cumbe11
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Posts posted by cumbe11
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I wanted when the person using the comman @joinbg seemed the option to choose the blue side or red.
// (c) 2008 - 2012 eAmod Project; Andres Garbanzo / Zephyrus//// - [email protected]// - MSN [email protected]// - Skype: Zephyrus_cr// - Site: http://dev.terra-gaming.com//// This file is NOT public - you are not allowed to distribute it.// Authorized Server List : http://dev.terra-gaming.com/index.php?/topic/72-authorized-eamod-servers/// eAmod is a non Free, extended version of eAthena Ragnarok Private Server. // ==============================================================================// BattleGround System - Common NPCs// ============================================================================== // MapFlags// ********************************************************************* bat_room mapflag nomemobat_room mapflag nowarptobat_room mapflag nobranchbat_room mapflag nopenaltybat_room mapflag noteleportbat_room mapflag nosave SavePointbat_room mapflag allow_bg_items// Mapflag Town is required to Join BG Queuesbat_room mapflag town // Battleground Queue Admin// *********************************************************************- script BG_Queue_Join -1,{ end; OnInit: // Configuration // ***************************************************** // Battleground Rotation - Main NPC name setarray .BG_Arenas$[0], "Conquest"; // Battleground Arena Name - for announcements setarray .BG_Names$[0], "Conquest"; // Minimum Players to start the BG setarray .BG_Min[0], 5; // Maximum Players per Team setarray .BG_Max[0], 30; // BG Message Colors setarray .BG_Color$[0], "0x4169E1"; // Team Building Mode : 0 = Lineal | 1 = Random | 2 = Class Priority | 3 = Faction Mode | 4 = Team Color ( by script set Bat_Team,N; ) set .TeamMode, 2; // Main Code // ***************************************************** set .BG_Count, getarraysize(.BG_Arenas$); set .BG_Queue, bg_queue_create("Battleground Arena","BG_Queue_Join::OnJoinEvent",80); set .VS_Queue, bg_queue_create("Free For All Arena","BG_Queue_Join::OnVersusJoin",80); // Move to Next Arena if( $BG_Index >= .BG_Count ) set $BG_Index,1; // Restart Rotation set .BG_Arena$,.BG_Arenas$[$BG_Index]; set .Ready, 1; donpcevent "BG_Queue_Join::OnDoHappyHour"; initnpctimer; // Rotation if BG don't start... Comment if you don't want to use this method // Comment the next two lines if you don't want to allow @joinbg and @leavebg commands. bindatcmd "joinbg","BG_Queue_Join::OnDoJoin",0,200; bindatcmd "leavebg","BG_Queue_Join::OnDoLeave",0,200; end; OnDoJoin: // @joinbg if( checkquest(8506,PLAYTIME) == 2 ) erasequest 8506; if( checkquest(8506,PLAYTIME) != -1 ) { dispbottom "[Você é um desertor. Você não pode participar até que o indicador se apague]"; end; } bg_queue_join .BG_Queue; end; OnDoLeave: // @leavebg bg_queue_leave .BG_Queue; end; OnRotate:OnTimer740000: // Rotation if BG don't start... Comment if you don't want to use this method. 120 = 2 Minutes set $@BG_Status, 0; // Warps Teams bg_warp $@BG_Team1,"bat_room",155,150; bg_warp $@BG_Team2,"bat_room",155,150; bg_warp $@BG_Team3,"bat_room",155,150; // Destroy Teams bg_destroy $@BG_Team1; set $@BG_Team1, 0; bg_destroy $@BG_Team2; set $@BG_Team2, 0; bg_destroy $@BG_Team3; set $@BG_Team3, 0; // Move to Next Arena if( set($BG_Index,$BG_Index + 1) >= .BG_Count ) set $BG_Index,0; // Restart Rotation set .BG_Arena$,.BG_Arenas$[$BG_Index]; initnpctimer; // Rotation if BG don't start... Comment if you don't want to use this method // Trigger the Event - Maybe people is waiting...OnJoinEvent: if( $@BG_Status == 2 ) end; // BG Ending... Must wait until OnRotate is called set .