How to make announcement before the seige will start?
like: The Guild Seige will start after 5mins..
anyone know it?
like: The Guild Seige will start after 5mins..
anyone know it?
Simply change the message that appears after the siege has ended.Quote:
How to make announcement before the seige will start?
like: The Guild Seige will start after 5mins..
anyone know it?
Nice release Thank youQuote:
Hiermit reuploade ich mein Auto GuildWar.
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Hier ist noch eine GuildCombat.txt die auf die 30 min Auto Gw ausgelegt ist.
Hoffe damit jetzt das einige GuildWar Server es übernehmen werden und wir uns darauf freuen können, das es immer GuildWar gibt :P
void CGuildCombat::Process()
{
#ifdef __WORLDSERVER
#ifdef _DEBUG
// TRACE( "GuildWarFlyff::Process <%d>, <%d>\n", m_nState, m_nGuildCombatState);
#endif //_DEBUG
if( m_nState != CLOSE_STATE )
{
if( m_nProcessGo < m_nProcessCount[0] )
ProcessCommand();
ProcessJoinWar(); //
}
else
{
CTime ctime = CTime::GetCurrentTime();
#ifdef __PMA_GW
for( DWORD i = 0; i < __AutoOpen.size(); i++ )
{
if( __AutoOpen[i].nDay == ctime.GetDayOfWeek()-1 && __AutoOpen[i].bUseing )
{
CTimeSpan ts( 0, __AutoOpen[i].nHour-ctime.GetHour(), __AutoOpen[i].nMinute-ctime.GetMinute(), 0 );
if( ts.GetTotalSeconds() == GW_TIME_ANNOUNCE*60 )
g_DPCoreClient.SendSystem( prj.GetText( TID_GAME_GUILDCOMBAT_START30 ) );
if( __AutoOpen[i].nHour == ctime.GetHour() &&
__AutoOpen[i].nMinute == ctime.GetMinute() && m_bMutex == FALSE )
#else
if( __AutoOpen[ctime.GetDayOfWeek()-1].bUseing )
{
// ½ºÅµ µÉ ¼ö ÀÖÀ¸¹Ç·Î ¼öÁ¤À» ÇÊ¿ä·Î ÇÔ
if( __AutoOpen[ctime.GetDayOfWeek()-1].nHour == ctime.GetHour() &&
__AutoOpen[ctime.GetDayOfWeek()-1].nMinute == ctime.GetMinute() && m_bMutex == FALSE )
#endif
{
#ifdef __S_BUG_GC
if( (int)( m_vecGuildCombatMem.size() ) >= m_nMinGuild )
#else // __S_BUG_GC
if( m_GuildCombatMem.size() > 1 )
#endif // __S_BUG_GC
{
GuildCombatOpen();
}
else
{
m_ctrMutexOut.Set( SEC(60) );
m_bMutexMsg = TRUE;
g_DPCoreClient.SendSystem( prj.GetText( TID_GAME_GUILDCOMBAT_NEXT_COMBAT ) );
g_DPCoreClient.SendSystem( prj.GetText( TID_GAME_GUILDCOMBAT_ENJOY ) );
}
m_bMutex = TRUE;
}
if( m_bMutexMsg && m_ctrMutexOut.IsTimeOut() )
{
m_bMutexMsg = FALSE;
m_bMutex = FALSE;
}
}
}
#ifdef __PMA_GW
}
#endif
#endif //__WORLDSERVER
}
void CGuildCombat::Process()
{
#ifdef __WORLDSERVER
#ifdef _DEBUG
// TRACE( "GuildWarFlyff::Process <%d>, <%d>\n", m_nState, m_nGuildCombatState);
#endif //_DEBUG
if( m_nState != CLOSE_STATE )
{
if( m_nProcessGo < m_nProcessCount[0] )
ProcessCommand();
ProcessJoinWar(); //
}
else
{
CTime ctime = CTime::GetCurrentTime();
if((ctime.GetMinute() % 30 == 0) && m_bMutex == FALSE ) // jede 30 Minuten
{
#ifdef __S_BUG_GC
if( (int)( m_vecGuildCombatMem.size() ) >= m_nMinGuild )
#else // __S_BUG_GC
if( m_GuildCombatMem.size() > 1 )
#endif // __S_BUG_GC
{
GuildCombatOpen();
g_DPCoreClient.SendSystem( prj.GetText( TID_GAME_GUILDCOMBAT_ENJOY ) ); //Startet Line Up und Shoutet
}
else
{
