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Posted

Here's the gameplay

Emperium will respawn in certain map and every guild member will find and break it

After killing it..the Emperium will respawn at random coordinate and they will find it again to break.

The emp will drop or give the breaker a reward

6 answers to this question

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Posted

Does the other guild will kickout of the map once the Emperium Has broken?

The idea is same basic concepts of normal woe but the emp it's self will relocate once its destroyed

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Posted (edited)

Interesting. You can combine the woe mechanics with the mushroom event mechanics.

Mushroom Event:

OnMobKilled:
set .@GID,getcharid(2);
monster .Map$,0,0,"I'm an Emperium but looks like a Mushroom!",1902,.Spawn,strnpcinfo(0)+"::OnMobKilled";

WOE:

// Announce that the Emperium is destroyed, and respawn all but new castle-occupants.
mapannounce strnpcinfo(2),"The emperium has been destroyed.",bc_map|bc_woe,"0x00CCFF",FW_NORMAL,12;
MapRespawnGuildID strnpcinfo(2),.@GID,6;

sleep 500; // Slow down script execution slightly.
donpcevent "Agit#"+strnpcinfo(2)+"::OnStartArena"; //should replace this with something else to do the events
sleep 7000;
announce "The [" + getguildName(.@GID) + "] guild has pawned the Mushroom-like Emperium!",bc_all|bc_woe;
end;

Just need to figure out how it will be done properly

Edited by PandaLovesHamster
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Posted

I somehow figured out how it will be done

I still have missing something such as

Recall the guildmembers whose already on the map 5-10cells near on the Emperium after respawn

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Posted


// Set new Castle Occupant

SetCastleData strnpcinfo(2),1, .@GID;

// Announce that the Emperium is destroyed, and respawn all but new castle-occupants.

mapannounce strnpcinfo(2),"The emperium has been destroyed.",bc_map|bc_woe,"0x00CCFF",FW_NORMAL,12;

MapRespawnGuildID strnpcinfo(2),.@GID,6;

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