[spoiler=here]// WoE Automatic Castle Rotation // ============================================================== // This scripts add a NPC on Prontera (near to the center) // It will show info to the players about what castles are opened // and what castles will be opened next WoE. // Read the script for more information and Settings. // // ABOUT ANCIENT WOE: // Ancient WoE is a replacement of Novice Castles, if you want // to enable it, add the Ancient WoE scripts to your server. // ==============================================================
prontera,164,174,3 script WoE Info Board 837,{ if( .Ready != 1 ) donpcevent "WoE Info Board::OnInit";
mes "[^FFA500 WoE Info Board ^000000]";
// WoE Classic mes "- Opened Castles for Classic WoE"; for( set .@k, 0; $Castles_FE[.@k] != 0; set .@k, .@k + 1 ) mes "^0000FF" + getcastlename(.Castles_FE$[$Castles_FE[.@k]]) + "^000000 (" + .Castles_FE$[$Castles_FE[.@k]] + ")";
// WoE Second Edition mes "- Opened Castles for WoE SE"; for( set .@k, 0; $Castles_SE[.@k] != 0; set .@k, .@k + 1 ) mes "^0000FF" + getcastlename(.Castles_SE$[$Castles_SE[.@k]]) + "^000000 (" + .Castles_SE$[$Castles_SE[.@k]] + ")";
// Ancient WoE - Uncomment if you use it /* mes "- Opened Castles for Ancient WoE"; for( set .@k, 0; $Castles_AE[.@k] != 0; set .@k, .@k + 1 ) mes "^0000FF" + getcastlename(.Castles_AE$[$Castles_AE[.@k]]) + "^000000 (" + .Castles_AE$[$Castles_AE[.@k]] + ")"; */ next; mes "[^FFA500 WoE Info Board ^000000]"; mes "- Next Castles for Classic WoE"; for( set .@k, 0; $Castles_FE[.@k] != 0; set .@k, .@k + 1 ) { if( set(.@c, $Castles_FE[.@k] + 1) > 20 ) set .@c, 1;
mes "^0000FF" + getcastlename(.Castles_FE$[.@c]) + "^000000 (" + .Castles_FE$[.@c] + ")"; } mes "- Next Castles for WoE SE"; for( set .@k, 0; $Castles_SE[.@k] != 0; set .@k, .@k + 1 ) { if( set(.@c, $Castles_SE[.@k] + 1) > 6 ) set .@c, 1;
// Ancient WoE - Uncomment if you use it /* mes "- Next Castles for Ancient WoE"; for( set .@k, 0; $Castles_AE[.@k] != 0; set .@k, .@k + 1 ) { if( set(.@c, $Castles_AE[.@k] + 1) > 4 ) set .@c, 1;
mes "^0000FF" + getcastlename(.Castles_AE$[.@c]) + "^000000 (" + .Castles_AE$[.@c] + ")"; } */ next; mes "[^FFA500 WoE Info Board ^000000]"; mes "Castle Rotation is programed each Friday at 5 a.m."; close;
OnInit: setarray .Castles_FE$[1], // This array holds all WoE First Edition Castles, starting from index 1 "prtg_cas01", // 1 "payg_cas01", // 2 "gefg_cas01", // 3 "aldeg_cas01", // 4 "prtg_cas03", // 5 "payg_cas03", // 6 "gefg_cas03", // 7 "aldeg_cas03", // 8 "prtg_cas05", // 9 "payg_cas05", // 10 "gefg_cas05", // 11 "aldeg_cas05", // 12 "prtg_cas02", // 13 "payg_cas02", // 14 "gefg_cas02", // 15 "aldeg_cas02", // 16 "prtg_cas04", // 17 "payg_cas04", // 18 "gefg_cas04", // 19 "aldeg_cas04"; // 20 setarray .Castles_AE$[1], // This array holds all Ancient Edition WoE Castles, starting from index 1 "nguild_alde", // 1 "nguild_gef", // 2 "nguild_pay", // 3 "nguild_prt"; // 4 setarray .Castles_SE$[1], // This array holds all WoE Second Edition Castles, starting from index 1 "schg_cas01", // 1 "schg_cas02", // 2 "schg_cas03", // 3 "arug_cas01", // 4 "arug_cas02", // 5 "arug_cas03"; // 6 setarray .Castles_SE_Event$[1], // This array include the Events inside each castle of WoE Second Edition (need to be one on one with the SE Castle Array) "::OnRecvCastleSc01", "::OnRecvCastleSc02", "::OnRecvCastleSc03", "::OnRecvCastleAr01", "::OnRecvCastleAr02", "::OnRecvCastleAr03";
