aldeg$[0],"Agit#aldeg_cas01::OnAgitEnd","Agit#aldeg_cas02::OnAgitEnd","Agit#aldeg_cas03::OnAgitEnd","Agit#aldeg_cas04::OnAgitEnd","Agit#aldeg_cas05::OnAgitEnd";
setarray .woe_kill_arug$[0],"Manager#aru01_02::OnAgitEnd2","Manager#aru02_02::OnAgitEnd2","Manager#aru03_02::OnAgitEnd2","Manager#aru04_02::OnAgitEnd2","Manager#aru05_02::OnAgitEnd2";
setarray .woe_kill_schg$[0],"Manager#sch01_02::OnAgitEnd2","Manager#sch02_02::OnAgitEnd2","Manager#sch03_02::OnAgitEnd2","Manager#sch04_02::OnAgitEnd2","Manager#sch05_02::OnAgitEnd2";
setarray .woe_kill_novi$[0],"Agit_N01::OnAgitEnd","Agit_N02::OnAgitEnd","Agit_N03::OnAgitEnd","Agit_N04::OnAgitEnd";

//region prefixs
setarray .regions$[0],"prtg","payg","gefg","aldeg","arug","schg","novi";

//region info
setarray .region_names$[0],"Prontera", "Payon", "Geffen", "Aldebaran", "Arunafeltz", "Schwarzwald", "Novice Castles";
setarray .region_maps$[0],"prt_gld", "pay_gld", "gef_fild13", "alde_gld", "aru_gld", "sch_gld", "prontera";
//coords to warp player to region (0 is random)
setarray .region_x[0],0, 0, 0, 0, 0, 0, 148;
setarray .region_y[0],0, 0, 0, 0, 0, 0, 163;

setarray .waitMsg$[0], "WoE Starts: ", "WoE Ends: ";
setarray .startMsg$[0], "WoE is Starting", "WoE is Ending";

set .ticks_in_day, 86400; //mmm...magic numbers
setarray .daysOfWeek$[0], "Sunday", "Monday", "Tuesday", "Wednesday", "Thursday", "Friday", "Saturday";

set .timer_refresh_rate, 500; //how many ms per timer refresh...keep less than 1000 (in milliseconds)
set .change_state_sleep, 3000; //how long to show "WoE is Start|End-ing" msg for in ms. (in milliseconds)
//Make sure WoE sessions are longer than this xD
set .banner_refresh_rate, 10; //how many seconds per banner refresh...keep 1 or above (in seconds)

//-----------------------------------------------------------------------------------------//
//CONSTANTS END                                                                            //
//-----------------------------------------------------------------------------------------//

set .num_regions, getarraysize(.regions$);
set .num_woes, getarraysize(.woe_1);

//force WoE to end if active
callfunc "WoEToggler", 0;

for(set .@i, 0; .@i < .num_regions; set .@i, .@i + 1) {
//count num castles per region
set .num_castles[.@i], getarraysize(getd(".castles_" + .regions$[.@i] + "$"));
}

//convert timestamps to readable format
for(set .@i, 0; .@i < .num_woes; set .@i, .@i + 1)
{
set .@hrs, .woe_0[.@i] / 3600;
set .@mins, .woe_0[.@i] % 3600 / 60;
set .@output$, ((.@hrs % 12)?.@hrs%12:12) + ":" + ((.@mins < 10)?"0"+.@mins:.@mins) + " " + ((.@hrs > 12)?"PM":"AM"); 

set .woe_0_str$[.@i], .@output$; 

set .@hrs, .woe_1[.@i] / 3600;
set .@mins, .woe_1[.@i] % 3600 / 60;
set .@output$, ((.@hrs % 12)?.@hrs%12:12) + ":" + ((.@mins < 10)?"0"+.@mins:.@mins) + " " + ((.@hrs > 12)?"PM":"AM"); 

set .woe_1_str$[.@i], .@output$; 
}

//calc number of woe states and consolidate states to create list of castles used
set .num_states, 0;
while(getarraysize(getd(".woe_state_" + (.num_states)))) {
set .@state$, ".woe_state_" + .num_states;
set .@i, 0;
while(.@i < getarraysize(getd(.@state$))) {
set .castleUsage[.@i], .castleUsage[.@i] | getd(.@state$ + "[" + .@i + "]");
set .@i, .@i + 1;
}
set .num_states, .num_states + 1; 
}

for(set .@i, 0; .@i < .num_states; set .@i, .@i + 1) { 
set .@woe_state_array$, ".woe_state_" + .@i;
for(set .@k, 0; .@k < .num_regions; set .@k, .@k + 1) {
if(.castleUsage[.@k] > 0) {
set .@castles$, ".castles_" + .regions$[.@k] + "$";
set .@castle_check, getd(.@woe_state_array$ + "[" + .@k + "]");
if(.@castle_check == 0) { //region not in this state
//region warp menu string
set .region_warp$[.@i], .region_warp$[.@i] + "^DD0000" + .region_names$[.@k] + "^000000:";
continue;
} else {
if(.@castle_check >= ((1 << .num_castles[.@k]) - 1)) {
//includes all castles...just list as region.
setd(".woe_state_str_" + .@i + "$[" + .@k + "]", .region_names$[.@k]);

