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Another EMPERIUM


NexusXVI

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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

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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

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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?

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its possible :)

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its possible :)

Can you teach me how to :D, cause i don't want breakers to be as easy as it is .. :D give them more challenge

Edited by NexusXVI
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explain what you need
 

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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 Castles

But 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 :D


explain what you need
 

So I need a cute script that will make a simple new Emperium on gef castle :D!


bumb

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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

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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...)

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