// First Time Rotation Setting - CONFIGURATION PART: // ======================================================================= // This arrays holds the current Opened Castles for each kind of WoE. // Obviously, FE, SE and AE points to First Edition, Second Edition and // Ancient Edition, just like the Castle Array. // // The next arrays, starting from Index 0, holds the INDEX of the previous // castle arrays. In the example, for FE: // 1 = prtg_cas01 // 13 = prtg_cas02 // // If this is the first time you are going to use this script, find the index // of your current Castles (your server) in the Castle Arrays, and set the // list in the next arrays. If your server is currently playing on payg_cas03, // aldeg_cas05 and prtg_cas04, the FE array should say: 6,12,17 // Same for SE, and uncomment the AE if you use Ancient Edition. // // The Main unique rule on this script is: Do not use consecutive castles in // the castle array. // Just add more index if you use more castles, there is no problem. // If you are going to reduce castle amount, well, it will require DB edit // not only on guild_castle, also on mapreg, edition the Castle_FE or SE or AE // values, or using a script to edit it, because, this setting only run first // time.
// Reset Castle index: // This is required if you are planing to reduce/increase opened castles // Uncomment to remove current index, but you will need to recalculate // and configure again the Onwer Indexs (previous arrays).
// Block Castles - FE for( set .@i, 1; .@i < 21; set .@i, .@i + 1 ) setmapflag .Castles_FE$[.@i],mf_blocked; // Block Castles - SE for( set .@i, 1; .@i < 7; set .@i, .@i + 1 ) setmapflag .Castles_SE$[.@i],mf_blocked; // Block Castles - AE for( set .@i, 1; .@i < 5; set .@i, .@i + 1 ) setmapflag .Castles_AE$[.@i],mf_blocked;
// UnBlock Current Castles for( set .@i, 0; $Castles_FE[.@i] != 0; set .@i, .@i + 1 ) removemapflag .Castles_FE$[$Castles_FE[.@i]],mf_blocked; for( set .@i, 0; $Castles_SE[.@i] != 0; set .@i, .@i + 1 ) removemapflag .Castles_SE$[$Castles_SE[.@i]],mf_blocked; for( set .@i, 0; $Castles_AE[.@i] != 0; set .@i, .@i + 1 ) removemapflag .Castles_AE$[$Castles_AE[.@i]],mf_blocked;
set .Ready, 1; end;
OnWhisperGlobal: // If you whisp to NPC:WoE Info Board the word rotate, a rotation will be made. It can be used to test the system. if( getgmlevel() < 60 ) end; if( @whispervar0$ != "rotate" ) end;
OnFri0500: if( .Ready != 1 ) donpcevent "WoE Info Board::OnInit";
rankreset 0; // WoE Ranking Restart - Comment this if you don't want to reset WoE Ranking each week. You can use @rankreset 1 to reset it manually.
