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  1. #1
    Spectre90's Avatar Contributor
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    City Conquest

    Decided to repost this here, this is my first public script that I've released.
    Note the description for how this script works is very outdated, but it gives the basic idea of how it works.

    City Conquest (Ver 2.2 Public)

    This script works very simply as it is setup in my server the following happens, to capture lets say stormwind, you must killed Forddragon in the keep, who is then killed releasing the final boss nefarion, nef has a 10 minute timer, they must down him within that time limit for the stages will reset, after killing him all the npc's will be switched to the opposite factions team.

    To regain control of stormwind the alliance must capture orgrimmar, to do this they must kill thrall (at org), who then spawns ragnaros near the org entry point, after rag is downed org is captured and sw is released. (same visa versa)

    Upon a cities capture a boss NPC will spawn in the place of the first npc that was killed to start the capture stages, this npc is not meant to be killed (and shouldn't be) so it's not flagged for combat, but is required to make the recapture process work.

    How ever, this does change any instance of the creature to that faction, so some SW npc's exist outside of SW as well they are faction changed along with the rest, this is a bug which is easily fixed, and will be soon, I'm just lazy atm .

    CityConquest Files:
    Click Here


    SQL for bosses:

    Code:
    INSERT INTO creature_names
       (`entry`, `name`, `subname`, `info_str`, `Flags1`, `type`, `family`, `rank`, `unk4`, `spelldataid`, `male_displayid`, `female_displayid`, `male_displayid2`, `female_displayid2`, `unknown_float1`, `unknown_float2`, `civilian`, `leader`)
    VALUES
       (1234614, 'Thrall', '', ' ', 12, 7, 0, 3, 0, NULL, 4527, 0, 0, 0, 1, 1, 0, 1);
    
    INSERT INTO creature_names
       (`entry`, `name`, `subname`, `info_str`, `Flags1`, `type`, `family`, `rank`, `unk4`, `spelldataid`, `male_displayid`, `female_displayid`, `male_displayid2`, `female_displayid2`, `unknown_float1`, `unknown_float2`, `civilian`, `leader`)
    VALUES
       (1234615, 'Death Bringer', '', ' ', 76, 2, 0, 3, 0, NULL, 14367, 0, 0, 0, 1, 1, 0, NULL);
    
    INSERT INTO creature_names
       (`entry`, `name`, `subname`, `info_str`, `Flags1`, `type`, `family`, `rank`, `unk4`, `spelldataid`, `male_displayid`, `female_displayid`, `male_displayid2`, `female_displayid2`, `unknown_float1`, `unknown_float2`, `civilian`, `leader`)
    VALUES
       (1234616, 'Nefarian', '', ' ', 3, 2, 0, 3, 0, NULL, 11380, 0, 0, 0, 1, 1, 0, NULL);
    
    INSERT INTO creature_names
       (`entry`, `name`, `subname`, `info_str`, `Flags1`, `type`, `family`, `rank`, `unk4`, `spelldataid`, `male_displayid`, `female_displayid`, `male_displayid2`, `female_displayid2`, `unknown_float1`, `unknown_float2`, `civilian`, `leader`)
    VALUES
       (1234617, 'Ragnaros', '', ' ', 3, 2, 0, 3, 0, NULL, 11121, 0, 0, 0, 1, 1, 0, NULL);
    
    INSERT INTO creature_names
       (`entry`, `name`, `subname`, `info_str`, `Flags1`, `type`, `family`, `rank`, `unk4`, `spelldataid`, `male_displayid`, `female_displayid`, `male_displayid2`, `female_displayid2`, `unknown_float1`, `unknown_float2`, `civilian`, `leader`)
    VALUES
       (1234619, 'Tyrande Whisperwind', 'High Priestess of Elune', ' ', 12, 7, 0, 3, 0, NULL, 7274, 0, 0, 0, 1, 1, 1, NULL);
    
    INSERT INTO creature_proto
       (`entry`, `minlevel`, `maxlevel`, `faction`, `minhealth`, `maxhealth`, `mana`, `scale`, `npcflags`, `attacktime`, `attacktype`, `mindamage`, `maxdamage`, `rangedattacktime`, `rangedmindamage`, `rangedmaxdamage`, `mountdisplayid`, `equipmodel1`, `equipinfo1`, `equipslot1`, `equipmodel2`, `equipinfo2`, `equipslot2`, `equipmodel3`, `equipinfo3`, `equipslot3`, `respawntime`, `armor`, `resistance1`, `resistance2`, `resistance3`, `resistance4`, `resistance5`, `resistance6`, `combat_reach`, `bounding_radius`, `auras`, `boss`, `money`, `invisibility_type`, `death_state`, `walk_speed`, `run_speed`, `fly_speed`, `extra_a9_flags`)
    VALUES
       (1234614, 73, 73, 2, 957109, 957109, 50805, 1.2, 2, 1150, 0, 10000, 500000, 0, 0, 0, 0, 22180, 50267138, 768, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, '0', 0, 0, 0, 0, 2.5, 8, 14, 0);
    
