AinsLord Posted June 2, 2021 Group: Members Topic Count: 256 Topics Per Day: 0.09 Content Count: 735 Reputation: 17 Joined: 11/21/15 Last Seen: September 9 Share Posted June 2, 2021 (edited) welp im trying to add barricade on my koe it seems working just fine no errors on console but its not enough for me after killing the emperium the killed barricades will spawn in 3sec or 5secs with map announcement here is the script - script KoEbarricade 78,{ OnInit: setcell "koe",45,53,45,46,cell_walkable,0; //non walkable monster "koe",45,51,"Barricade",1905,1,strnpcinfo(0)+"::OnBarDead1"; monster "koe",45,48,"Barricade",1905,1,strnpcinfo(0)+"::OnBarDead1"; setcell "koe",53,54,46,54,cell_walkable,0; //non walkable monster "koe",51,54,"Barricade",1905,1,strnpcinfo(0)+"::OnBarDead2"; monster "koe",48,54,"Barricade",1905,1,strnpcinfo(0)+"::OnBarDead2"; setcell "koe",54,46,54,53,cell_walkable,0; //non walkable monster "koe",54,48,"Barricade",1905,1,strnpcinfo(0)+"::OnBarDead3"; monster "koe",54,51,"Barricade",1905,1,strnpcinfo(0)+"::OnBarDead3"; setcell "koe",46,45,53,45,cell_walkable,0; //non walkable monster "koe",48,45,"Barricade",1905,1,strnpcinfo(0)+"::OnBarDead4"; monster "koe",51,45,"Barricade",1905,1,strnpcinfo(0)+"::OnBarDead4"; end; OnBarDead1: setcell "koe",45,53,45,46,cell_walkable,1; OnBarDead2: setcell "koe",53,54,46,54,cell_walkable,1; OnBarDead3: setcell "koe",54,46,54,53,cell_walkable,1; OnBarDead4: setcell "koe",46,45,53,45,cell_walkable,1; end; } PS: do i need to merge this script on my KoE script? thanks in advance Edited June 2, 2021 by AinsLord more info 1 Quote Link to comment Share on other sites More sharing options...
1 Eross Posted June 3, 2021 Group: Members Topic Count: 155 Topics Per Day: 0.12 Content Count: 349 Reputation: 12 Joined: 04/05/20 Last Seen: April 19 Share Posted June 3, 2021 (edited) 8 hours ago, AinsLord said: sure im actually using ms. annies script //===== Hercules Script =========================================== //= King of Emperium Hill //===== By: ======================================================= //= AnnieRuru //===== Current Version: ========================================== //= 1.2 //===== Compatible With: ========================================== //= hercules & rathena 2018-04-08 //===== Description: ============================================== //= defends the emperium in the middle of the map until times up //===== Topic ===================================================== //= http://hercules.ws/board/topic/4495-gvg-king-of-emperium-hill/ //===== Additional Comments: ====================================== //= Finally there is a topic for this ! //================================================================= - script KoE FAKE_NPC,{ OnInit: disablenpc "The King#KoE"; disablenpc "The King#Lou"; disablenpc "The King#Alde"; disablenpc "The King#LHZ"; disablenpc "The King#Prt"; disablenpc "The King#Hug"; disablenpc "Exit#KoE"; bindatcmd "koe", strnpcinfo(0)+"::OnCommand", 99,100; end; OnCommand: if ( compare( .@atcmd_parameters$, "on" ) ) goto L_start; else if ( compare( .@atcmd_parameters$, "off" ) ) goto L_end; else { dispbottom "type - '@koe on' to start the event"; dispbottom "type - '@koe off' to end the event"; } end; L_start: OnSun2000: // everyday 8pm starts if ( .start ) end; gvgon "koe"; announce "The King of Emperium Hill has begun!", bc_all; .start = true; enablenpc "The King#KoE"; enablenpc "The King#Lou"; enablenpc "The King#Alde"; enablenpc "The King#LHZ"; enablenpc "The King#Prt"; enablenpc "The King#Hug"; disablenpc "Exit#KoE"; $koegid = 0; donpcevent "::OnRevKoE"; maprespawnguildid "koe", $koegid, 3; killmonster "koe", "KoE::OnEmpDead"; monster "koe",49,49, "EMPERIUM", 1288, 1, "KoE::OnEmpDead"; end; L_end: OnSun2100: // everyday 8:30pm ends gvgoff "koe"; announce "The King of Emperium Hill is over!", bc_all; .start = 0; enablenpc "Exit#KoE"; disablenpc "The King#KoE"; disablenpc "The King#Lou"; disablenpc "The King#Alde"; disablenpc "The King#LHZ"; disablenpc "The King#Prt"; disablenpc "The King#Hug"; killmonster "koe", "KoE::OnEmpDead"; maprespawnguildid "koe", $koegid, 2; // uncomment this line to kick non-owner off the map when event ends end; OnEmpDead: $koegid = getcharid(2); announce "The current King of Emperium Hill is the ["+ strcharinfo(2) +"] guild.", bc_all; donpcevent "::OnRevKoE"; maprespawnguildid "koe", $koegid, 2; killmonster "koe", "KoE::OnEmpDead"; sleep 500; if ( .start ) monster "koe",50,50, "EMPERIUM", 1288, 1, "KoE::OnEmpDead"; end; } // KoE Entrance alexandria,165,143,3 script The King#KoE 1_M_MERCHANT,{ mes "[The King]"; if ( !getcharid(2) ) { mes "You must have a guild to participate in the ^FF0000King of Emperium Hill Tournament^000000."; close; } mes "Hello."; mes "Would you like to participate in the ^FF0000King of Emperium Hill Tournament^000000?"; if ( select ( "Yes", "No" ) == 2 ) close; if ( !getvariableofnpc( .start, "KoE" ) ) close; switch( rand(1,4) ){ case 1: warp "koe", 14, 17; end; case 2: warp "koe", 14, 84; end; case 3: warp "koe", 85, 84; end; case 4: warp "koe", 85, 16; end; } } // KoE Exit koe,49,56,5 script Exit#KoE 1_M_BARD,{ mes "[Exit]"; mes "See ya."; close2; warp "Save",0,0; if ( getcharid(2) == $koegid ) getitem 36028, 10; getitem 7227, 50; getitem 37001, 5; // configure prize here - Poring Coin end; } // Flags koe,25,74,5 script King of Emperium Hill#1::koe_flag GUILD_FLAG,{ if ( !$koegid ) end; mes "[King of Emperium Hill]"; mes "The Current King of Emperium Hill is the ["+ getguildname($koegid) +"] guild."; close; OnInit: // Uncomment this line to make the emblem stay after @reloadscript OnRevKoE: flagemblem $koegid; end; } koe,39,40,3 duplicate(koe_flag) King of Emperium Hill#2 GUILD_FLAG koe,39,59,1 duplicate(koe_flag) King of Emperium Hill#3 GUILD_FLAG koe,60,59,7 duplicate(koe_flag) King of Emperium Hill#4 GUILD_FLAG koe,60,40,5 duplicate(koe_flag) King of Emperium Hill#5 GUILD_FLAG koe,74,74,3 duplicate(koe_flag) King of Emperium Hill#6 GUILD_FLAG koe,75,24,1 duplicate(koe_flag) King of Emperium Hill#7 GUILD_FLAG koe,26,24,7 duplicate(koe_flag) King of Emperium Hill#8 GUILD_FLAG hugel,101,144,3 duplicate(The King#KoE) The King#Hug 1_M_MERCHANT louyang,212,101,5 duplicate(The King#KoE) The King#Lou 1_M_MERCHANT aldebaran,133,113,5 duplicate(The King#KoE) The King#Alde 1_M_MERCHANT lighthalzen,154,105,5 duplicate(The King#KoE) The King#LHZ 1_M_MERCHANT prontera,163,317,6,3 duplicate(The King#KoE) The King#Prt 1_M_MERCHANT //alexandria,165,143,3 duplicate(The King#KoE) The King#Alex 1_M_MERCHANT koe mapflag nobranch koe mapflag nomemo koe mapflag nopenalty koe mapflag noreturn koe mapflag nosave SavePoint koe mapflag noteleport //koe mapflag gvg_noparty koe mapflag nowarp koe mapflag nowarpto koe mapflag guildlock koe mapflag noicewall here it is sir @Origami OnEmpDead: $koegid = getcharid(2); announce "The current King of Emperium Hill is the ["+ strcharinfo(2) +"] guild.", bc_all; donpcevent "::OnRevKoE"; maprespawnguildid "koe", $koegid, 2; killmonster "koe", "KoE::OnEmpDead"; sleep 500; if ( .start ) monster "koe",50,50, "EMPERIUM", 1288, 1, "KoE::OnEmpDead"; sleep 1500; donpcevent "KoEbarricade::OnInit" end; } Try that sir Edited June 3, 2021 by Origami 1 Quote Link to comment Share on other sites More sharing options...