announce "<- Castle Rotation Begins ->",0,0xFFA500; for( set .@i, 0; $Castles_FE[.@i] != 0; set .@i, .@i + 1 ) callsub S_MoveFE,.@i; for( set .@i, 0; $Castles_SE[.@i] != 0; set .@i, .@i + 1 ) callsub S_MoveSE,.@i; for( set .@i, 0; $Castles_AE[.@i] != 0; set .@i, .@i + 1 ) callsub S_MoveAE,.@i; announce "<- Castle Rotation is Over ->",0,0xFFA500; end;
S_MoveFE: // Move to next First Edition Castle - Do not Edit // ======================================== set .@Castle$, .Castles_FE$[$Castles_FE[getarg(0)]];
// A. Store current Castle Information // ======================================== for( set .@j, 17; .@j > 0; set .@j, .@j - 1 ) { set .@TempData[.@j], getcastledata(.@Castle$,.@j); setcastledata .@Castle$,.@j,0; // Clear current Data }
// B. Transfer Data to New Castle // ======================================== if( set($Castles_FE[getarg(0)],$Castles_FE[getarg(0)] + 1) > 20 ) set $Castles_FE[getarg(0)],1; // Rotation circle
set .@OldCastle$, .@Castle$; set .@Castle$, .Castles_FE$[$Castles_FE[getarg(0)]]; // New Castle
// C. Recover Data // ======================================== for( set .@j, 1; .@j < 18; set .@j, .@j + 1 ) setcastledata .@Castle$,.@j,.@TempData[.@j];
S_MoveAE: // Move to next First Edition Castle - Do not Edit // ======================================== set .@Castle$, .Castles_AE$[$Castles_AE[getarg(0)]];
// A. Store current Castle Information // ======================================== for( set .@j, 17; .@j > 0; set .@j, .@j - 1 ) { set .@TempData[.@j], getcastledata(.@Castle$,.@j); setcastledata .@Castle$,.@j,0; // Clear current Data }
// B. Transfer Data to New Castle // ======================================== if( set($Castles_AE[getarg(0)],$Castles_AE[getarg(0)] + 1) > 4 ) set $Castles_AE[getarg(0)],1; // Rotation circle
set .@OldCastle$, .@Castle$; set .@Castle$, .Castles_AE$[$Castles_AE[getarg(0)]]; // New Castle
// C. Recover Data // ======================================== for( set .@j, 1; .@j < 18; set .@j, .@j + 1 ) setcastledata .@Castle$,.@j,.@TempData[.@j];
S_MoveSE: // Move to next First Edition Castle - Do not Edit // ======================================== set .@Castle$, .Castles_SE$[$Castles_SE[getarg(0)]];
// A. Store current Castle Information // ======================================== for( set .@j, 17; .@j > 0; set .@j, .@j - 1 ) { set .@TempData[.@j], getcastledata(.@Castle$,.@j); setcastledata .@Castle$,.@j,0; // Clear current Data }
// B. Transfer Data to New Castle // ======================================== if( set($Castles_SE[getarg(0)],$Castles_SE[getarg(0)] + 1) > 6 ) set $Castles_SE[getarg(0)],1; // Rotation circle
set .@OldCastle$, .@Castle$; set .@Castle$, .Castles_SE$[$Castles_SE[getarg(0)]]; // New Castle
// C. Recover Data // ======================================== for( set .@j, 1; .@j < 18; set .@j, .@j + 1 ) setcastledata .@Castle$,.@j,.@TempData[.@j];
// About MapFlags: // ==================================================== // blocked = cannot be acceced, only by Game Masters. // guild_max = limit the number of the same guild members inside this map // ancient = required to limit this castle to ancient items and classes. // woe_set = required, do not edit. This marks the map to know when it will be opened for woe, or blocked if other woe is running. Check agit_controller.txt for more information.
Question
vans29
i got this error when my server run
here's my script
[spoiler=here]// WoE Automatic Castle Rotation
// ==============================================================
// This scripts add a NPC on Prontera (near to the center)
// It will show info to the players about what castles are opened
// and what castles will be opened next WoE.
// Read the script for more information and Settings.
//
// ABOUT ANCIENT WOE:
// Ancient WoE is a replacement of Novice Castles, if you want
// to enable it, add the Ancient WoE scripts to your server.