//region warp menu string
set .region_warp$[.@i], .region_warp$[.@i] + "^00DD00" + .region_names$[.@k] + "^000000:";
} else {
set .@j, 0;
set .@output$, "";
while(.@j < .num_castles[.@k]) {
if(.@castle_check & (1 << .@j)) {
set .@output$, .@output$ + GetCastleName(getd(.@castles$+"["+.@j+"]"));
set .@castle_check, .@castle_check - (1 << .@j);
if(.@castle_check) {
if(.@output$ != "") 
set .@output$, .@output$ + ", ";
} else
break;
}
set .@j, .@j + 1;
}
setd(".woe_state_str_" + .@i + "$[" + .@k + "]", .region_names$[.@k] + " ("+  .@output$ + ")");

//region warp menu string
set .region_warp$[.@i], .region_warp$[.@i] + "^00DD00" + .region_names$[.@k] + " ("+  .@output$ + ")^000000:";
}
}
} else {
set .region_warp$[.@i], .region_warp$[.@i] + ":";
}
}
}

donpcevent strnpcinfo(3)+"::OnFindCurIndex";
donpcevent strnpcinfo(3)+"::OnUpdateCountTick";

if(.active_woe) {
if(.notify_woe) {
//set mapflag for all castle maps
for(set .@i, 0; .@i < .num_regions; set .@i, .@i + 1) {
set .@region_array$, ".castles_" + .regions$[.@i] + "$";
for(set .@k, 0; .@k < .num_castles[.@i]; set .@k, .@k + 1) {
setmapflag getd(.@region_array$ + "[" + .@k + "]"), mf_loadevent;
setd(".loadmap_region_" + getd(.@region_array$ + "[" + .@k + "]"), .@i + 1);
setd(".loadmap_castleIndex_" + getd(.@region_array$ + "[" + .@k + "]"), .@k);
}
}
}
//activates WoE if needed
donpcevent strnpcinfo(3)+"::OnDoWoE";
}
//flag that init occured
set .init, 1;

OnWoETimer:
//timer stuff
while (1) {
set .remainTime, .count_tick - gettimetick(2);
set .bannerTimer, .remainTime - (.remainTime % .banner_refresh_rate) + .banner_refresh_rate;
set .min, .bannerTimer / 60;
set .sec, .bannerTimer - .min * 60;
set .hr, .min / 60;
set .min, .min - .hr * 60;
set .roomMsg$, .waitMsg$[.state] + .hr + ":" + ((.min < 10 )?"0":"") + .min + ":" + ((.sec < 10 )?"0":"") + .sec;
sleep .timer_refresh_rate;

if(.remainTime <= 0) {
if(.active_woe) {
donpcevent strnpcinfo(3)+"::OnDoWoE";
}
set .roomMsg$, .startMsg$[.state];

set .woe_index, (.woe_index + .state) % .num_woes; //go to next index if needed
set .state, (.state + 1) % 2; //flip state

donpcevent strnpcinfo(3)+"::OnUpdateCountTick";
sleep .change_state_sleep;
}
}
end; //obligatory end =D 

OnUpdateCountTick:
set .count_tick, getd(".woe_" + .state + "[" + .woe_index + "]");
set .count_tick, gettimetick(2) + .count_tick - gettimetick(1) + (.woe_day[.woe_index] - gettime(4) + 7) % 7 * .ticks_in_day;

if(gettimetick(2) > .count_tick)
set .count_tick, .count_tick + 7 * .ticks_in_day;
end;

OnFindCurIndex:

set .@cur_day, gettime(4); 
set .@cur_tick, gettimetick(1);

set .woe_index, 0;
set .state, 0;

for(set .@i, 0; .@i < .num_woes; set .@i, .@i + 1) {
if(.woe_day[.@i] < .@cur_day)
continue;

if(.woe_day[.@i] == .@cur_day) {
if(.woe_0[.@i] >= .@cur_tick) {
set .woe_index, .@i;
set .state, 0;
break;
}
if(.woe_1[.@i] >= .@cur_tick) {
set .woe_index, .@i;
set .state, 1;
break;
}
}
if(.woe_day[.@i] > .@cur_day) {
set .woe_index, .@i;
set .state, 0;
break;
} 
}
end;

//On map notifier
//Comment out OnPCLoadMapEvent label if .notify_woe is disabled to prevent unnecessary triggering
OnPCLoadMapEvent:
if(.state && .notify_woe) {
getmapxy(.@map$, .@x, .@y, 0);
set .@region, getd(".loadmap_region_" + .@map$) - 1;
if(.@region >= 0) {
set .@castleIndex, getd(".loadmap_castleIndex_" + .@map$);
if(getd(".woe_state_" + .woe_state[.woe_index] + "[" + .@region + "]") & 1 << .@castleIndex)
dispbottom "The [" + GetCastleName(.@map$) + "] castle is available for conquering during this WoE session";
else
dispbottom "The [" + GetCastleName(.@map$) + "] castle is NOT available for conquering during this WoE session";
}
}
end;

