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-   -   Guild alliances on Classic iPhone. (https://forums.graalonline.com/forums/showthread.php?t=134258954)

Rufus 04-28-2010 08:32 PM

Guild alliances on Classic iPhone.
 
I heard that there's a feature on Classic iPhone where guilds can ally. With this, they can send guild messages to each other, and don't hurt each other during PKing activities. I was wondering if this is something new that has been added to the default system, or just added to the local server? We could take advantage of such features on the PC Graal if it has been added to default, just need to know how!

tempandrew 04-28-2010 08:59 PM

This actually seems like a really cool idea. It's hard for guilds to ally without accidentally hitting each other, and guild messages between two different guilds would be really interesting idea. If this is already on the classic iPhone, I can't imagine it being hard to code into the PC version. Perhaps a new feature for v6?

Soala 04-28-2010 09:23 PM

Yes it's something Stefan implemented on Classic iPhone a few days ago.
It's only a local feature though, but making it a global feature would be nice.

Crono 04-28-2010 09:31 PM

Would be helpful on UN too. :[

Bell 04-28-2010 10:16 PM

Classic main had guild alliances but you couldn't share guild messages I don't think. It would be a nice addition though for the item based changes Stefan has been talking about.

Rufus, hades WILL have to freeze over for Ventrue and US to ally though :p

Admins 04-29-2010 01:06 PM

We have added (clientside) player.alliedguilds which will make the player invulnerable against sword hits by those guilds. This only works in the latest v6 though. For guild messages we use a scripted system so we have not changed toguilds: or so.

Grey 04-29-2010 01:07 PM

:D I like this.

DustyPorViva 04-29-2010 02:44 PM

Quote:

Originally Posted by Stefan (Post 1572897)
We have added (clientside) player.alliedguilds which will make the player invulnerable against sword hits by those guilds. This only works in the latest v6 though. For guild messages we use a scripted system so we have not changed toguilds: or so.

Err... how does this work exactly? Also, how are you scripting PMs to allied guilds?

fowlplay4 04-29-2010 02:58 PM

Quote:

Originally Posted by DustyPorViva (Post 1572903)
Err... how does this work exactly? Also, how are you scripting PMs to allied guilds?

There's a scripted custom PM system too.

Tones 04-29-2010 05:57 PM

good progress!

Admins 05-01-2010 01:49 AM

The player list is already freezing/slowing down the staff PCs (with thousands of players), so the system on Classic iPhone is more based on a friend list which is stored in database and only shown when you want. It's highlighting friends on the map, also shows different nick name color depending on if the other players are friends or guild allies.

Vman13x 05-01-2010 05:39 PM

You have to pay 2000 to ally a guild lol :(

Matt 05-01-2010 05:56 PM

Very cool ! ^^

DustyPorViva 05-01-2010 08:59 PM

Quote:

Originally Posted by Vman13x (Post 1573291)
You have to pay 2000 to ally a guild lol :(

In-game cash, which I'm sure is easy to come by(they've got nothing else to do).

Admins 05-02-2010 01:17 AM

The guilds are basicly free, but you need to pay some gralats. You can also buy Gralats Packs if you don't want to spend your time on getting gralats in-game. We are making more money with Gralats Packs than with customization or houses.

kia345 05-02-2010 01:19 AM

Will iPhone get flying technology before us?

Admins 05-02-2010 01:22 AM

Well Kingdoms and Unholy Nation already got it but have not used it yet.

DustyPorViva 05-02-2010 01:25 AM

Quote:

Originally Posted by kia345 (Post 1573327)
Will iPhone get flying technology before us?

Don't bother with it.

Also, you never elaborated on how to use the alliance features, Stefan. Your original post was pretty vague.

fowlplay4 05-02-2010 01:45 AM

Quote:

Originally Posted by DustyPorViva (Post 1573335)
Don't bother with it.

Also, you never elaborated on how to use the alliance features, Stefan. Your original post was pretty vague.

You do the following on the client-side:

player.alliedguilds = {"guild", "otherguild", "someotherguild"};

But you'll have to have a local system handle alliances depending on guild tags.

DustyPorViva 05-02-2010 01:54 AM

Quote:

Originally Posted by fowlplay4 (Post 1573345)
You do the following on the client-side:

player.alliedguilds = {"guild", "otherguild", "someotherguild"};

But you'll have to have a local system handle alliances depending on guild tags.

Oh, okay... so I guess this isn't easily adapted to global guilds :( I'm not even sure if global guild ally data is accessible.

Rufus 05-02-2010 02:14 AM

Would be nice if the "allied guilds" section in the global guild system was adapted to work with something like this.

fowlplay4 05-02-2010 02:28 AM

Stefan could introduce a sendtext parameter to retrieve the allied guilds (I don't believe these lists are standardized in any way which is another problem), or someone could use that Global Guilds DB-NPC that I made to retrieve the IDs and use those IDs to retrieve the allies.

Personally I'd veer towards a custom local system, so you could have cool little bells and whistles attached to it.

sssssssssss 05-02-2010 09:56 PM

Wouldn't it be easier as a whole to just make it global, and then have the ability, like many global systems, to customize onto that for a local system?


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