// ==============================================================
prontera,164,174,3 script WoE Info Board 837,{
if( .Ready != 1 ) donpcevent "WoE Info Board::OnInit";
mes "[^FFA500 WoE Info Board ^000000]";
// WoE Classic
mes "- Opened Castles for Classic WoE";
for( set .@k, 0; $Castles_FE[.@k] != 0; set .@k, .@k + 1 )
mes "^0000FF" + getcastlename(.Castles_FE$[$Castles_FE[.@k]]) + "^000000 (" + .Castles_FE$[$Castles_FE[.@k]] + ")";
// WoE Second Edition
mes "- Opened Castles for WoE SE";
for( set .@k, 0; $Castles_SE[.@k] != 0; set .@k, .@k + 1 )
mes "^0000FF" + getcastlename(.Castles_SE$[$Castles_SE[.@k]]) + "^000000 (" + .Castles_SE$[$Castles_SE[.@k]] + ")";
// Ancient WoE - Uncomment if you use it
/* mes "- Opened Castles for Ancient WoE";
for( set .@k, 0; $Castles_AE[.@k] != 0; set .@k, .@k + 1 )
mes "^0000FF" + getcastlename(.Castles_AE$[$Castles_AE[.@k]]) + "^000000 (" + .Castles_AE$[$Castles_AE[.@k]] + ")";
*/
next;
mes "[^FFA500 WoE Info Board ^000000]";
mes "- Next Castles for Classic WoE";
for( set .@k, 0; $Castles_FE[.@k] != 0; set .@k, .@k + 1 )
{
if( set(.@c, $Castles_FE[.@k] + 1) > 20 )
set .@c, 1;
mes "^0000FF" + getcastlename(.Castles_FE$[.@c]) + "^000000 (" + .Castles_FE$[.@c] + ")";
}
mes "- Next Castles for WoE SE";
for( set .@k, 0; $Castles_SE[.@k] != 0; set .@k, .@k + 1 )
{
if( set(.@c, $Castles_SE[.@k] + 1) > 6 )
set .@c, 1;
mes "^0000FF" + getcastlename(.Castles_SE$[.@c]) + "^000000 (" + .Castles_SE$[.@c] + ")";
}
// Ancient WoE - Uncomment if you use it
/* mes "- Next Castles for Ancient WoE";
for( set .@k, 0; $Castles_AE[.@k] != 0; set .@k, .@k + 1 )
{
if( set(.@c, $Castles_AE[.@k] + 1) > 4 )
set .@c, 1;
mes "^0000FF" + getcastlename(.Castles_AE$[.@c]) + "^000000 (" + .Castles_AE$[.@c] + ")";
}
*/
next;
mes "[^FFA500 WoE Info Board ^000000]";
mes "Castle Rotation is programed each Friday at 5 a.m.";
close;
OnInit:
setarray .Castles_FE$[1], // This array holds all WoE First Edition Castles, starting from index 1
"prtg_cas01", // 1
"payg_cas01", // 2
"gefg_cas01", // 3
"aldeg_cas01", // 4
"prtg_cas03", // 5
"payg_cas03", // 6
"gefg_cas03", // 7
"aldeg_cas03", // 8
"prtg_cas05", // 9
"payg_cas05", // 10
"gefg_cas05", // 11
"aldeg_cas05", // 12
"prtg_cas02", // 13
"payg_cas02", // 14
"gefg_cas02", // 15
"aldeg_cas02", // 16
"prtg_cas04", // 17
"payg_cas04", // 18
"gefg_cas04", // 19
"aldeg_cas04"; // 20
setarray .Castles_AE$[1], // This array holds all Ancient Edition WoE Castles, starting from index 1
"nguild_alde", // 1
"nguild_gef", // 2
"nguild_pay", // 3
"nguild_prt"; // 4
setarray .Castles_SE$[1], // This array holds all WoE Second Edition Castles, starting from index 1
"schg_cas01", // 1
"schg_cas02", // 2
"schg_cas03", // 3
"arug_cas01", // 4
"arug_cas02", // 5
"arug_cas03"; // 6
setarray .Castles_SE_Event$[1], // This array include the Events inside each castle of WoE Second Edition (need to be one on one with the SE Castle Array)
"::OnRecvCastleSc01",
"::OnRecvCastleSc02",
"::OnRecvCastleSc03",
"::OnRecvCastleAr01",
"::OnRecvCastleAr02",
"::OnRecvCastleAr03";
// First Time Rotation Setting - CONFIGURATION PART:
// =======================================================================
// This arrays holds the current Opened Castles for each kind of WoE.