//------------------------------------------------------------------------------
// WoE Controller Stuff Here
//------------------------------------------------------------------------------

OnDoWoE: 
if((.state == 0 && .init) || (.state == 1 && !agitcheck())) { //starting
callfunc "WoEToggler", 1; 

//kills WoE in all castles that shouldn't have WoE
set .@woe_state_array$, ".woe_state_" + .woe_state[.woe_index];
for(set .@i, 0; .@i < .num_regions; set .@i, .@i + 1) {
set .@castles$, ".castles_" + .regions$[.@i] + "$";
set .@castle_check, getd(.@woe_state_array$ + "[" + .@i + "]");

for(set .@k, 0; .@k < .num_castles[.@i]; set .@k, .@k + 1) {
set .@map$, getd(.@castles$+"["+.@k+"]");
if((.@castle_check & (1 << .@k)) == 0) {
donpcevent getd(".woe_kill_" + .regions$[.@i] + "$[" + .@k + "]");
}
}
}

announce "The War Of Emperium has begun!",bc_all;
donpcevent strnpcinfo(3)+"::OnDisplayOwners";
} else { //ending
if(agitcheck()) {
callfunc "WoEToggler", 0;
announce "The War Of Emperium is over!",bc_all;
donpcevent strnpcinfo(3)+"::OnDisplayOwners";
}
}
end;

OnDisplayOwners: //displays based on current region
set .@woe_state_array$, ".woe_state_" + .woe_state[.woe_index];
for(set .@i, 0; .@i < .num_regions; set .@i, .@i + 1) {
set .@k, 0;

set .@castle_check, getd(.@woe_state_array$ + "[" + .@i + "]");
set .@castles$, ".castles_" + .regions$[.@i] + "$";

while(.@castle_check && .@k < .num_castles[.@i]) {
if(.@castle_check & (1 << .@k)) {
set .@map$, getd(.@castles$+"["+.@k+"]");
if (GetCastleData(.@map$,1)) {
announce "The [" + GetCastleName(.@map$) + "] castle of the [" + .region_names$[.@i] + "] region is currently held by the [" + GetGuildName(GetCastleData(.@map$,1)) + "] guild.",bc_all;
} else {
announce "The [" + GetCastleName(.@map$) + "] castle of the [" + .region_names$[.@i] + "] region is currently unoccupied.",bc_all;
}
set .@castle_check, .@castle_check - (1 << .@k);
} 
set .@k, .@k + 1; 
}
}
end;
}
prontera,163,194,4 script WoE Info 837,{
if(getwaitingroomstate(3, strnpcinfo(3)) == -1)
donpcevent strnpcinfo(3)+"::OnInit";

doevent "WoEInfoBase::OnStartMenu";
end;

OnInit:
while (1) {
//only updates if msg is different
set .banner$, getwaitingroomstate(4, strnpcinfo(3));
if(getvariableofnpc(.roomMsg$, "WoEInfoBase") != .banner$) {
delwaitingroom;
waitingroom getvariableofnpc(.roomMsg$, "WoEInfoBase"), 0;
}
sleep 500;
}
end;
}

//zomg! it duplicates!!
prontera,156,196,6 duplicate(WoE Info) WoE Info#2winfo 837

//---------------------------------------------------------------------------------------------------------------------

//These two functions handle WoE's activation/deactivation. Since stable does not have AgitStart2/AgitEnd2, 
//using the trunk version will result in catastrophic failure of the script. Double declaration of the following
//functions fixes this (you will get warning messages though)

function script WoEToggler { //<state> = 0|1
if(getarg(0)) {
AgitStart; 
} else {
AgitEnd;
}
return;
}

//if stable script will fail parsing this function, but the rest of the script will still be usable
function script WoEToggler { //<state> = 0|1
if(getarg(0)) {
AgitStart;
AgitStart2; 
} else {
AgitEnd;
AgitEnd2; 
}
return;
}

and what is the difference between

npc/guild/agit_controller.txt
and
npc/guild2/agit_start_se.txt

PLEASE HELP AND ANSWER ALL MY QUESTIONS..

or anyone have BEST WOE SETTER rather than this.

WOE SETTER v3 of GM XEON is Pretty also but i dont know how to use/install that in my RO folders..

i tried once but it doesnt work

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I remember I used this. I just replace my agit_controller.txt with the script provided by the Toasty's WoE Controller.

Be sure to backup first your original agit_controller.txt

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what is the difference between agit_controller.txt and agit_start_se.txt ?

i put the toastdoom woe controller in agit_start_se.txt because the only agit that i want to open during woe times is viblainn and mardol..

but the other agit is available during woe even the woe doesnt start yet is open. how to closed those agit.. ?

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