@Queue_Count, bg_queue_data(.BG_Queue,0); switch( $@BG_Status ) { case 0: // Idle - Ready to Start if( .BG_Arena$ == "Tierra_TI" ) set .@Req, .BG_Min[$BG_Index] * 3; else set .@Req, .BG_Min[$BG_Index] * 2; if( bg_queue_checkstart(.BG_Queue,.TeamMode,( (.BG_Arena$ == "Tierra_TI") ? 3 : 2 ),.BG_Min[$BG_Index]) ) { donpcevent .BG_Arena$ + "::OnBuildTeams"; // Fill Teams with Queue Members if( .BG_Arenas$[$BG_Index] == "Tierra_TI" ) bg_queue2teams .BG_Queue,.BG_Min[$BG_Index],.BG_Max[$BG_Index],.TeamMode,$@BG_Team1,$@BG_Team2,$@BG_Team3; else bg_queue2teams .BG_Queue,.BG_Min[$BG_Index],.BG_Max[$BG_Index],.TeamMode,$@BG_Team1,$@BG_Team2; stopnpctimer; // Rotation if BG don't start... Comment if you don't want to use this method set $@BG_Status,1; set .@msg$, "Batalha Campal -- " + .BG_Names$[$BG_Index] + " -- Começando"; announce .@msg$,.BG_Color$[$BG_Index]; donpcevent .BG_Arena$ + "::OnReady"; } else { set .@msg$, "Batalha Campal -- " + .BG_Names$[$BG_Index] + " -- " + (.@Req - .@Queue_Count) + " Jogadores Para Começar, Use @joinbg Para Participar."; announce .@msg$,0,.BG_Color$[$BG_Index]; } break; case 1: // Running - Others can join if( .@Queue_Count > 0 ) { if( .BG_Arena$ == "Tierra_TI" ) { bg_balance_teams .BG_Queue,.BG_Max[$BG_Index],.TeamMode,$@BG_Team1,$@BG_Team2,$@BG_Team3; set .@BG_Count1, bg_get_data($@BG_Team1,0); set .@BG_Count2, bg_get_data($@BG_Team2,0); set .@BG_Count3, bg_get_data($@BG_Team3,0); set .@msg$, "Batalha Campal -- " + .BG_Names$[$BG_Index] + " -- B: " + .@BG_Count1 + "/" + .BG_Max[$BG_Index] + ", R: " + .@BG_Count2 + "/" + .BG_Max[$BG_Index] + ", G: " + .@BG_Count3 + "/" + .BG_Max[$BG_Index] + " (Em andamento) Use @joinbg Para Participar."; } else { bg_balance_teams .BG_Queue,.BG_Max[$BG_Index],.TeamMode,$@BG_Team1,$@BG_Team2; set .@BG_Count1, bg_get_data($@BG_Team1,0); set .@BG_Count2, bg_get_data($@BG_Team2,0); set .@msg$, "Batalha Campal -- " + .BG_Names$[$BG_Index] + " -- B: " + .@BG_Count1 + "/" + .BG_Max[$BG_Index] + ", R: " + .@BG_Count2 + "/" + .BG_Max[$BG_Index] + " (Em andamento) Use @joinbg Para Participar."; } announce .@msg$,.BG_Color$[$BG_Index]; } break; } end; OnVersusJoin: if( $@VS_Status != 0 ) end; set .@Queue_Count, bg_queue_data(.VS_Queue,0); if( .@Queue_Count >= 10 ) { donpcevent "FFA_Arena::OnBuildTeams"; bg_queue2teams .VS_Queue,1,1,0,$@VS_Team[0],$@VS_Team[1],$@VS_Team[2],$@VS_Team[3],$@VS_Team[4],$@VS_Team[5],$@VS_Team[6],$@VS_Team[7],$@VS_Team[8],$@VS_Team[9]; set $@VS_Status,1; announce "Batalha Campal -- Free For All -- Começando",0,0x483D8B; donpcevent "FFA_Arena::OnReady"; } else announce "Batalha Campal -- Free For All -- " + (10 - .@Queue_Count) + " Jogadores Para Começar, Use @joinbg Para Participar.",0,0x483D8B; end; OnFri0600: // Friday, 6 a.m. rankreset 1; // Ranking Reset end; // BattleGround Happy HourOnDoHappyHour:OnClock1600:OnClock1800:OnClock2000:OnClock2200: switch( gettime(4) ) { case 1: case 3: case 5: if( gettime(3) >= 20 && gettime(3) < 22 ) { announce "-- Battleground Happy Hour has begun | Ranked Arena Mode --",0,0x00FF00; setbattleflag "bg_reward_rates",120; // +20% Reward Rates setbattleflag "bg_ranked_mode",1; end; } if( gettime(3) == 22 ) { announce "-- Battleground Happy