0 Eross Posted June 2, 2021 Group: Members Topic Count: 155 Topics Per Day: 0.12 Content Count: 349 Reputation: 12 Joined: 04/05/20 Last Seen: April 19 Share Posted June 2, 2021 2 hours ago, AinsLord said: welp im trying to add barricade on my koe it seems working just fine no errors on console but its not enough for me after killing the emperium the killed barricades will spawn in 3sec or 5secs with map announcement here is the script - script KoEbarricade 78,{ OnInit: setcell "koe",45,53,45,46,cell_walkable,0; //non walkable monster "koe",45,51,"Barricade",1905,1,strnpcinfo(0)+"::OnBarDead1"; monster "koe",45,48,"Barricade",1905,1,strnpcinfo(0)+"::OnBarDead1"; setcell "koe",53,54,46,54,cell_walkable,0; //non walkable monster "koe",51,54,"Barricade",1905,1,strnpcinfo(0)+"::OnBarDead2"; monster "koe",48,54,"Barricade",1905,1,strnpcinfo(0)+"::OnBarDead2"; setcell "koe",54,46,54,53,cell_walkable,0; //non walkable monster "koe",54,48,"Barricade",1905,1,strnpcinfo(0)+"::OnBarDead3"; monster "koe",54,51,"Barricade",1905,1,strnpcinfo(0)+"::OnBarDead3"; setcell "koe",46,45,53,45,cell_walkable,0; //non walkable monster "koe",48,45,"Barricade",1905,1,strnpcinfo(0)+"::OnBarDead4"; monster "koe",51,45,"Barricade",1905,1,strnpcinfo(0)+"::OnBarDead4"; end; OnBarDead1: setcell "koe",45,53,45,46,cell_walkable,1; OnBarDead2: setcell "koe",53,54,46,54,cell_walkable,1; OnBarDead3: setcell "koe",54,46,54,53,cell_walkable,1; OnBarDead4: setcell "koe",46,45,53,45,cell_walkable,1; end; } PS: do i need to merge this script on my KoE script? thanks in advance can you show your KOE script here ... you can try to hideonnpc and hideoffnpc then sett the cell to cell_walkable,0; upon killing the emperium Quote Link to comment Share on other sites More sharing options...
