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Showing content with the highest reputation on 09/22/22 in Posts

  1. Client side GRF > data > luafiles514 > lua files > skillinfoz > skilldescript.lub
    1 point
  2. Hi all ? I haven't written any updates for a long time. Causes covid, life, work and more... Other full server configuration , i decide to implements a visual scripting editor like Blue Print (Unreal Engine) How to work is very simple, Just connect Node to Node, setting value, and the program, generate the npc script. The source code work like that. All nodes contains this function to generate code relative to parameters setting. public string CreateCode() { return map.Text + "," + x.Text + "," + y.Text + "," + dir.Text + " script " + name.Text + " " + graphics.Text + ",{"; } Really simple. And, this is Frontend Hope like this new NPC Editor. Actually need more time to create all Node and function relative to all npc command and sql operation. Follow for more news or join in rAthena Studio on discord ??
    1 point
  3. Hello, I think you have to use uid to move (unitwalk) and check if there's any player in the area around the monster and make it attack the player (unitattack). As long as you make the unit walk he won't attack automatically. To ge the monster uid you can catch the id return by the monster command. The doc: *unitwalk <GID>,<x>,<y>{,"<event label>"}; *unitwalkto <GID>,<Target GID>{,"<event label>"}; This command will tell a <GID> to walk to a position, defined either as a set of coordinates or another object. The command returns a 1 for success and 0 upon failure. If coordinates are passed, the <GID> will walk to the given x,y coordinates on the unit's current map. While there is no way to move across an entire map with 1 command use, this could be used in a loop to move long distances. If an object ID is passed, the initial <GID> will walk to the <Target GID> (similar to walking to attack). This is based on the distance from <GID> to <Target ID>. This command uses a hard walk check, so it will calculate a walk path with obstacles. Sending a bad target ID will result in an error. An optional Event Label can be passed as well which will execute when the <GID> has reached the given coordinates or <Target GID>. Examples: // Makes player walk to the coordinates (150,150). unitwalk getcharid(3),150,150; // Performs a conditional check with the command and reports success or failure to the player. if (unitwalk(getcharid(3),150,150)) dispbottom "Walking you there..."; else dispbottom "That's too far away, man."; // Makes player walk to another character named "WalkToMe". unitwalkto getcharid(3),getcharid(3,"WalkToMe"); --------------------------------------- *unitattack <GID>,<Target ID>{,<action type>}; *unitattack <GID>,"<Target Name>"{,<action type>}; This command will make a <GID> attack the specified target. It returns true upon success and false for all failures. If <GID> is a player and a non-zero <action type> is given, the unit will perform a continuous attack instead of a single attack. Note: Using unitattack with <GID> 0 means that it will use the currently attached unit. For players any attack requests will fail, because talking to an NPC prevents attacking a monster. Therefore you need to detach the player from the NPC before using this command.
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