The node attack object has several settable parameters. This allows us to customize the attacks on the fly to determine how node attacks behave.
| Name | Default | Description |
|---|---|---|
| pbAttackEnabled | 0 (FALSE) | Are attacks scheduled? |
| piAttackFrequency | 36 | The number of Meridian days minimum between scheduled attacks. The actual attack happens up to 2 Meridian days after it is "scheduled". |
| piAttackIntensity | 8 | The maximum number of Xeochicatl that spawn with an attack. This number can be less, but never more. |
| piAttackDuration | 60 | Number of minutes the attack lasts. |
| piLossDuration | 12 | Number of Meridian days a node loss lasts |
| piSeveredChance | 5 | Base percent chance a person is severed from a node instead of merely losing it’s mana during that time. |
| piNumberOnForAttack | 20 | Minimum number of people needed to be on for an attack. |
| pbXeoRespawn | 0 (FALSE) | When heartstones are dropped, do Xeochicatl respawn from them after a short period of time. |
Xeochicatl are also not affected by DestroyDisposable if in the same room as a node attack. That means they won’t be cleared out of a room if left alone for a long time like other monsters. After a node attack, all Xeochicatl may be removed normally.
When an attack starts, Xeochicatl are created around the node, and Miriana is brought from her previous location to a location near the node. Players then have a certain number of minutes (piAttackDuration) to kill all the Xeochicatl. At the start of the attack, all monsters in the attacked room will die, and a message will be given to all players in the room. Monsters will stop generating in the room. All players online that have bonded with the node will get a message that they feel one of their nodes threatened. After 1/3 of the total time has passed, all online players are given a notification of which node is being attacked.
During a node attack, the Xeochicatl will be in the room and will not leave, even if no users show up. This means that users cannot avoid an attack by not going there. Note that after the attack, the Xeochicatl will disappear like any other monster if left alone for a period of time.
If all are destroyed, the node attack is averted. Note, that the heartstones that the Xeochicatl drop can respawn into Xeochicatl if left on the ground long enough (A variable in the Node Attack object (pbXeoRespawn) controls if heartstones respawn into Xeochicatl). If this feature is enabled, then the last Xeochicatl killed in a node attack should cause heartstones to respawn automatically.
If the attack is not averted, then the node is "taken". This means the art is changed, and it will remain "dead" for a certain period of Meridian days (piLossDuration). During this period, players who have bonded with the node will not get the extra mana that bonding normally gives. In addition, no player will be able to bond with the node during this time. There is a chance that a player will actually be severed from the node instead (piSeveredChance). This chance is checked individually for each character, and is modified by the number of nodes they already have. If severed, the player will have to re-bond with the node in at a future time.
Players online will get a message if the node is lost or severed. Offline players will get a gmail notification of the results.
Additionally, there are mechanics for another node that can have attacks scheduled manually for NODE_Q. This node is the "Martyr's Battleground" node. Due to the difficulty of getting to this node, it must be scheduled manually.
You can get the territory game object by sending the command: send
object
0 GetTerritoryGame By showing the object, you can see following
parameters:
| Variable | Default | Description |
|---|---|---|
| piClaimWait | 10 | Number of minutes to wait before a flag claim is completed. |
| piClaimRetry | 480 | Number of minutes to wait before you can claim a flag again. |
| piMinUsers | 20 | Minimum number of users needed online before you can take a flag. |
| piMinAllies | 4 | Minimum number of allies you must have in same room to make claim. |
|
|
|
|
| piMoneyFactor | 100 | Controls the amount of money dropped by monsters when money does drop. |
| piItemFactor | 100 | Controls the total number of items dropped by a monster at death. |
| piMagicItemModifier | 100 | Modifies the chance that a magical item is created in a monster's treasure. |
These controls can be used to modify the amount of loot dropped from monsters to put an economy back in balance.
One should exercise caution with the variables, however. A
value of piItemFactor below 25 will most likely cause monsters to stop
dropping items as monsters have a hard-coded limit of 4 items dropped
per death no
matter what. Also, the chance for a magical item to drop is
incredibly tiny (0.5% - 2.5% per kill in most cases). Increasing
piMagicItemModifier may not have much obvious effect immediately, and
decreasing it too much may
completely eliminate the chance for some monsters to drop items.
In
general, it should never drop below 10.
|
|
|
|
| piAdvancementRate | 100 |
Sets the rate of advancement as
a percent adjustement to the secondary chance to advance. |
|
|
|
|
| piFullSpellpower | FALSE | If set to true, makes all spells cast with maximum (99) spellpower. |
| piNoSpellPower | FALSE | If set to true, makes all spells cast with no (0) spellpower. |