0 AinsLord Posted June 2, 2021 Group: Members Topic Count: 256 Topics Per Day: 0.09 Content Count: 735 Reputation: 17 Joined: 11/21/15 Last Seen: September 9 Author Share Posted June 2, 2021 2 hours ago, Origami said: can you show your KOE script here ... you can try to hideonnpc and hideoffnpc then sett the cell to cell_walkable,0; upon killing the emperium sure im actually using ms. annies script //===== Hercules Script =========================================== //= King of Emperium Hill //===== By: ======================================================= //= AnnieRuru //===== Current Version: ========================================== //= 1.2 //===== Compatible With: ========================================== //= hercules & rathena 2018-04-08 //===== Description: ============================================== //= defends the emperium in the middle of the map until times up //===== Topic ===================================================== //= http://hercules.ws/board/topic/4495-gvg-king-of-emperium-hill/ //===== Additional Comments: ====================================== //= Finally there is a topic for this ! //================================================================= - script KoE FAKE_NPC,{ OnInit: disablenpc "The King#KoE"; disablenpc "The King#Lou"; disablenpc "The King#Alde"; disablenpc "The King#LHZ"; disablenpc "The King#Prt"; disablenpc "The King#Hug"; disablenpc "Exit#KoE"; bindatcmd "koe", strnpcinfo(0)+"::OnCommand", 99,100; end; OnCommand: if ( compare( .@atcmd_parameters$, "on" ) ) goto L_start; else if ( compare( .@atcmd_parameters$, "off" ) ) goto L_end; else { dispbottom "type - '@koe on' to start the event"; dispbottom "type - '@koe off' to end the event"; } end; L_start: OnSun2000: // everyday 8pm starts if ( .start ) end; gvgon "koe"; announce "The King of Emperium Hill has begun!", bc_all; .start = true; enablenpc "The King#KoE"; enablenpc "The King#Lou"; enablenpc "The King#Alde"; enablenpc "The King#LHZ"; enablenpc "The King#Prt"; enablenpc "The King#Hug"; disablenpc "Exit#KoE"; $koegid = 0; donpcevent "::OnRevKoE"; maprespawnguildid "koe", $koegid, 3; killmonster "koe", "KoE::OnEmpDead"; monster "koe",49,49, "EMPERIUM", 1288, 1, "KoE::OnEmpDead"; end; L_end: OnSun2100: // everyday 8:30pm ends gvgoff "koe"; announce "The King of Emperium Hill is over!", bc_all; .start = 0; enablenpc "Exit#KoE"; disablenpc "The King#KoE"; disablenpc "The King#Lou"; disablenpc "The King#Alde"; disablenpc "The King#LHZ"; disablenpc "The King#Prt"; disablenpc "The King#Hug"; killmonster "koe", "KoE::OnEmpDead"; maprespawnguildid "koe", $koegid, 2; // uncomment this line to kick non-owner off the map when event ends end; OnEmpDead: $koegid = getcharid(2); announce "The current King of Emperium Hill is the ["+ strcharinfo(2) +"] guild.", bc_all; donpcevent "::OnRevKoE"; maprespawnguildid "koe", $koegid, 2; killmonster "koe", "KoE::OnEmpDead"; sleep 500; if ( .start ) monster "koe",50,50, "EMPERIUM", 1288, 1, "KoE::OnEmpDead"; end; } // KoE Entrance alexandria,165,143,3 script The King#KoE 1_M_MERCHANT,{ mes "[The King]"; if ( !getcharid(2) ) { mes "You must have a guild to participate in the ^FF0000King of Emperium Hill Tournament^000000."; close; } mes "Hello."; mes "Would you like to participate in the ^FF0000King of Emperium Hill Tournament^000000?"; if ( select ( "Yes", "No" ) == 2 ) close; if ( !getvariableofnpc( .start, "KoE" ) ) close; switch( rand(1,4) ){ case 1: warp "koe", 14, 17; end; case 2: warp "koe", 14, 84; end; case 3: warp "koe", 85, 84; end; case 4: warp "koe", 85, 16; end; } } // KoE Exit koe,49,56,5 script Exit#KoE 1_M_BARD,{ mes "[Exit]"; mes "See ya."; close2; warp "Save",0,0; if ( getcharid(2) == $koegid ) getitem 36028, 10; getitem 7227, 50; getitem 37001, 5; // configure prize here - Poring Coin end; } // Flags koe,25,74,5 script King of Emperium Hill#1::koe_flag GUILD_FLAG,{ if ( !$koegid ) end; mes "[King of Emperium Hill]"; mes "The Current King of Emperium Hill is the ["+ getguildname($koegid) +"] guild."; close; OnInit: // Uncomment this line to make the emblem stay after @reloadscript OnRevKoE: flagemblem $koegid; end; } koe,39,40,3 duplicate(koe_flag) King of Emperium Hill#2 GUILD_FLAG koe,39,59,1 duplicate(koe_flag) King of Emperium Hill#3 GUILD_FLAG koe,60,59,7 duplicate(koe_flag) King of Emperium Hill#4 GUILD_FLAG koe,60,40,5 duplicate(koe_flag) King of Emperium Hill#5 GUILD_FLAG koe,74,74,3 duplicate(koe_flag) King of Emperium Hill#6 GUILD_FLAG koe,75,24,1 duplicate(koe_flag) King of Emperium Hill#7 GUILD_FLAG koe,26,24,7 duplicate(koe_flag) King of Emperium Hill#8 GUILD_FLAG hugel,101,144,3 duplicate(The King#KoE) The King#Hug 1_M_MERCHANT louyang,212,101,5 duplicate(The King#KoE) The King#Lou 1_M_MERCHANT aldebaran,133,113,5 duplicate(The King#KoE) The King#Alde 1_M_MERCHANT lighthalzen,154,105,5 duplicate(The King#KoE) The King#LHZ 1_M_MERCHANT prontera,163,317,6,3 duplicate(The King#KoE) The King#Prt 1_M_MERCHANT //alexandria,165,143,3 duplicate(The King#KoE) The King#Alex 1_M_MERCHANT koe mapflag nobranch koe mapflag nomemo koe mapflag nopenalty koe mapflag noreturn koe mapflag nosave SavePoint koe mapflag noteleport //koe mapflag gvg_noparty koe mapflag nowarp koe mapflag nowarpto koe mapflag guildlock koe mapflag noicewall here it is sir @Origami Quote Link to comment Share on other sites More sharing options...