// Obviously, FE, SE and AE points to First Edition, Second Edition and
// Ancient Edition, just like the Castle Array.
//
// The next arrays, starting from Index 0, holds the INDEX of the previous
// castle arrays. In the example, for FE:
// 1 = prtg_cas01
// 13 = prtg_cas02
//
// If this is the first time you are going to use this script, find the index
// of your current Castles (your server) in the Castle Arrays, and set the
// list in the next arrays. If your server is currently playing on payg_cas03,
// aldeg_cas05 and prtg_cas04, the FE array should say: 6,12,17
// Same for SE, and uncomment the AE if you use Ancient Edition.
//
// The Main unique rule on this script is: Do not use consecutive castles in
// the castle array.
// Just add more index if you use more castles, there is no problem.
// If you are going to reduce castle amount, well, it will require DB edit
// not only on guild_castle, also on mapreg, edition the Castle_FE or SE or AE
// values, or using a script to edit it, because, this setting only run first
// time.
if( getarraysize($Castles_FE) == 0 ) setarray $Castles_FE[0],1,13;
if( getarraysize($Castles_SE) == 0 ) setarray $Castles_SE[0],1,4;
// if( getarraysize($Castles_AE) == 0 ) setarray $Castles_AE[0],1;
// Reset Castle index:
// This is required if you are planing to reduce/increase opened castles
// Uncomment to remove current index, but you will need to recalculate
// and configure again the Onwer Indexs (previous arrays).
// cleararray $Castles_FE[0],0,getarraysize($Castles_FE);
// cleararray $Castles_SE[0],0,getarraysize($Castles_SE);
// cleararray $Castles_AE[0],0,getarraysize($Castles_AE);
// =======================================================================
// Block Castles - FE
for( set .@i, 1; .@i < 21; set .@i, .@i + 1 )
setmapflag .Castles_FE$[.@i],mf_blocked;
// Block Castles - SE
for( set .@i, 1; .@i < 7; set .@i, .@i + 1 )
setmapflag .Castles_SE$[.@i],mf_blocked;
// Block Castles - AE
for( set .@i, 1; .@i < 5; set .@i, .@i + 1 )
setmapflag .Castles_AE$[.@i],mf_blocked;
// UnBlock Current Castles
for( set .@i, 0; $Castles_FE[.@i] != 0; set .@i, .@i + 1 )
removemapflag .Castles_FE$[$Castles_FE[.@i]],mf_blocked;
for( set .@i, 0; $Castles_SE[.@i] != 0; set .@i, .@i + 1 )
removemapflag .Castles_SE$[$Castles_SE[.@i]],mf_blocked;
for( set .@i, 0; $Castles_AE[.@i] != 0; set .@i, .@i + 1 )
removemapflag .Castles_AE$[$Castles_AE[.@i]],mf_blocked;
set .Ready, 1;
end;
OnWhisperGlobal:
// If you whisp to NPC:WoE Info Board the word rotate, a rotation will be made. It can be used to test the system.
if( getgmlevel() < 60 )
end;
if( @whispervar0$ != "rotate" )
end;
OnFri0500:
if( .Ready != 1 ) donpcevent "WoE Info Board::OnInit";
rankreset 0; // WoE Ranking Restart - Comment this if you don't want to reset WoE Ranking each week. You can use @rankreset 1 to reset it manually.
