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Break Emperium WoE Give Prize


Yasunari Ishibashi

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Destroy emperium when WoE will take place automatically earn reward & Gift is valid while WoE lasts.

This gift can anyone destroy emperium if I wanted TCG Card (7227) as a reward.

if anyone can make a script do I mean? /thx

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-    script    Sample    -1,{
OnNPCKillEvent:
if( killedrid == 1288 && agitcheck() )
   getitem 7227,1;
end;
}

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Or, to save (significant) resources, add "getitem" directly to the Emperium kill event in the guild files (/guild/ and /guild2/).

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-	script	Sample	-1,{
OnNPCKillEvent:
getmapxy(.@map$,.@x,.@y,0);
if(.@map$=="aldeg_cas01" && killedrid == 1288 && (gettime(4) == 3) && gettime(3) == 19 )
{
getitem 7227,1;
end;
}

}

please fix the script above /thx

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Like what Euphy said, adding getitem after these lines are more resource friendly.

https://rathena.svn....d/agit_main.txt

OnAgitBreak:

https://rathena.svn....git_main_se.txt

OnStartArena:

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its not about resource friendly, emistry's script doesn't even work

because our emperium has event labels

monster strnpcinfo(2),.@emproom[0],.@emproom[1],"Emperium",1288,1,"Agit#"+strnpcinfo(2)+"::OnAgitBreak";

"Agit#arug_cas01::OnAgitBreak" is the event label

http://www.eathena.ws/board/index.php?autocom=bugtracker&showbug=1260

the purpose of OnNPCKillEvent is meant to be used in quest script

and monsters with event labels is meant to be used in event script

both of them shouldn't be mix together

for example, in a poring event, a lot of porings is spawned,

if OnNPCKillEvent allows to trigger for it, players might abused the system and gets the quest done instantly

but because of event script, it has event labels, players will not abused the system to get it done from events

but yeah, just add getitem under OnAgitBreak: and OnStartArena:

rep up

Edited by AnnieRuru
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// The Emperium has been broken.
OnAgitBreak:
getitem 7227,1;
set .@GID,getcharid(2);
// Show and log error if an unguilded player breaks the Emperium. (Should NEVER happen)
if (.@GID <= 0) {
	set .@notice$,"Character "+strcharinfo(0)+" ("+getcharid(0)+") broke the Emperium in Castle: "+strnpcinfo(2)+" while guildless. No data will be saved and Emperium respawned.";
	 logmes .@notice$; debugmes .@notice$;
	donpcevent "Agit#"+strnpcinfo(2)+"::OnStartArena";
	end;
}

OnStartArena:
getitem 7227,1;
// OnAgitStart will fall through and spawn the Emperium.
if (strnpcinfo(2) == "aldeg_cas01") { setarray .@emproom[0],216,23; }
else if (strnpcinfo(2) == "aldeg_cas02") { setarray .@emproom[0],213,23; }
else if (strnpcinfo(2) == "aldeg_cas03") { setarray .@emproom[0],205,31; }
else if (strnpcinfo(2) == "aldeg_cas04") { setarray .@emproom[0],36,217; }
else if (strnpcinfo(2) == "aldeg_cas05") { setarray .@emproom[0],27,101; }
else if (strnpcinfo(2) == "gefg_cas01") { setarray .@emproom[0],197,181; }
else if (strnpcinfo(2) == "gefg_cas02") { setarray .@emproom[0],176,178; }
else if (strnpcinfo(2) == "gefg_cas03") { setarray .@emproom[0],244,166; }
else if (strnpcinfo(2) == "gefg_cas04") { setarray .@emproom[0],174,177; }
else if (strnpcinfo(2) == "gefg_cas05") { setarray .@emproom[0],194,184; }
else if (strnpcinfo(2) == "payg_cas01") { setarray .@emproom[0],139,139; }
else if (strnpcinfo(2) == "payg_cas02") { setarray .@emproom[0],38,25; }
else if (strnpcinfo(2) == "payg_cas03") { setarray .@emproom[0],268,264; }
else if (strnpcinfo(2) == "payg_cas04") { setarray .@emproom[0],270,28; }
else if (strnpcinfo(2) == "payg_cas05") { setarray .@emproom[0],30,30; }
else if (strnpcinfo(2) == "prtg_cas01") { setarray .@emproom[0],197,197; }
else if (strnpcinfo(2) == "prtg_cas02") { setarray .@emproom[0],157,174; }
else if (strnpcinfo(2) == "prtg_cas03") { setarray .@emproom[0],16,220; }
else if (strnpcinfo(2) == "prtg_cas04") { setarray .@emproom[0],291,14; }
else if (strnpcinfo(2) == "prtg_cas05") { setarray .@emproom[0],266,266; }

like this?

Edited by Yasunari Ishibashi
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Yes.

@AnnieRuru

Didn't aware of that. :o

The first impression after seeing OnNPCKillEvent which made me think that is not so resource friendly.

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