Hour is over | Regular Arena Mode --",0,0x00BFFF; setbattleflag "bg_reward_rates",100; // Normal Rates setbattleflag "bg_ranked_mode",0; end; } break; case 2: case 4: case 6: if( gettime(3) >= 16 && gettime(3) < 18 ) { announce "-- Battleground Happy Hour has begun | Ranked Arena Mode --",0,0x00FF00; setbattleflag "bg_reward_rates",120; // +20% Reward Rates setbattleflag "bg_ranked_mode",1; end; } if( gettime(3) == 18 ) { announce "-- Battleground Happy Hour is over | Regular Arena Mode --",0,0x00BFFF; setbattleflag "bg_reward_rates",100; // Normal Rates setbattleflag "bg_ranked_mode",0; end; } break; } end;} // Registration NPC// *********************************************************************- script BG_Register -1,{ if( getvariableofnpc(.Ready,"BG_Queue_Join") == 0 ) donpcevent "BG_Queue_Join::OnInit"; mes "[^FFA500Battle Recruiter^000000]"; mes "Bem Vindo ao novo sistema de Batalha Campal! Aqui você pode registrar-se ou registrar seu Grupo no sistema. O sistema seleciona os Times e Arena radomicamente e segue alternando as Arenas de forma consecutiva. Conquest -->Rush -->Conquest --> Conquest e por ai vai."; mes "O que você quer fazer?"; next; switch( select("^FFA500Batalha Campal Arenas^000000:^0000FFFree For All Arena^000000:Ir as lojas da Batalha Campal") ) { case 1: mes "[^FFA500Recrutadora de Batalha^000000]"; mes "Batalha Campal, diferentes tipos de jogos onde as equipes lutam pela vitória."; mes "Oque você quer fazer?"; next; switch( select("Registrar:Registrar Grupo:Cancelar Registro:Battleground Help") ) { case 1: if( BaseLevel < 80 ) { mes "[^FFA500Recrutadora Batalha Campal^000000]"; mes "Nível necessário para participar de um campo de batalha é de 80."; close; } if( checkquest(8506,PLAYTIME) == 2 ) erasequest 8506; if( checkquest(8506,PLAYTIME) != -1 ) { mes "[^FFA500Recrutadora Batalha Campal^000000]"; mes "Você é um desertor. Você não pode participar até que o indicador se apaga"; close; } mes "[^FFA500Recrutadora Batalha Campal^000000]"; mes "Vamos prosseguir com o registro..."; mes "Você pode esperar em qualquer cidade até BG começa."; mes "Feche esta janela para continuar..."; close2; bg_queue_join getvariableofnpc(.BG_Queue,"BG_Queue_Join"); end; case 2: if( getcharid(1) == 0 ) { mes "[^FFA500Battle Recruiter^000000]"; mes "Você não estar em um grupo."; close; } mes "[^FFA500Battle Recruiter^000000]"; mes "Vamos prosseguir com o registro..."; mes "Você pode esperar em qualquer cidade até BG começa."; mes "Feche esta janela para continuar..."; close2; bg_queue_partyjoin getcharid(1),getvariableofnpc(.BG_Queue,"BG_Queue_Join"); end; case 3: mes "[^FFA500Battle Recruiter^000000]"; mes "Se você estiver registrado, você será removido."; mes "Você tem certeza?"; next; if( select("Sim, sair da fila:Não, eu vou ficar") == 2 ) { mes "[^FFA500Battle Recruiter^000000]"; mes "Ok, nada para mudar."; close; } mes "[^FFA500Battle Recruiter^000000]"; mes "Feche esta janela para continuar ..."; close2; bg_queue_leave getvariableofnpc(.BG_Queue,"BG_Queue_Join"); end; case 4: mes "[^FFA500Battle Recruiter^000000]"; mes "Tell me... what battleground you don't understand?"; next; switch( select("Capture the Flag:Team DeathMatch:Stone Control:Eye of Storm:Bossnia:Domination:Triple Inferno:Conquest:Rush") ) { case 1: mes "[^FFA500Battle Recruiter^000000]"; mes "The objective of the Flavius Battle CTF is to score 3 points before your enemy, by capture their Flag."; next; mes "[^FFA500Battle Recruiter^000000]"; mes "To capture a Flag you need to take the enemy flag, and bring it to your base flag."; next; mes "[^FFA500Battle Recruiter^000000]"; mes "If your base flag is captured too, you need to kill the flag carrier and take the flag back to your base."; break; case 2: mes "[^FFA500Battle Recruiter^000000]"; mes "Kill all the enemy players to let their Team without points."; mes "Protect our army."; break; case 3: mes "[^FFA500Battle Recruiter^000000]"; mes "Take the Stones in the middle of the battlefield and put in on your base, in the Stone Points."; next; mes "[^FFA500Battle Recruiter^000000]"; mes "Each Stone will give points to your team. First team reach 99 points wins the game."; next; mes "[^FFA500Battle Recruiter^000000]"; mes "Protect your stones from to be captured by the enemy."; break; case 4: mes "[^FFA500Battle Recruiter^000000]"; mes "There are two bases, North and South which teams can capture by holding position on the Base more than the other team."; next; mes "[^FFA500Battle Recruiter^000000]"; mes "Each base will give you points each 5 seconds of Domination. If your Team control both bases the amount of points increases."; next; mes "[^FFA500Battle Recruiter^000000]"; mes "To get aditional points, in the middle there is a Flag spawn, capture it and put it on any of your team Bases."; next; mes "[^FFA500Battle Recruiter^000000]"; mes "The first Team reach 99 points wins the match."; break; case 5: mes "[^FFA500Battle Recruiter^000000]"; mes "Attack the enemy base and destroy each MVP Guardian. To do damage to the guardian your team must capture the Balance Flag in the middle base."; next; mes "[^FFA500Battle Recruiter^000000]"; mes "Each team have 5 guardian to be protected or killed."; break; case 6: mes "[^FFA500Battle Recruiter^000000]"; mes "There are three bases, North, Center and South which teams can capture by holding position on the Base more than the other team."; next; mes "[^FFA500Battle Recruiter^000000]"; mes "Each base will give you points each 5 seconds of Domination."; next; mes "[^FFA500Battle Recruiter^000000]"; mes "The first Team reach 99 points wins the match."; break; case 7: mes "[^FFA500Battle Recruiter^000000]"; mes "There are 3 teams in the battlefield, your team and other 2 enemies."; next; mes "[^FFA500Battle Recruiter^000000]"; mes "Kill the enemy players, collect the skulls and bring then to the Sacrifice Totem to win points."; next; mes "[^FFA500Battle Recruiter^000000]"; mes "You can collect your own team skulls and bring then to your Sacrifice Totem to avoid other teams to score."; next; mes "[^FFA500Battle Recruiter^000000]"; mes "If you get killed all your skulls will be drop to the floor, including your own skull. First Team to get 80 points wins the battle."; break; case 8: mes "[^FFA500Battle Recruiter^000000]"; mes "If you are Attacking, destroy the enemy defenses and it's Flag."; next; mes "[^FFA500Battle Recruiter^000000]"; mes "If you are Defending, protect your castle defenses and the Flag."; break; case 9: mes "[^FFA500Battle Recruiter^000000]"; mes "Fight to capture the Castle and organize your team to defend it."; next; mes "[^FFA500Battle Recruiter^000000]"; mes "If you fail on the first capture, kill the defender and take it for your team."; break; } break; } close; case 2: mes "[^FFA500Battle Recruiter^000000]"; mes "Free For All Arena is a Duel between 10 players with No Teams."; mes "The target is to kill 25 players."; mes "What do you want to