announce "<- Castle Rotation Begins ->",0,0xFFA500;
for( set .@i, 0; $Castles_FE[.@i] != 0; set .@i, .@i + 1 )
callsub S_MoveFE,.@i;
for( set .@i, 0; $Castles_SE[.@i] != 0; set .@i, .@i + 1 )
callsub S_MoveSE,.@i;
for( set .@i, 0; $Castles_AE[.@i] != 0; set .@i, .@i + 1 )
callsub S_MoveAE,.@i;
announce "<- Castle Rotation is Over ->",0,0xFFA500;
end;
S_MoveFE:
// Move to next First Edition Castle - Do not Edit
// ========================================
set .@Castle$, .Castles_FE$[$Castles_FE[getarg(0)]];
// A. Store current Castle Information
// ========================================
for( set .@j, 17; .@j > 0; set .@j, .@j - 1 )
{
set .@TempData[.@j], getcastledata(.@Castle$,.@j);
setcastledata .@Castle$,.@j,0; // Clear current Data
}
maprespawnguildid .@Castle$,0,3; // Kick Everybody inside
killmonsterall .@Castle$; // Remove Monsters and Treasures
setmapflag .@Castle$,mf_blocked; // Block Castle
getcastledata .@Castle$,0,"Agit#" + .@Castle$ + "::OnRecvCastle"; // Refresh Flags
// B. Transfer Data to New Castle
// ========================================
if( set($Castles_FE[getarg(0)],$Castles_FE[getarg(0)] + 1) > 20 )
set $Castles_FE[getarg(0)],1; // Rotation circle
set .@OldCastle$, .@Castle$;
set .@Castle$, .Castles_FE$[$Castles_FE[getarg(0)]]; // New Castle
// C. Recover Data
// ========================================
for( set .@j, 1; .@j < 18; set .@j, .@j + 1 )
setcastledata .@Castle$,.@j,.@TempData[.@j];
killmonsterall .@Castle$;
removemapflag .@Castle$,mf_blocked; // UnBlock Castle
getcastledata .@Castle$,0,"Agit#" + .@Castle$ + "::OnRecvCastle"; // Refresh Flags
if( .@TempData[1] ) announce "Guild [" + getguildname(.@TempData[1]) + "] owner of [" + getcastlename(.@OldCastle$) + "] transfered to [" + getcastlename(.@Castle$) + "]",0,0x00BFFF;
return;
S_MoveAE:
// Move to next First Edition Castle - Do not Edit
// ========================================
set .@Castle$, .Castles_AE$[$Castles_AE[getarg(0)]];
// A. Store current Castle Information
// ========================================
for( set .@j, 17; .@j > 0; set .@j, .@j - 1 )
{
set .@TempData[.@j], getcastledata(.@Castle$,.@j);
setcastledata .@Castle$,.@j,0; // Clear current Data
}
maprespawnguildid .@Castle$,0,3; // Kick Everybody inside
killmonsterall .@Castle$; // Remove Monsters and Treasures
setmapflag .@Castle$,mf_blocked; // Block Castle
getcastledata .@Castle$,0,"Agit#" + .@Castle$ + "::OnRecvCastle"; // Refresh Flags
// B. Transfer Data to New Castle
// ========================================
if( set($Castles_AE[getarg(0)],$Castles_AE[getarg(0)] + 1) > 4 )
set $Castles_AE[getarg(0)],1; // Rotation circle
set .@OldCastle$, .@Castle$;
set .@Castle$, .Castles_AE$[$Castles_AE[getarg(0)]]; // New Castle
// C. Recover Data
// ========================================
for( set .@j, 1; .@j < 18; set .@j, .@j + 1 )
setcastledata .@Castle$,.@j,.@TempData[.@j];
killmonsterall .@Castle$;
removemapflag .@Castle$,mf_blocked; // UnBlock Castle
getcastledata .@Castle$,0,"Agit#" + .@Castle$ + "::OnRecvCastle"; // Refresh Flags
if( .@TempData[1] ) announce "Guild [" + getguildname(.@TempData[1]) + "] owner of [" + getcastlename(.@OldCastle$) + "] transfered to [" + getcastlename(.@Castle$) + "]",0,0x00BFFF;
return;
S_MoveSE:
// Move to next First Edition Castle - Do not Edit
// ========================================
