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Curious about Guild War Scripts

#1 User is offline   Airstrikes 

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Posted 01 September 2006 - 08:34 AM

This is a very "nub" post of me to make, but I'll ask anyway because I'm very confused.

I've recently been cutting through problems on my server, and I noticed that guild flags did not dispay emblems. I searched about and fixed the problem (somehow, lol), but then I noticed something strange:

During WoE seige times, castles in geffen, alde, and payon did not have any mobs present. When WoE seige was over, the emperium dissappeared.

However, in the prontera castles, mobs and emperium are ALWAYS present, even when seige time ends. Players can still attack and destroy the Emperium.

I'll be honest, since I haven't really "played RO" since before guild wars (lol it makes setting up a server seem silly, but anyway), is this normal? I'm assuming that the prontera castle should conform to seige times and that castles should have mobs, but this "mix and match" situation" is pestering me.

I'd just like to know if this is normal, and if it is not, if anyone has any solutions, or has working WoE scripts they could attach. I'm using the default WoE scripts released in ASB 2.0 in the 10.2 package.

(...and I have searched. :inlove:)

Thanks!
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#2 User is offline   Kasuha 

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Posted 01 September 2006 - 09:26 AM

I don't know exactly how the GW scripts work, but I already know that they are very sensitive to any changes. Modifying the scripts may result in lost or not working NPCs etc, especially if you:
- add NPCs
- change order of NPCs or other parts of the scripts
- change NPC initialization/trigger sequences
You write that you fixed problems with flags ... that means that you did changes to the scripts. If different castles work different ways, you probably changed things differently in them - you should inspect these differences.
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#3 User is offline   Airstrikes 

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Posted 01 September 2006 - 05:58 PM

Ah, but I restored them. I have a copy with and without said modifications that are running. Thanks though, I could tell that from the time I started screwing around with them XD

[Edit] So nobody knows how guildwars actually work?

This post has been edited by Airstrikes: 04 September 2006 - 10:40 AM

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#4 User is offline   980542 

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Posted 05 September 2006 - 12:06 AM

Well, i spend some time trying to understand guild war features, but im a rookie and in the end i found more about what it looks like than how it does stuff...

Anyway

My guess is that prontera map isnt being controlled as a woe (war of emperium or guild war if you like) map. Therefore, the spawns set on the guild war script works as they would on other maps... Maybe you need to add that map to the agit table or some other place that bind maps with guild wars wich supposedly prontera is missing.

This post has been edited by 980542: 05 September 2006 - 12:07 AM

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#5 User is offline   Kasuha 

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Posted 06 September 2006 - 10:22 AM

What I know about how WoE scripts work (mostly guesses, it may be partially or completely wrong)

- WoE is controlled by the server. It's server's task to show/hide Emperium, to spawn Treasure boxes and to change the map to PvP/non-PvP on WoE time.

- any NPC put to a WoE map seems to be controlled by the WoE routine. The script file name shouldn't matter but the order in which they are loaded matters.

- in my theory, the monster spawns (putmob/putmob2) are in fixed order. Emperium goes first, then guardians go and treasure boxes at the end. The order of guardians defines their access numbers through the AgitNpcGet etc functions (starting at 100)

- Flag NPCs seem to be ignored though they are inside the WoE map
- Hidden NPCs seem to be ignored, too

- The first non-flag non-hidden NPC should be Kafra, the second non-flag non-hidden NPC should be the custodian. Well, maybe.

- All WoE handling is done directly by the server except when the Emperium is destroyed, the custodian's OnStartArena trigger is executed - this is only to broadcast the fact that the castle has been conquered.

Practical experience:
- Replacing Emperium with normal monster spawns the monster regardless on WoE time.
- Adding a visible NPC to a castle at the end of script turned the custodian invisible.
- Adding a hidden NPC to a castle didn't break anything.
- Removing flags from the castle interior didn't break anything.

I didn't have the guts to fiddle with the script too much so this is about everything I know.
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