do?"; next; switch( select("Register:Leave Queue") ) { case 1: if( BaseLevel < 80 ) { mes "[^FFA500Battle Recruiter^000000]"; mes "Min required level to join a battleground is 80."; close; } if( checkquest(8506,PLAYTIME) == 2 ) erasequest 8506; if( checkquest(8506,PLAYTIME) != -1 ) { mes "[^FFA500Battle Recruiter^000000]"; mes "You are a Deserter. You can't participate until the indicator goes off"; close; } mes "[^FFA500Battle Recruiter^000000]"; mes "Let's proceed with the registration..."; mes "You must wait on any City until BG starts."; mes "Close this window to continue..."; close2; bg_queue_join getvariableofnpc(.VS_Queue,"BG_Queue_Join"); end; case 2: mes "[^FFA500Battle Recruiter^000000]"; mes "If you are registered, you will be removed."; mes "Are you sure?"; next; if( select("Yes, leave queue:No, I will stay") == 2 ) { mes "[^FFA500Battle Recruiter^000000]"; mes "Ok, nothing to change."; close; } mes "[^FFA500Battle Recruiter^000000]"; mes "Close this window to continue..."; close2; bg_queue_leave getvariableofnpc(.VS_Queue,"BG_Queue_Join"); end; } break; case 3: mes "[^FFA500Battle Recruiter^000000]"; mes "May the War God bless you."; close2; warp "bat_room",155,150; end; OnInit: waitingroom "Batalha Campal",0; } end;} bat_room,156,150,3 duplicate(BG_Register) Battle Recruiter#bat 728prontera,162,191,4 duplicate(BG_Register) Battle Recruiter#prt 728 // General Guillaume// *********************************************************************bat_room,160,159,3 script General Guillaume 420,{ cutin "bat_kiyom2",2; mes "[General Guillaume]"; mes "Hot-blooded adventurer, we need your ability to win this battle."; next; cutin "bat_kiyom1",2; mes "[General Guillaume]"; mes "Our great king, Marcel Marollo VII, is very sick lately. His Majesty has declared that he chosen either me or Prince Croix as the next king amongst his 9 sons."; next; mes "[General Guillaume]"; mes "Two kings can't share a nation!"; mes "Only the one victorious from His Majesty's appointed battle will be enthroned."; next; mes "[General Guillaume]"; mes "This is however, not just a battle between us. This battle will determine the future of this country. I pledge on my honor to prove that I'm the one who can protect this Maroll from outside threats."; next; switch( select("Join the Blue Team","Join the Green Team","End Conversation") ) { case 1: cutin "bat_kiyom2",2; mes "[General Guillaume]"; mes "Welcome to my army, comrade."; mes "Your eyes tell me that you're a soldier that I can trust."; set Bat_Team,1; next; mes "[General Guillaume]"; mes "Now, go upstairs and apply for battle with your comrades. I'm sure they'll welcome you whole-heartedly!"; break; case 2: cutin "bat_kiyom2",2; mes "[General Guillaume]"; mes "So you will take this fight as your own..."; mes "Then you are my enemy."; set Bat_Team,0; next; mes "[General Guillaume]"; mes "Go now, We will meet again in the Battlefield."; break; case 3: mes "[General Guillaume]"; mes "I'll be the one who will capture the flag!"; break; } close2; cutin "",255; end;} // General Croix// *********************************************************************bat_room,160,140,3 script Prince Croix 416,{ cutin "bat_crua1",2; mes "[Prince Croix]"; mes "Wise adventurer, why don't you lend us your power for victory?"; next; cutin "bat_crua2",2; mes "[Prince Croix]"; mes "I do not wish to shed blood, but I have no choice but to fight for the possibility of peace and for the sake of my people."; next; mes "[Prince Croix]"; mes "General Guillaume may have an advantage in this battle as he is the great general of Maroll, but that doesn't automatically mean he'll win. I want to win this battle so that I can grant a better future for my people."; next; switch( select("Join the Red Team","Join the Green Team","End Conversation") ) { case 1: mes "[Prince Croix]"; mes "Thank you so much. I feel like I can win with the help of adventurers like you. Now, please go downstairs and join your comrades in sharpening their skills to fight the enemy!"; set Bat_Team,2; break; case 2: mes "[Prince Croix]"; mes "So you will take this fight as your own..."; mes "Then you are my enemy."; set Bat_Team,0; next; mes "[Prince Croix]"; mes "Go now, We will meet again in the Battlefield."; break; case 3: mes "[Prince Croix]"; mes "For Maroll!"; break; } close2; cutin "",255; end;} // Guard Dummy// ********************************************************************* bat_room,161,141,3 script Prince Croix's Aid::bat_aid 415,{ end; }bat_room,161,139,3 duplicate(bat_aid) Prince Croix's Aid::bat_aid2 415bat_room,161,160,3 duplicate(bat_aid) General Guillaume's Aid::bat_aid3 419bat_room,161,158,3 duplicate(bat_aid) General Guillaume's Aid::bat_aid4 419 // Flags// ********************************************************************* - script Base Flag#bg -1,{ end; } // BattleGround Warper - Exit// ********************************************************************* bat_room,148,150,4 script Teleporter#bat 124,{ mes "[Teleporter]"; mes "Do you wish to leave the battlefield? Use my service to return to town."; next; if( select("Leave:Don't Leave") == 2 ) { mes "[Teleporter]"; mes "I'll be here whenever you're in need of my service."; close; } switch( @ArenaPVP_out ) { // Rune Midgard Republic case 1: warp "prontera",138,86; break; case 2: warp "payon",165,98; break; case 3: warp "morocc",153,94; break; case 4: warp "umbala",121,143; break; case 5: warp "comodo",196,140; break; case 6: warp "niflheim",214,193; break; case 7: warp "aldebaran",143,111; break; case 8: warp "geffen",107,53; break; // Schwarzard Republic case 9: warp "yuno",151,177; break; case 10: warp "hugel",99,143; break; case 11: warp "lighthalzen",167,93; break; case 12: warp "einbroch",70,194; break; case 13: warp "einbech",168,130; break; // Arunafelz Republic case 14: warp "rachel",118,114; break; case 15: warp "veins",207,122; break; // Islands case 16: warp "nameless_n",161,179; break; case 17: warp "louyang",213,106; break; case 18: warp "gonryun",154,111; break; case 19: warp "ayothaya",148,109; break; case 20: warp "moscovia",229,195; break; case 21: warp "xmas",151,127; break; case 22: warp "amatsu",203,107; break; case 23: warp "izlude",126,114; break; case 24: warp "brasilis",195,211; break; case 25: warp "manuk",279,214; break; case 26: warp "splendide",200,174; break; // Anyplace else default: set .@spoint$, getsavepoint(0); set .@x, getsavepoint(1); set .@y, getsavepoint(2); mes "[Teleporter]"; mes "You will be sent back to " + .@spoint$ + "."; close2; warp .@spoint$, .@x, .@y; break; } set @ArenaPVP_out, 0; end;} // Kafra// *********************************************************************bat_room,148,147,4 script Kafra Staff::kaf_bat 861,{ cutin "kafra_09",2; callfunc "F_Kafra",0,2,1,150,0;} // Badges Exchange// *********************************************************************
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essas mods pega no eathena?