set .@Castle$, .Castles_SE$[$Castles_SE[getarg(0)]];
// A. Store current Castle Information
// ========================================
for( set .@j, 17; .@j > 0; set .@j, .@j - 1 )
{
set .@TempData[.@j], getcastledata(.@Castle$,.@j);
setcastledata .@Castle$,.@j,0; // Clear current Data
}
maprespawnguildid .@Castle$,0,3; // Kick Everybody inside
killmonsterall .@Castle$; // Remove Monsters and Treasures
setmapflag .@Castle$,mf_blocked; // Block Castle
getcastledata .@Castle$,0,.Castles_SE_Event$[$Castles_SE[getarg(0)]]; // Refresh Flags
// B. Transfer Data to New Castle
// ========================================
if( set($Castles_SE[getarg(0)],$Castles_SE[getarg(0)] + 1) > 6 )
set $Castles_SE[getarg(0)],1; // Rotation circle
set .@OldCastle$, .@Castle$;
set .@Castle$, .Castles_SE$[$Castles_SE[getarg(0)]]; // New Castle
// C. Recover Data
// ========================================
for( set .@j, 1; .@j < 18; set .@j, .@j + 1 )
setcastledata .@Castle$,.@j,.@TempData[.@j];
killmonsterall .@Castle$;
removemapflag .@Castle$,mf_blocked; // UnBlock Castle
getcastledata .@Castle$,0,.Castles_SE_Event$[$Castles_SE[getarg(0)]]; // Refresh Flags
if( .@TempData[1] ) announce "Guild [" + getguildname(.@TempData[1]) + "] owner of [" + getcastlename(.@OldCastle$) + "] transfered to [" + getcastlename(.@Castle$) + "]",0,0x00BFFF;
return;
}
// MapFlags - Castle Configurations
// ========================================
aldeg_cas01 mapflag woe_set 1
aldeg_cas02 mapflag woe_set 1
aldeg_cas03 mapflag woe_set 1
aldeg_cas04 mapflag woe_set 1
aldeg_cas05 mapflag woe_set 1
gefg_cas01 mapflag woe_set 1
gefg_cas02 mapflag woe_set 1
gefg_cas03 mapflag woe_set 1
gefg_cas04 mapflag woe_set 1
gefg_cas05 mapflag woe_set 1
payg_cas01 mapflag woe_set 1
payg_cas02 mapflag woe_set 1
payg_cas03 mapflag woe_set 1
payg_cas04 mapflag woe_set 1
payg_cas05 mapflag woe_set 1
prtg_cas01 mapflag woe_set 1
prtg_cas02 mapflag woe_set 1
prtg_cas03 mapflag woe_set 1
prtg_cas04 mapflag woe_set 1
prtg_cas05 mapflag woe_set 1
// WoE SE
schg_cas01 mapflag woe_set 2
schg_cas02 mapflag woe_set 2
schg_cas03 mapflag woe_set 2
schg_cas04 mapflag woe_set 2
schg_cas05 mapflag woe_set 2
arug_cas01 mapflag woe_set 2
arug_cas02 mapflag woe_set 2
arug_cas03 mapflag woe_set 2
arug_cas04 mapflag woe_set 2
arug_cas05 mapflag woe_set 2
schg_cas04 mapflag blocked
schg_cas05 mapflag blocked
arug_cas04 mapflag blocked
arug_cas05 mapflag blocked
// Ancient WoE
nguild_alde mapflag woe_set 4
nguild_gef mapflag woe_set 4
nguild_pay mapflag woe_set 4
nguild_prt mapflag woe_set 4
nguild_alde mapflag ancient
nguild_gef mapflag ancient
nguild_pay mapflag ancient
nguild_prt mapflag ancient
nguild_alde mapflag gvg_noalliance
nguild_gef mapflag gvg_noalliance
nguild_pay mapflag gvg_noalliance
nguild_prt mapflag gvg_noalliance
// About MapFlags:
// ====================================================
// blocked = cannot be acceced, only by Game Masters.
// guild_max = limit the number of the same guild members inside this map
// ancient = required to limit this castle to ancient items and classes.
// woe_set = required, do not edit. This marks the map to know when it will be opened for woe, or blocked if other woe is running. Check agit_controller.txt for more information.
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