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How to set up 1 castle for woe


Question

Posted

Hi i wanted to know how can i set up one castle for woe.

Since my server has a low population. Im pretty confused about the agit template and woe controller.

Can anyone help me with this?

Thanks in advanced!

11 answers to this question

Recommended Posts

Posted (edited)

Test it:

- script agit#testing -1,{
end;

OnClock 0700:
OnClock 0800:

OnAgitInit:
if((gettime(4)==0 && (gettime(3)>=07 && gettime(3)<08)))
{
if(!agitcheck())
{
AgitStart;
callsub S_DisplayOwners;
}
end;
}

if((gettime(4)==0 && (gettime(3)==08)))
{
if(agitcheck())
{
AgitEnd;
callsub S_DisplayOwners;
}
end;
}
end;

S_DisplayOwners:
setarray .@mapGuild$,"aldeg_cas01";
if (GetCastleData(.@mapGuild$,1))
{
Announce "The guild [" + GetGuildName(GetCastleData(.@mapGuild$,1)) + "] has conquered the Castle [" + GetCastleName(.@mapGuild$) + "].",bc_all|bc_woe;
} else { Announce "The Castle of [" + GetCastleName(.@mapGuild$) + "] It is totally free.",bc_all|bc_woe; }
end;
}

Configure the map here:

setarray .@mapGuild$,"aldeg_cas01";

Configure the day and schedule

Edited by mild
Posted

The previous two answers are incorrect.

You have two choices:

  • Initiate all castles (using 'agitstart' commands), then terminate the castles you don't need.
  • Only initiate the castles you need by calling the specific script labels.

The first is what my WOE Controller script does (you configure times/castles in-game on an admin account); the second you'll have to write yourself.

  • Upvote 1
Posted

The previous two answers are incorrect.

You have two choices:

  • Initiate all castles (using 'agitstart' commands), then terminate the castles you don't need.
  • Only initiate the castles you need by calling the specific script labels.

The first is what my WOE Controller script does (you configure times/castles in-game on an admin account); the second you'll have to write yourself.

is this included in your woe controller? kinda curious

but i will try

Posted
disable the other castle at npc/script_guild.conf

Yes, last time I checked this worked.

trunk/npc/scripts_guild.conf

For example: (only Prontera 3 is open)

// --------------------------------------------------------------
// -                         Guild Wars                         -
// --------------------------------------------------------------

// ----------------------- War of Emperium ----------------------
// - Guild WoE time settings
npc: npc/guild/agit_controller.txt 
// - Guild NPC Template file
npc: npc/guild/agit_main.txt
// - Al De Baran
// npc: npc/guild/aldeg_cas01.txt
// npc: npc/guild/aldeg_cas02.txt
// npc: npc/guild/aldeg_cas03.txt
// npc: npc/guild/aldeg_cas04.txt
// npc: npc/guild/aldeg_cas05.txt
// - Geffen
// npc: npc/guild/gefg_cas01.txt
// npc: npc/guild/gefg_cas02.txt
// npc: npc/guild/gefg_cas03.txt
// npc: npc/guild/gefg_cas04.txt
// npc: npc/guild/gefg_cas05.txt
// - Payon
// npc: npc/guild/payg_cas01.txt
// npc: npc/guild/payg_cas02.txt
// npc: npc/guild/payg_cas03.txt
// npc: npc/guild/payg_cas04.txt
// npc: npc/guild/payg_cas05.txt
// - Prontera
// npc: npc/guild/prtg_cas01.txt
// npc: npc/guild/prtg_cas02.txt
npc: npc/guild/prtg_cas03.txt
// npc: npc/guild/prtg_cas04.txt
// npc: npc/guild/prtg_cas05.txt
// - Treasure Room Protection
//npc: npc/guild/trs_rp.txt

  • Upvote 1
Posted (edited)

is it possible to add walls in all entrances of castles?

on agit start walls of active castles will be removed

on agit end walls will be restored in all castles

guild members of that castle can still enter their castle using the flag so they can still get their treasure boxes

just a question though

Edited by icabit
Posted

is it possible to add walls in all entrances of castles?

on agit start walls of active castles will be removed

on agit end walls will be restored in all castles

guild master of that castle can still enter their castle using the flag so they can still get their treasure boxes

just a question though

If it's just a question : yes it's possible.

Posted

@Brian: That would be fine running WOE through the official scripts/agitstart commands, but would produce label errors in any controller, that's all. :>

@icabit: I find that the two settings for kicking players currently are more practical, since a wall doesn't prevent a character from, say, teleporting onto the warp point. Plus, flags aren't officially restricted to guildmasters only (so you'd have to edit that too).

  • Upvote 1
Posted (edited)

@Brian: That would be fine running WOE through the official scripts/agitstart commands, but would produce label errors in any controller, that's all. :>

@icabit: I find that the two settings for kicking players currently are more practical, since a wall doesn't prevent a character from, say, teleporting onto the warp point. Plus, flags aren't officially restricted to guildmasters only (so you'd have to edit that too).

xD sorry

i think flags will work on guild members of that castle if im not mistaken >.<

v1.1: Added option to auto-kick players from inactive castles, warp option for active castles only, and support for multiple rewards.

i shouldn't have asked my lame question at the 1st place

i should read this instead :D

xD

Edited by icabit
Posted

disable the other castle at npc/script_guild.conf

Yes, last time I checked this worked.

trunk/npc/scripts_guild.conf

For example: (only Prontera 3 is open)

// --------------------------------------------------------------
// -                         Guild Wars                         -
// --------------------------------------------------------------

// ----------------------- War of Emperium ----------------------
// - Guild WoE time settings
npc: npc/guild/agit_controller.txt 
// - Guild NPC Template file
npc: npc/guild/agit_main.txt
// - Al De Baran
// npc: npc/guild/aldeg_cas01.txt
// npc: npc/guild/aldeg_cas02.txt
// npc: npc/guild/aldeg_cas03.txt
// npc: npc/guild/aldeg_cas04.txt
// npc: npc/guild/aldeg_cas05.txt
// - Geffen
// npc: npc/guild/gefg_cas01.txt
// npc: npc/guild/gefg_cas02.txt
// npc: npc/guild/gefg_cas03.txt
// npc: npc/guild/gefg_cas04.txt
// npc: npc/guild/gefg_cas05.txt
// - Payon
// npc: npc/guild/payg_cas01.txt
// npc: npc/guild/payg_cas02.txt
// npc: npc/guild/payg_cas03.txt
// npc: npc/guild/payg_cas04.txt
// npc: npc/guild/payg_cas05.txt
// - Prontera
// npc: npc/guild/prtg_cas01.txt
// npc: npc/guild/prtg_cas02.txt
npc: npc/guild/prtg_cas03.txt
// npc: npc/guild/prtg_cas04.txt
// npc: npc/guild/prtg_cas05.txt
// - Treasure Room Protection
//npc: npc/guild/trs_rp.txt

I've modified my scripts_guild.conf to reflect these changes, however, do I need to disable the WoE second edition stuff too?

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