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queria muito usar isso no hexed 20100730
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I would change the formula of the SPD,
Example: A character with 186 SPD has the movement of attack as if it had 191Achei esso no status.c onde eu edito para obter resultado desejado?
// ----- ASPD CALCULATION -----// Unlike other stats, ASPD rate modifiers from skills/SCs/items/etc are first all added together, then the final modifier is applied // Basic ASPD value i = status_base_amotion_pc(sd,status); status->amotion = cap_value(i,battle_config.max_aspd,2000); // Relative modifiers from passive skills if((skill=pc_checkskill(sd,SA_ADVANCEDBOOK))>0 && sd->status.weapon == W_BOOK) status->aspd_rate -= 5*skill; if((skill = pc_checkskill(sd,SG_DEVIL)) > 0 && !pc_nextjobexp(sd)) status->aspd_rate -= 30*skill; if((skill=pc_checkskill(sd,GS_SINGLEACTION))>0 && (sd->status.weapon >= W_REVOLVER && sd->status.weapon <= W_GRENADE)) status->aspd_rate -= ((skill+1)/2) * 10; if(pc_isriding(sd)) status->aspd_rate += 500-100*pc_checkskill(sd,KN_CAVALIERMASTERY); status->adelay = 2*status->amotion;
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I have a controller woe which made a modification to make an award to each member of the winning guild castle, only at the end of the script woe not be doing the delivery. I wonder why.
Controller
//======================================================================================================
//= 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, 3, 6;
setarray .woe_0[0], 68400,68400,68400;
setarray .woe_1[0], 72000,72000,72000;
setarray .woe_state[0], 0, 1, 2;
//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],4,0,0,0,0,0,0;
setarray .woe_state_1[0],1,0,0,0,0,0,0;
setarray .woe_state_2[0],2,0,0,0,0,0,0;
//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;
callsub "OnDisplayOwners";
} else { //ending
if(agitcheck()) {
callfunc "WoEToggler", 0;
announce "The War Of Emperium is over!",bc_all;
callsub "OnDisplayOwners",1;
}
}
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$+"["+.@k+"]");
set .@gid, GetCastleData(.@map$,1);
if ( .@gid ) {
announce "The [" + GetCastleName(.@map$) + "]
castle of the [" + .region_names$[.@i] + "] region is currently held by
the [" + GetGuildName(GetCastleData(.@map$,1)) + "] guild.",bc_all;
if ( getarg(0,0) ) {
set .@nb, query_sql( "select account_id from
`char` where guild_id = "+ .@gid +" and online = 1", .@aid );
for ( set .@n, 0; .@n < .@nb; set .@n, .@n +1 )
getitem 7539,40, .@aid[.@n];
}
} else {
announce "The [" + GetCastleName(.@map$) + "]
castle of the [" + .region_names$[.@i] + "] region is currently
unoccupied.",bc_all;
}
set .@castle_check, .@castle_check - (1 << .@k);
}
set .@k, .@k + 1;
}
}
end;
}
cydonia,125,166,4 script WoE Info 837,{
if(getwaitingroomstate(3, strnpcinfo(3)) == -1)
donpcevent strnpcinfo(3)+"::OnInit";
doevent "WoEInfoBase::OnStartMenu";
end;
OnInit:
while (1) {
//only updates if msg is different
set .banner$, getwaitingroomstate(4, strnpcinfo(3));
if(getvariableofnpc(.roomMsg$, "WoEInfoBase") != .banner$) {
delwaitingroom;
waitingroom getvariableofnpc(.roomMsg$, "WoEInfoBase"), 0;
}
sleep 500;
}
end;
}
//zomg! it duplicates!!
