NexusXVI Posted May 29, 2014 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
Kichi Posted May 29, 2014 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
NexusXVI Posted May 29, 2014 Author 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
NexusXVI Posted May 29, 2014 Author 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
NexusXVI Posted May 30, 2014 Author 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
Kichi Posted May 31, 2014 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
GmOcean Posted May 31, 2014 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
Question
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
8 answers to this question
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