prontera.gat,156,169,3 script Magic Man 100,{
npctalk "Just try and get me!";
setcell "prontera",148,175,163,164,cell_walkable,0; // Sets cells unwalkable
//setcell "prontera",148,175,163,175,0,0; Does the same thing but using a number for type.
emotion e_gg,0;
sleep 1000*10;
emotion e_swt,0;
npctalk "My magicks all gone!!!";
setcell "prontera",148,175,163,164,cell_walkable,1; // Sets cells walkable again
}
/*
Creates nontraversable cells in the given area.
(y1) N
[ ][ ][ ][ ][ ][ ][ ][ ][ ]
(x1)[ ][1][u][u][u][u][u][u][ ]
[ ][u][u][u][u][u][u][u][ ]
[ ][u][u][u][u][u][u][u][ ]
W [ ][u][u][u][x][u][u][u][ ]E
[ ][u][u][u][u][u][u][u][ ]
[ ][u][u][u][u][u][u][2][ ](x2)
[ ][ ][ ][ ][ ][ ][ ][ ][ ]
[ ][ ][ ][ ][ ][ ][ ][ ][ ]
S (y2)
Key:
[x]=NPC
[u]=unwalkable cells
[ ]=walkable cells
[1]=The point where x1 & y1 meet.
[2]=The point where x2 & y2 meet.
Description explained:
*setcell "<map name>",<x1>,<y1>,<x2>,<y2>,<type>,<flag>;
"<map name>" = String: of the map you want the wall to be on.
<x1> = Int: for the x1 cord. ( can be found using /where )
<y1> = Int: for the y1 cord. ( can be found using /where )
<x2> = Int: for the x2 cord. ( can be found using /where )
<y2> = Int: for the y2 cord. ( can be found using /where )
<type> = Int: This is a parameter for what kind of cell you want to set. (Check the list below.)
<flag> = Int: Can be 0 or 1. (0:off) (1:on)
<type> list:
cell_walkable 0
cell_shootable 1
cell_water 2
cell_npc 3
cell_basilica 4
cell_landprotector 5
cell_novending 6
cell_nochat 7
This list can also be found in db/const.txt
If you're still having problems with x1,y1 -> x2,y2 I like to think of it like clicking and dragging on your desktop.
Where point x1,y1 is where you started and x2,y2 is where you stop.
Also setcell doesn't work as well for creating walls as setwall.
*/
So if i put a player inside a cell, he cannot go outside?