cydonia,137,109,6 duplicate(WoE Info) WoE Info#2winfo 837
//---------------------------------------------------------------------------------------------------------------------
//These two functions handle WoE's activation/deactivation. Since stable does not have AgitStart2/AgitEnd2,
//using the trunk version will result in catastrophic failure of the script. Double declaration of the following
//functions fixes this (you will get warning messages though)
function script WoEToggler { //<state> = 0|1
if(getarg(0)) {
AgitStart;
} else {
AgitEnd;
}
return;
}
//if stable script will fail parsing this function, but the rest of the script will still be usable
function script WoEToggler { //<state> = 0|1
if(getarg(0)) {
AgitStart;
AgitStart2;
} else {
AgitEnd;
AgitEnd2;
}
return;
}MOD
announce "The War Of Emperium has begun!",bc_all;
callsub "OnDisplayOwners";
} else { //ending
if(agitcheck()) {
callfunc "WoEToggler", 0;
announce "The War Of Emperium is over!",bc_all;
callsub "OnDisplayOwners",1;
}
}
end;
OnDisplayOwners: //displays based on current region
set .@woe_state_array$, ".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$+"["+.@k+"]");
set .@gid, GetCastleData(.@map$,1);
if ( .@gid ) {
announce
"The [" + GetCastleName(.@map$) + "] castle of the [" +
.region_names$[.@i] + "] region is currently held by the [" +
GetGuildName(GetCastleData(.@map$,1)) + "] guild.",bc_all;
if ( getarg(0,0) ) {
set
.@nb, query_sql( "select account_id from `char` where guild_id = "+
.@gid +" and online = 1", .@aid );
for ( set .@n, 0; .@n < .@nb; set .@n, .@n +1 )
getitem 7539,15, .@aid[.@n];
}
} else {
announce
"The [" + GetCastleName(.@map$) + "] castle of the [" +
.region_names$[.@i] + "] region is currently unoccupied.",bc_all;
}
set .@castle_check, .@castle_check - (1 << .@k);
}
set .@k, .@k + 1;
}
}
end; -
-
Hello good evening, the skill Magnum Break, enchants the weapon with 20% effect fire, wanted to edit the src to that effect stay 100% ..
-
my stargamepanel not load images like capcher
-
I would like to use StarGamesControlPanel fully patched, I just want to change (group_id) to (level) if pider tell me which files I can do it thank you very much
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I downloaded a StarGames Control Panel but here it is for 3rd, I want to use it on an emulator without 3rd, "level" and not "group_id"
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I wanted to use it on an emulator without 3rd, where I make the change?
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I would use this panel on an emulator without 3rd, can someone please tell me where I modify?
of "group_id" to "level"
@joinbg choose blue or red side
in Script Support
Posted · Edited by cumbe11
Original English version without personal changes ..
setarray .BG_Arenas$[0], "Flavius_CTF", "Tierra_EOS", "Tierra_TI", "Flavius_TD","Tierra_Boss","Conquest", "Flavius_SC","Tierra_DOM", "Rush";
// Battleground Arena Name - for announcements
setarray .BG_Names$[0], "Capture the Flag","Eye of Storm","Triple Inferno","Team DeathMatch", "Bossnia","Conquest","Stone Control","Domination", "Rush";
// Minimum Players to start the BG
setarray .BG_Min[0], 5, 5, 5, 5, 5, 20, 5, 5, 15;
// Maximum Players per Team
setarray .BG_Max[0], 35, 35, 35, 35, 35, 50, 35, 35, 30; << maximum number supported by BG BG
// BG Message Colors
setarray .BG_Color$[0], "0xA0522D", "0x4169E1", "0x696969", "0x808000", "0x483D8B","0xFFA500", "0x9ACD32", "0x4169E1","0xDDA0DD";
If you follow the help dowload BG and eamulador Hercules complete eamod ...
Full BG eamod Queue 2015
eAHecules