public class 0502_Guild_Related extends Object
================================ |0502.- Guild-related commands.| ================================
| 构造器和说明 |
|---|
0502_Guild_Related() |
| 限定符和类型 | 方法和说明 |
|---|---|
void |
agitstart()
agitstart;
agitend;
agitstart2;
agitend2;
agitstart3;
agitend3;
These commands will start and end War of Emperium FE, War of Emperium SE,
or War of Emperium TE.
|
void |
flagemblem()
flagemblem <guild id>;
This command only works when run by the NPC objects which have sprite id 722,
which is a 3D guild flag sprite.
|
void |
getguildalliance()
getguildalliance(<guild id1>, <guild id2>);
This command will return the relation between 2 guilds.
|
void |
guardian()
guardian "<map name>",<x>,<y>,"<name to show>",<mob id>{,"<event label>"{,<guardian index>}};
This command is roughly equivalent to 'monster', but is meant to be used with
castle guardian monsters and will only work with them.
|
void |
guardianinfo()
guardianinfo("<map name>", <guardian number>, <type>);
This function will return various info about the specified guardian, or -1
if it fails for some reason.
|
void |
gvgon()
gvgon "<map name>";
gvgoff "<map name>";
These commands will turn GVG mode for the specified maps on and off, setting up
appropriate map flags.
|
void |
gvgon3()
gvgon3 "<map name>";
gvgoff3 "<map name>";
Theses commands behave identically to gvgon/gvgoff, but apply GVG_TE mapflag.
|
void |
maprespawnguildid()
maprespawnguildid "<map name>",<guild id>,<flag>;
This command goes through the specified map and for each player and monster
found there does stuff.
|
maprespawnguildid "<map name>",<guild id>,<flag>;
This command goes through the specified map and for each player and monster
found there does stuff.
Flag is a bit-mask (add up numbers to get effects you want)
1 - warp all guild members to their save points.
2 - warp all non-guild members (including guildless players) to their save points.
4 - remove all monsters which are not guardian or Emperium.
Flag 7 will, therefore, mean 'wipe all mobs but guardians and the Emperium and
kick all characters out', which is what the official scripts do upon castle
surrender. Upon start of WoE, the scripts do 2 (warp all intruders out).
For examples, check the WoE scripts in the distribution.
agitstart;
agitend;
agitstart2;
agitend2;
agitstart3;
agitend3;
These commands will start and end War of Emperium FE, War of Emperium SE,
or War of Emperium TE.
This is a bit more complex than it sounds, since the commands themselves won't
actually do anything interesting, except causing all 'OnAgitStart:' and
'OnAgitEnd:', 'OnAgitStart2:' and 'OnAgitEnd2:', or 'OnAgitStart3:' and
'OnAgitEnd3:' in the case of latter two commands, events to run everywhere,
respectively. They are used as simple triggers to run a lot of complex scripts
all across the server, and they, in turn, are triggered by clock with an
'OnClock<time>:' time-triggering label.
gvgon "<map name>";
gvgoff "<map name>";
These commands will turn GVG mode for the specified maps on and off, setting up
appropriate map flags. In GVG mode, maps behave as if during the time of WoE,
even though WoE itself may or may not actually be in effect.
gvgon3 "<map name>";
gvgoff3 "<map name>";
Theses commands behave identically to gvgon/gvgoff, but apply GVG_TE mapflag.
flagemblem <guild id>;
This command only works when run by the NPC objects which have sprite id 722,
which is a 3D guild flag sprite. If it isn't, the data will change, but nothing
will be seen by anyone. If it is invoked in that manner, the emblem of the
specified guild will appear on the flag, though, if any players are watching it
at this moment, they will not see the emblem change until they move out of sight
of the flag and return.
This is commonly used in official guildwar scripts with a function call which
returns a guild id:
// This will change the emblem on the flag to that of the guild that owns
// "guildcastle"
flagemblem GetCastleData("guildcastle",1);
guardian "<map name>",<x>,<y>,"<name to show>",<mob id>{,"<event label>"{,<guardian index>}};
This command is roughly equivalent to 'monster', but is meant to be used with
castle guardian monsters and will only work with them. It will set the guardian
characteristics up according to the castle's investment values and otherwise
set the things up that only castle guardians need.
Since trunk r12524:
Returns the id of the mob or 0 if an error occurred.
When 'guardian index' isn't supplied it produces a temporary guardian.
Temporary guardians are not saved with the castle and can't be accessed by guardianinfo.
guardianinfo("<map name>", <guardian number>, <type>);
This function will return various info about the specified guardian, or -1
if it fails for some reason. It is primarily used in the castle manager NPC.
Map name and guardian number (value between 0 and 7) define the target.
Type indicates what information to return:
0 - visibility (whether the guardian is installed or not)
1 - max. hp
2 - current hp
getguildalliance(<guild id1>, <guild id2>);
This command will return the relation between 2 guilds.
NOTE: This should be used in collaboration with 'requestguildinfo' as the
map-server needs to request for information from the char-server.
Return values:
-2 - Guild ID1 does not exist
-1 - Guild ID2 does not exist
0 - Both guilds have no relation OR guild ID aren't given
1 - Both guilds are allies
2 - Both guilds are antagonists
Copyright © 工程的初始时间(可选)–2019. All rights reserved.