XoXoX Posted January 21, 2013 Posted January 21, 2013 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! Quote
RAWRs Posted January 21, 2013 Posted January 21, 2013 disable the other castle at npc/script_guild.conf 1 Quote
mild Posted January 21, 2013 Posted January 21, 2013 (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 January 21, 2013 by mild Quote
Euphy Posted January 21, 2013 Posted January 21, 2013 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. 1 Quote
icabit Posted January 21, 2013 Posted January 21, 2013 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 Quote
Brian Posted January 22, 2013 Posted January 22, 2013 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 1 Quote
icabit Posted January 22, 2013 Posted January 22, 2013 (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 January 22, 2013 by icabit Quote
Capuche Posted January 22, 2013 Posted January 22, 2013 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. Quote
icabit Posted January 22, 2013 Posted January 22, 2013 i hope euphy can add that in the next woe_setter update im not sure if its added right now since im still modifying my own emulator Quote
Euphy Posted January 22, 2013 Posted January 22, 2013 @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). 1 Quote
icabit Posted January 22, 2013 Posted January 22, 2013 (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 xD Edited January 22, 2013 by icabit Quote
Talaysen Posted April 22, 2013 Posted April 22, 2013 disable the other castle at npc/script_guild.confYes, 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? Quote
Question
XoXoX
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
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.