    INSERT INTO creature_proto
       (`entry`, `minlevel`, `maxlevel`, `faction`, `minhealth`, `maxhealth`, `mana`, `scale`, `npcflags`, `attacktime`, `attacktype`, `mindamage`, `maxdamage`, `rangedattacktime`, `rangedmindamage`, `rangedmaxdamage`, `mountdisplayid`, `equipmodel1`, `equipinfo1`, `equipslot1`, `equipmodel2`, `equipinfo2`, `equipslot2`, `equipmodel3`, `equipinfo3`, `equipslot3`, `respawntime`, `armor`, `resistance1`, `resistance2`, `resistance3`, `resistance4`, `resistance5`, `resistance6`, `combat_reach`, `bounding_radius`, `auras`, `boss`, `money`, `invisibility_type`, `death_state`, `walk_speed`, `run_speed`, `fly_speed`, `extra_a9_flags`)
    VALUES
       (1234615, 73, 73, 1, 40000, 40000, 92500, 1.6, 0, 2000, 0, 3763, 5287, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 80, 1, 1, '0', 1, 0, 0, 0, 2.5, 8, 14, 0);
    
    INSERT INTO creature_proto
       (`entry`, `minlevel`, `maxlevel`, `faction`, `minhealth`, `maxhealth`, `mana`, `scale`, `npcflags`, `attacktime`, `attacktype`, `mindamage`, `maxdamage`, `rangedattacktime`, `rangedmindamage`, `rangedmaxdamage`, `mountdisplayid`, `equipmodel1`, `equipinfo1`, `equipslot1`, `equipmodel2`, `equipinfo2`, `equipslot2`, `equipmodel3`, `equipinfo3`, `equipslot3`, `respawntime`, `armor`, `resistance1`, `resistance2`, `resistance3`, `resistance4`, `resistance5`, `resistance6`, `combat_reach`, `bounding_radius`, `auras`, `boss`, `money`, `invisibility_type`, `death_state`, `walk_speed`, `run_speed`, `fly_speed`, `extra_a9_flags`)
    VALUES
       (1234616, 73, 73, 1, 340000, 360000, 19357, 1, 0, 2350, 0, 4531, 6321, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, '0', 0, 0, 0, 0, 2.5, 8, 14, 0);
    
    INSERT INTO creature_proto
       (`entry`, `minlevel`, `maxlevel`, `faction`, `minhealth`, `maxhealth`, `mana`, `scale`, `npcflags`, `attacktime`, `attacktype`, `mindamage`, `maxdamage`, `rangedattacktime`, `rangedmindamage`, `rangedmaxdamage`, `mountdisplayid`, `equipmodel1`, `equipinfo1`, `equipslot1`, `equipmodel2`, `equipinfo2`, `equipslot2`, `equipmodel3`, `equipinfo3`, `equipslot3`, `respawntime`, `armor`, `resistance1`, `resistance2`, `resistance3`, `resistance4`, `resistance5`, `resistance6`, `combat_reach`, `bounding_radius`, `auras`, `boss`, `money`, `invisibility_type`, `death_state`, `walk_speed`, `run_speed`, `fly_speed`, `extra_a9_flags`)
    VALUES
       (1234617, 73, 73, 2, 340000, 360000, 19357, 0.7, 0, 2350, 0, 4531, 6321, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, '0', 0, 0, 0, 0, 2.5, 8, 14, 0);
    
    
    INSERT INTO creature_proto
       (`entry`, `minlevel`, `maxlevel`, `faction`, `minhealth`, `maxhealth`, `mana`, `scale`, `npcflags`, `attacktime`, `attacktype`, `mindamage`, `maxdamage`, `rangedattacktime`, `rangedmindamage`, `rangedmaxdamage`, `mountdisplayid`, `equipmodel1`, `equipinfo1`, `equipslot1`, `equipmodel2`, `equipinfo2`, `equipslot2`, `equipmodel3`, `equipinfo3`, `equipslot3`, `respawntime`, `armor`, `resistance1`, `resistance2`, `resistance3`, `resistance4`, `resistance5`, `resistance6`, `combat_reach`, `bounding_radius`, `auras`, `boss`, `money`, `invisibility_type`, `death_state`, `walk_speed`, `run_speed`, `fly_speed`, `extra_a9_flags`)
    VALUES
       (1234619, 73, 73, 79, 50000000, 50000000, 67740, 1, 2, 1150, 0, 10000, 500000, 0, 0, 0, 0, 8377, 33488898, 1024, 0, 0, 0, 24930, 251789826, 0, 1800000, 0, 0, 0, 0, 0, 0, 0, 1, 1, '0', 0, 0, 0, 0, 2, 8, 14, 0);
    Also note that for the starter npc's you may have to go into the database and set their respawntimes to zero if they keep respawning automatically (Fordragon / Thrall)

    Setup a svn for myself so I could log changes better

    Changelog
    Revision: 74
    Author: spectre_ap
    Date: 1:17:27 PM, Wednesday, April 02, 2008
    Message:
    Rewrote the city capture process a bit, now each city has a separate variable for whether or not it has been captured, this eliminates the problems that would have been caused by adding more then two cities to the script as the controller variable could really only handle 2 cities correctly.

