Jump to content
  • 0

R> Custom WoE


Yami-Chan

Question


  • Group:  Members
  • Topic Count:  4
  • Topics Per Day:  0.00
  • Content Count:  7
  • Reputation:   0
  • Joined:  03/05/14
  • Last Seen:  

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

Link to comment
Share on other sites

6 answers to this question

Recommended Posts

  • 0

  • Group:  Forum Moderator
  • Topic Count:  93
  • Topics Per Day:  0.02
  • Content Count:  10013
  • Reputation:   2348
  • Joined:  10/28/11
  • Last Seen:  

i think your idea is pretty much similar to the Find the Mushroom event

npc/custom/events/mushroom_event.txt

 

you can edit the mushroom id into a emperium to fulfill what you wanted.

 

just enable the GVG mapflag in case you want to allow GVG battle within the event map.

Link to comment
Share on other sites

  • 0

  • Group:  Members
  • Topic Count:  4
  • Topics Per Day:  0.00
  • Content Count:  7
  • Reputation:   0
  • Joined:  03/05/14
  • Last Seen:  

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

Link to comment
Share on other sites

  • 0

  • Group:  Members
  • Topic Count:  51
  • Topics Per Day:  0.01
  • Content Count:  452
  • Reputation:   33
  • Joined:  12/18/14
  • Last Seen:  

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
Link to comment
Share on other sites

  • 0

  • Group:  Members
  • Topic Count:  4
  • Topics Per Day:  0.00
  • Content Count:  7
  • Reputation:   0
  • Joined:  03/05/14
  • Last Seen:  

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

Link to comment
Share on other sites

  • 0

  • Group:  Members
  • Topic Count:  7
  • Topics Per Day:  0.00
  • Content Count:  80
  • Reputation:   1
  • Joined:  10/08/13
  • Last Seen:  


// 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;

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Answer this question...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...