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Details for command getcastledata:
* getcastledata "mapname",<type>;
* setcastledata "mapname",<type>,<value>;
This function returns the castle ownership information for the castle referred
to by it's map name. Castle information stored in 'save\castle.txt' for the TXT
version of the server and in 'guild_castle' table for the SQL version.
Valid types of data are:
0 - Will make the map server request the castle data from the char server, and
always return 0. This, apparently, will also cause indirectly the execution
of an 'OnAgitInit:' event mentioned at the beginning of this document.
1 - Guild ID
2 - Castle Economy score.
3 - Castle Defence score.
4 - Number of times the economy was invested in today.
5 - Number of times the defence was invested in today.
9 - Will return 1 if a Kafra was hired for this castle, 0 otherwise.
10 - Is 1 if the 1st guardian is present (Soldier Guardian)
11 - Is 1 if the 2nd guardian is present (Soldier Guardian)
12 - Is 1 if the 3rd guardian is present (Soldier Guardian)
13 - Is 1 if the 4th guardian is present (Archer Guardian)
14 - Is 1 if the 5th guardian is present (Archer Guardian)
15 - Is 1 if the 6th guardian is present (Knight Guardian)
16 - Is 1 if the 7th guardian is present (Knight Guardian)
17 - Is 1 if the 8th guardian is present (Knight Guardian)
18-25 types of data will return current hit point values for guardians 1-8
respectively.
The 'setcastledata' command will behave identically, but instead of returning
values for the specified types of accessible data, it will alter them and cause
them to be sent to the char server for storage. Data type of 0 won't do
anything, obviously.