    Haven't tested this on a live server yet, how ever the revs prior to this one have been stability tested.

    Revision: 73
    Author: spectre_ap
    Date: 11:44:23 AM, Wednesday, April 02, 2008
    Message:
    Porting stuff from other SVN:

    Revision: 27
    Author: Spectre
    Date: 11:24:02 AM, Wednesday, April 02, 2008
    Message:
    Alright, tired of working on this ****ing fly bug, so added a bunch of ifdef's to enable/disable it for testing, makes the code look a little messy but until I figure it out, it will need to stay this way

    Revision: 26
    Author: Spectre
    Date: 8:41:03 AM, Wednesday, April 02, 2008
    Message:
    Nef will now fly into the city, this creates a strange but with him not leaving the flying emote, how ever if you zone and come back he's normal, need to find a fix for this, but for now it's fine and shouldn't really be a big issue.

    Revision: 71
    Author: spectre_ap
    Date: 5:37:58 AM, Wednesday, April 02, 2008
    Message:
    Removed static from class functions, don't know why I did it that way in the first place only need the variables to be static. (then again it is late..perhaps I forgot my reason for doing so)

    Changed SW/Org creature holders from Arrays to Vectors (thanks to optical) still testing this but it should be fine for now.
    Ported over files from private SVN, so again ignore any references to `Attack And Defend`

    Revision: 70
    Author: spectre_ap
    Message:
    Adding these before I forget what I was doing..
    Added the Attack And Defend event, players will have 10 minutes to rally their troops up before the attack begins, started adding in trash mob AI, while nothing is scripted the basic structure is there.
    Correctly setup TrashMobAI, now it just needs to be scripted ect.


    Revision: 69
    Author: spectre_ap
    Message:
    Fixed Forced Switch option not setting the correct controller for orgrimmar.

    Revision: 68
    Author: spectre_ap
    Message:
    Adding in the Attack And Defend addon to CityConquest, right now it does nothing besides spawn our MainBoss and have him fly towards stormwind, much more work is needed.

    So far, it's integrated with the ConquestController, which will start the event under the Attack City option.

    Revision: 67
    Author: spectre_ap
    Message:
    Fixed Nef's Orientation, facing the wrong way is just wrong


    Revision: 66
    Author: spectre_ap
    Message:
    Added Conquest Controller, this is an item which will allow you to change the factions for cities at will, for now this serves little purpose but I plan to expand on it in the long run.

    Also forgot to mention, each city now only has 2 stages, as opposed to the prior 3 stages in SW 2 stages in Org, the stages will be more scripted later on.

    Revision: 65
    Author: spectre_ap
    Message:
    Adding CityConquest scripts, this version is slightly updated which includes a total of 3 files, it now has it's own class to help with some modules that will be added in later, minor code cleanup here and there and a bunch of other stuff I can't remember.

    Biggest change you'll notice is that this script now has 3 files, also I've been working with classes lately so I implemented a class for CityConquest, you'll notice that this module as references to "Attack And Defend" how ever those files are not supplied here, simply ignore the content regarding it and you'll be fine.

    If you notice any problems please let me know, this script (but not this version) has been running on my server for a few days without any major problems.

    City Conquest
  2. #2
    TheSpidey's Avatar Elite User
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    Already told you what a good job you were doing
    Is this the version with vector instead of array?

  3. #3
    Spectre90's Avatar Contributor
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    Originally Posted by Ultra Spidey View Post
    Already told you what a good job you were doing
    Is this the version with vector instead of array?
    yes, hopefully that works good was my first vector, before I had to restart my server for updates it was up for 6 hours, so it should work fine, how ever I never monitored cpu/memory usage during that time.

  4. #4
    TheSpidey's Avatar Elite User
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    I'm actually trying to adapt the previous script to one city, however it crashes when I change the ownership.
    I'll try this version

  5. #5
    Spectre90's Avatar Contributor
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    Originally Posted by Ultra Spidey View Post
    I'm actually trying to adapt the previous script to one city, however it crashes when I change the ownership.
    I'll try this version
    strange, shouldn't do that as long as it's all setup, I'm guessing this is a new city or one of the ones already scripted in?
    The newer versions (the ones without the Controller variable) are better setup to handle more then 2 cities, so it should work fine if you are indeed adding a new city, if it doesn't go well let me know what city you're doing and I'll try to setup a basic faction switch, but the rest (mobs ect) would be up to you as I'm still scripting the mobs for the first two cities.

  6. #6
    TheSpidey's Avatar Elite User
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    I modded it for one city, and scripted guards based on the Crimson NPCs.

    I have Priests who heal their comrades!

    I'll try the new version later

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