if (!mobcount(strnpcinfo(2),"Agit#"+strnpcinfo(2)+"::OnAgitBreak")) {
monster strnpcinfo(2),.@emproom[0],.@emproom[1],"Emperium",1288,1,"Agit#"+strnpcinfo(2)+"::OnAgitBreak";
}
else(!mobcount(strnpcinfo(2),"Agit#"+strnpcinfo(2)+"::OnAgitBreak")){
monster strnpcinfo(2),.@emproom[2],.@emproom[3],"Emperium",4000,1,"Agi#"+strnpcinfo(2)+"::OnAgitBreak";
}
end;
you can't give an argument to else,
if (!mobcount(strnpcinfo(2),"Agit#"+strnpcinfo(2)+"::OnAgitBreak")) {
monster strnpcinfo(2),.@emproom[0],.@emproom[1],"Emperium",1288,1,"Agit#"+strnpcinfo(2)+"::OnAgitBreak";
}
means, if there are no monster emperium. it will spawn a new one
else(!mobcount(strnpcinfo(2),"Agit#"+strnpcinfo(2)+"::OnAgitBreak")){
monster strnpcinfo(2),.@emproom[2],.@emproom[3],"Emperium",4000,1,"Agi#"+strnpcinfo(2)+"::OnAgitBreak";
}
and this isn't correct, even correct it will be spawn new emperium event the other emperium still in castle