NexusXVI Posted May 29, 2014 Group: Members Topic Count: 61 Topics Per Day: 0.01 Content Count: 227 Reputation: 6 Joined: 01/18/12 Last Seen: May 22, 2022 Share Posted May 29, 2014 On AgitMain saw this line if (!mobcount(strnpcinfo(2),"Agit#"+strnpcinfo(2)+"::OnAgitBreak")) { monster strnpcinfo(2),.@emproom[0],.@emproom[1],"Emperium",1288,1,"Agit#"+strnpcinfo(2)+"::OnAgitBreak"; } end; I was wondering what if I made a new emperium or an emperium of different kind and hp. im not that sure but is this right? 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; And mayber changing this : 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; } into this : else if (strnpcinfo(2) == "gefg_cas01") { setarray .@emproom[2],197,181; } else if (strnpcinfo(2) == "gefg_cas02") { setarray .@emproom[2],176,178; } else if (strnpcinfo(2) == "gefg_cas03") { setarray .@emproom[2],244,166; } else if (strnpcinfo(2) == "gefg_cas04") { setarray .@emproom[2],174,177; } else if (strnpcinfo(2) == "gefg_cas05") { setarray .@emproom[2],194,184; } is that possible? I would like some comments from the pro's xD Quote Link to comment Share on other sites More sharing options...
Kichi Posted May 29, 2014 Group: Members Topic Count: 25 Topics Per Day: 0.01 Content Count: 509 Reputation: 80 Joined: 11/20/11 Last Seen: October 3, 2020 Share Posted May 29, 2014 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 1 Quote Link to comment Share on other sites More sharing options...
NexusXVI Posted May 29, 2014 Group: Members Topic Count: 61 Topics Per Day: 0.01 Content Count: 227 Reputation: 6 Joined: 01/18/12 Last Seen: May 22, 2022 Author Share Posted May 29, 2014 So is making a new emperium on a different castle imposible? 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 So is making a new emperium on a different castle imposible? Quote Link to comment Share on other sites More sharing options...
Kichi Posted May 29, 2014 Group: Members Topic Count: 25 Topics Per Day: 0.01 Content Count: 509 Reputation: 80 Joined: 11/20/11 Last Seen: October 3, 2020 Share Posted May 29, 2014 its possible Quote Link to comment Share on other sites More sharing options...
NexusXVI Posted May 29, 2014 Group: Members Topic Count: 61 Topics Per Day: 0.01 Content Count: 227 Reputation: 6 Joined: 01/18/12 Last Seen: May 22, 2022 Author Share Posted May 29, 2014 (edited) its possible Can you teach me how to , cause i don't want breakers to be as easy as it is .. give them more challenge Edited May 29, 2014 by NexusXVI Quote Link to comment Share on other sites More sharing options...
Kichi Posted May 29, 2014 Group: Members Topic Count: 25 Topics Per Day: 0.01 Content Count: 509 Reputation: 80 Joined: 11/20/11 Last Seen: October 3, 2020 Share Posted May 29, 2014 explain what you need Quote Link to comment Share on other sites More sharing options...
NexusXVI Posted May 30, 2014 Group: Members Topic Count: 61 Topics Per Day: 0.01 Content Count: 227 Reputation: 6 Joined: 01/18/12 Last Seen: May 22, 2022 Author Share Posted May 30, 2014 Well I have this WoE on prt castles and geffen castles I need a different Emperium on Geffen Castle a little less hp but has different race and element (I can do the emp)Meaning the Emperium on Prt Castles are literally Different with the Gef CastlesBut because they both read the same mob which is 1288 ,I can't really make a decent script cause I don't have that much talent yet explain what you need So I need a cute script that will make a simple new Emperium on gef castle ! bumb Quote Link to comment Share on other sites More sharing options...
Kichi Posted May 31, 2014 Group: Members Topic Count: 25 Topics Per Day: 0.01 Content Count: 509 Reputation: 80 Joined: 11/20/11 Last Seen: October 3, 2020 Share Posted May 31, 2014 if ((!mobcount(strnpcinfo(2),"Agit#"+strnpcinfo(2)+"::OnAgitBreak"))&&(strnpcinfo(4)=="prtg_cas01")) { monster strnpcinfo(2),.@emproom[0],.@emproom[1],"Emperium",4000,1,"Agit#"+strnpcinfo(2)+"::OnAgitBreak"; } else{ monster strnpcinfo(2),.@emproom[2],.@emproom[3],"Emperium",1288,1,"Agi#"+strnpcinfo(2)+"::OnAgitBreak"; } end; Castle prtg_cas01 will use emperium 4000 else 1288 Quote Link to comment Share on other sites More sharing options...
GmOcean Posted May 31, 2014 Group: Members Topic Count: 31 Topics Per Day: 0.01 Content Count: 666 Reputation: 93 Joined: 04/27/12 Last Seen: August 17, 2015 Share Posted May 31, 2014 Yeah, but doing that wouldn't make it an official Emperium. Just a regular monster that looks like emperium. You need to edit on the src side, so that it acts like an emperium (immune to certain skills, etc...) Quote Link to comment Share on other sites More sharing options...
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NexusXVI
On AgitMain saw this line
I was wondering what if I made a new emperium or an emperium of different kind and hp. im not that sure but is this right?
And mayber changing this :
into this :
is that possible? I would like some comments from the pro's xD
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