Treasures
How does it work for players?
Treasures do not appear ?by luck?. They arrive in scheduled shipments, and your guild can increase that amount by completing missions and keeping the ship operational.
- 1) Treasures arrive in cycles
After a period of time, a new treasure shipment arrives. When it arrives, chests/treasures spawn in the proper room.
- 2) If the ship is ?out of supplies?, nothing arrives
If your guild fails weekly logistics (supplies), the shipment stops. Simple: no supplies = no treasures until restored.
- 3) Completing missions boosts the next shipment
By completing missions (deliveries/objectives), you earn ?bonuses? that convert into more treasures in the next shipment.
- 4) Opening treasures reduces stock
Each time someone opens a treasure, there is one less available. When they run out, wait for the next shipment.
- 5) Access rules
The treasure room is a benefit for the owner guild. If your guild does not control the ship, you typically cannot use those treasures.
Quick example:
? Your guild controls the ship and completes missions during the week.
? Shipment arrives: several treasures spawn in the room.
? If deliveries/missions were strong, the shipment includes ?extra treasures?.
? Each chest opened consumes 1 treasure from stock.
Security System
The Security System is the control and monitoring panel for the airwog airship. It manages access, laser sensors, and intruder protocol, while also showing real-time scans of players inside the ship and (when applicable) on the current destination map.
- Laser sensors: lets you enable or disable security. When enabled, sensors are announced and the WoG_security controller loop starts.
- Intruder alert: if a non-owner guild player attempts access while security is on, it broadcasts an emergency alert and triggers WoG_security::OnActivar.
- Cancel alert: resets intruder/lasers/timers and returns the system to normal.
- Real-time scan: shows user count in airwog and, if a valid destination map exists, user count on that map.
- Activity lock: prevents mode changes while busy (Delivering / Withdrawing) to avoid corrupted states.
? Sensors ON/OFF
? Intruder detected (if security ON)
? Scan: airwog + destination map
Cannon system
Controls cannon firing from the airship to the target map. Includes state validation, ammo consumption, per-cannon cooldown, anti-spam announcements, and impact coordinate selection (manual, repeat, safe center, or nearby random).
- Required state: only fires when (the airship is overflying the map).
- Per-cannon cooldown: 20 seconds using timestamps (by cannon ID / CID). If you fire early, it shows remaining time.
- Fire requirements: requires Firecracker (ItemID 12018) and available shots ($WoG_Shots > 0).
- Consumption: each shot consumes 1 Firecracker and 1 shot ($WoG_Shots - 1).
- Forbidden targets: cannot fire if the destination is a city (rule: ?Treason to the Kingdom?).
- Anti-spam announcements: announces attacks at most every 60 seconds.
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Impact coordinates: the player selects the point with options:
- New coordinate: manual X/Y.
- Same coordinate: repeats last saved position for that cannon.
- Safe center: uses destination center (mapX/mapY).
- Random near center: around the center.
Key values (exact):
? Cooldown: 20s (per CID) ? Announcement: 60s ? Required: Firecracker (12018)
? Forbidden: maps 0?24 (cities) ? Cost: 1 Firecracker + 1 shot