Norse Posted September 11, 2013 Group: Members Topic Count: 17 Topics Per Day: 0.00 Content Count: 82 Reputation: 0 Joined: 11/30/12 Last Seen: April 2, 2023 Share Posted September 11, 2013 (edited) How to reset castle level to back to 0? Edited September 11, 2013 by Norse Quote Link to comment Share on other sites More sharing options...
Emistry Posted September 11, 2013 Group: Forum Moderator Topic Count: 93 Topics Per Day: 0.02 Content Count: 10018 Reputation: 2370 Joined: 10/28/11 Last Seen: Yesterday at 05:59 PM Share Posted September 11, 2013 what is castle level ?? Quote Link to comment Share on other sites More sharing options...
Norse Posted September 11, 2013 Group: Members Topic Count: 17 Topics Per Day: 0.00 Content Count: 82 Reputation: 0 Joined: 11/30/12 Last Seen: April 2, 2023 Author Share Posted September 11, 2013 (edited) I mean castle economy. How to reset it back to 0. Edited September 11, 2013 by Norse Quote Link to comment Share on other sites More sharing options...
Emistry Posted September 11, 2013 Group: Forum Moderator Topic Count: 93 Topics Per Day: 0.02 Content Count: 10018 Reputation: 2370 Joined: 10/28/11 Last Seen: Yesterday at 05:59 PM Share Posted September 11, 2013 setcastledata "<mapname>",2,0; *setcastledata "<map name>",<type of data>,<value>; This function returns the castle ownership information for the castle referred to by its map name. Castle information is stored in `guild_castle` SQL table. Types of data correspond to `guild_castle` table columns: 1 - `guild_id` - Guild ID. 2 - `economy` - Castle Economy score. 3 - `defense` - Castle Defense score. 4 - `triggerE` - Number of times the economy was invested in today. 5 - `triggerD` - Number of times the defense was invested in today. 6 - `nextTime` - unused 7 - `payTime` - unused 8 - `createTime` - unused 9 - `visibleC` - Is 1 if a Kafra was hired for this castle, 0 otherwise. 10 - `visibleG0` - Is 1 if the 1st guardian is present (Soldier Guardian) 11 - `visibleG1` - Is 1 if the 2nd guardian is present (Soldier Guardian) 12 - `visibleG2` - Is 1 if the 3rd guardian is present (Soldier Guardian) 13 - `visibleG3` - Is 1 if the 4th guardian is present (Archer Guardian) 14 - `visibleG4` - Is 1 if the 5th guardian is present (Archer Guardian) 15 - `visibleG5` - Is 1 if the 6th guardian is present (Knight Guardian) 16 - `visibleG6` - Is 1 if the 7th guardian is present (Knight Guardian) 17 - `visibleG7` - Is 1 if the 8th guardian is present (Knight Guardian) All types of data have their meaning determined by War of Emperium scripts, with exception of: - `guild_id` that is always considered ID of the guild that owns the castle, - `defense` that is used in Guardians & Emperium HP calculations, - `visibleG` that is always considered to hold guardian presence bits. The 'setcastledata' command will behave identically, but instead of returning values for the specified types of accessible data, it will alter them and cause them to be sent to the char-server for storage. Changing Guild ID or Castle Defense will trigger additional actions, like recalculating guardians' HP. Quote Link to comment Share on other sites More sharing options...
Norse Posted September 11, 2013 Group: Members Topic Count: 17 Topics Per Day: 0.00 Content Count: 82 Reputation: 0 Joined: 11/30/12 Last Seen: April 2, 2023 Author Share Posted September 11, 2013 Emistry,can you make a simple script npc for me? Quote Link to comment Share on other sites More sharing options...
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Norse
How to reset castle level to back to 0?
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