m_ctrMutexOut.Set( SEC(60) );
m_bMutexMsg = TRUE;
g_DPCoreClient.SendSystem( prj.GetText( TID_GAME_GUILDCOMBAT_NEXT_COMBAT ) ); //Shoutet wenn es zu wenig Gilden sind
}
m_bMutex = TRUE;
}
if( m_bMutexMsg && m_ctrMutexOut.IsTimeOut() )
{
m_bMutexMsg = FALSE;
m_bMutex = FALSE;
}
}
#endif //__WORLDSERVER
}
NopeQuote:
My old code
The New oneCode:void CGuildCombat::Process() { #ifdef __WORLDSERVER #ifdef _DEBUG // TRACE( "GuildWarFlyff::Process <%d>, <%d>\n", m_nState, m_nGuildCombatState); #endif //_DEBUG if( m_nState != CLOSE_STATE ) { if( m_nProcessGo < m_nProcessCount[0] ) ProcessCommand(); ProcessJoinWar(); // } else { CTime ctime = CTime::GetCurrentTime(); #ifdef __PMA_GW for( DWORD i = 0; i < __AutoOpen.size(); i++ ) { if( __AutoOpen[i].nDay == ctime.GetDayOfWeek()-1 && __AutoOpen[i].bUseing ) { CTimeSpan ts( 0, __AutoOpen[i].nHour-ctime.GetHour(), __AutoOpen[i].nMinute-ctime.GetMinute(), 0 ); if( ts.GetTotalSeconds() == GW_TIME_ANNOUNCE*60 ) g_DPCoreClient.SendSystem( prj.GetText( TID_GAME_GUILDCOMBAT_START30 ) ); if( __AutoOpen[i].nHour == ctime.GetHour() && __AutoOpen[i].nMinute == ctime.GetMinute() && m_bMutex == FALSE ) #else if( __AutoOpen[ctime.GetDayOfWeek()-1].bUseing ) { // ½ºÅµ µÉ ¼ö ÀÖÀ¸¹Ç·Î ¼öÁ¤À» ÇÊ¿ä·Î ÇÔ if( __AutoOpen[ctime.GetDayOfWeek()-1].nHour == ctime.GetHour() && __AutoOpen[ctime.GetDayOfWeek()-1].nMinute == ctime.GetMinute() && m_bMutex == FALSE ) #endif { #ifdef __S_BUG_GC if( (int)( m_vecGuildCombatMem.size() ) >= m_nMinGuild ) #else // __S_BUG_GC if( m_GuildCombatMem.size() > 1 ) #endif // __S_BUG_GC { GuildCombatOpen(); } else { m_ctrMutexOut.Set( SEC(60) ); m_bMutexMsg = TRUE; g_DPCoreClient.SendSystem( prj.GetText( TID_GAME_GUILDCOMBAT_NEXT_COMBAT ) ); g_DPCoreClient.SendSystem( prj.GetText( TID_GAME_GUILDCOMBAT_ENJOY ) ); } m_bMutex = TRUE; } if( m_bMutexMsg && m_ctrMutexOut.IsTimeOut() ) { m_bMutexMsg = FALSE; m_bMutex = FALSE; } } } #ifdef __PMA_GW } #endif #endif //__WORLDSERVER }
Code:void CGuildCombat::Process() { #ifdef __WORLDSERVER #ifdef _DEBUG // TRACE( "GuildWarFlyff::Process <%d>, <%d>\n", m_nState, m_nGuildCombatState); #endif //_DEBUG if( m_nState != CLOSE_STATE ) { if( m_nProcessGo < m_nProcessCount[0] ) ProcessCommand(); ProcessJoinWar(); // } else { CTime ctime = CTime::GetCurrentTime(); if((ctime.GetMinute() % 30 == 0) && m_bMutex == FALSE ) // jede 30 Minuten { #ifdef __S_BUG_GC if( (int)( m_vecGuildCombatMem.size() ) >= m_nMinGuild ) #else // __S_BUG_GC if( m_GuildCombatMem.size() > 1 ) #endif // __S_BUG_GC { GuildCombatOpen(); g_DPCoreClient.SendSystem( prj.GetText( TID_GAME_GUILDCOMBAT_ENJOY ) ); //Startet Line Up und Shoutet } else { m_ctrMutexOut.Set( SEC(60) ); m_bMutexMsg = TRUE; g_DPCoreClient.SendSystem( prj.GetText( TID_GAME_GUILDCOMBAT_NEXT_COMBAT ) ); //Shoutet wenn es zu wenig Gilden sind } m_bMutex = TRUE; } if( m_bMutexMsg && m_ctrMutexOut.IsTimeOut() ) { m_bMutexMsg = FALSE; m_bMutex = FALSE; } } #endif //__WORLDSERVER }
How about the code PMA_GW .. Do i need to add it or not ..