GUILD SYSTEM V.6.0
This Download Contains Packages for the Following Emus:
Aspire HS - 3_1_0 Branch
ArcEmu - Trunk
WX SVN: WX-Gaming - Revision 8: /
Version 6.0 Includes:
The Main project is focused at Aspire Users, My own personal testing confirms only Aspire Server Cores, However with help from the community we will provide Conversions. We now have an SVN Project and all older versions have been saved onto SVN for the sake of original copies.
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(Copied Over Updates from 5.0 Post, half of these are still kinda new, so I'm posting them again)
##6.0 UPDATES!!!!##
We now have Zone Checks in place currently working as I was hoping they would. It took me some time to figure out a way to add this in, but we now have Hostility Checks in place. If land is flagged HOSTILE in the database, then you will now be flagged for FFA upon Zone Entry. Now that I have this working properly I will start adding in more if statements for gm / guild member/owner checks and level checks (last thing we need is noobs getting slaughtered)
I have an Idea to use alot of the communitys scripts ideas as some inspiration to some of the Guild Systems Functionality. This will include, but is not limited to Sydess's event commands for FFA for events for GuildMasters to allow. Spawning the actual game objects for houses themselves will be a little tough, I don't want guild masters filling up their land with go's all over, so I need to figure out a way to make their spawns limited to one of each type, e.g. go or npcs. There was an old school furniture script that had something similar, but players could pretty much fill up your database with a but ton of go's that could cause lag. So, we'll have to think that one thru since it would take forever to find appropriate go spawn locations for every area or zone
Current Chat Commands.
"#help"; // Lists commands
"#zone"; // shows available zone options
"#add"; // shows add commands(will have more in the future besides food)
"#mall"; // Malls for seperate Factions
"#event"; Event system
#event on for GM's
and
#event off for turning off events
#event takes player to event
Will soon have it set so that Guild Masters can set up Guild Events on their own
"#zone buy"; // added new query checks on buyland - if land is flagged forsale you may now purchase that land.
"#zone sell"; // sets land for sale
"#zone reset"; // sets not for sale
Warning - large images.
Screenshots for V.5.2 -
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