0 Magnetix Posted June 2, 2021 Group: Members Topic Count: 6 Topics Per Day: 0.00 Content Count: 437 Reputation: 29 Joined: 12/08/11 Last Seen: July 25 Share Posted June 2, 2021 Add another Label in your barricade setter. Edit OnEmpDead and add 3~5 secs delay then use donpcevent to trigger the new Label Quote Link to comment Share on other sites More sharing options...
0 AinsLord Posted June 3, 2021 Group: Members Topic Count: 256 Topics Per Day: 0.09 Content Count: 735 Reputation: 17 Joined: 11/21/15 Last Seen: September 9 Author Share Posted June 3, 2021 6 hours ago, Origami said: OnEmpDead: $koegid = getcharid(2); announce "The current King of Emperium Hill is the ["+ strcharinfo(2) +"] guild.", bc_all; donpcevent "::OnRevKoE"; maprespawnguildid "koe", $koegid, 2; killmonster "koe", "KoE::OnEmpDead"; sleep 500; if ( .start ) monster "koe",50,50, "EMPERIUM", 1288, 1, "KoE::OnEmpDead"; sleep 1500; donpcevent "KoEbarricade::OnInit" end; } Try that sir where should i put this on the script of barricades or koe script? Quote Link to comment Share on other sites More sharing options...
0 Eross Posted June 3, 2021 Group: Members Topic Count: 155 Topics Per Day: 0.12 Content Count: 349 Reputation: 12 Joined: 04/05/20 Last Seen: April 19 Share Posted June 3, 2021 4 minutes ago, AinsLord said: where should i put this on the script of barricades or koe script? find this on your KOE Script OnEmpDead: and add these sleep 1500; donpcevent "KoEbarricade::OnInit" after monster "koe",50,50, "EMPERIUM", 1288, 1, "KoE::OnEmpDead"; 1 Quote Link to comment Share on other sites More sharing options...
0 AinsLord Posted June 3, 2021 Group: Members Topic Count: 256 Topics Per Day: 0.09 Content Count: 735 Reputation: 17 Joined: 11/21/15 Last Seen: September 9 Author Share Posted June 3, 2021 On 6/3/2021 at 3:34 PM, Origami said: find this on your KOE Script OnEmpDead: and add these sleep 1500; donpcevent "KoEbarricade::OnInit" after monster "koe",50,50, "EMPERIUM", 1288, 1, "KoE::OnEmpDead"; ok sir ill try this one later on Hi @Origami thanks a lot for the help got something to add for this feature can be the barricade cant attack by the owner of the emp? thanks again Bump still figuring out how these barricades cant be attack by the owner of the emperium //===== Hercules Script =========================================== //= King of Emperium Hill //===== By: ======================================================= //= AnnieRuru //===== Current Version: ========================================== //= 1.2 //===== Compatible With: ========================================== //= hercules & rathena 2018-04-08 //===== Description: ============================================== //= defends the emperium in the middle of the map until times up //===== Topic ===================================================== //= http://hercules.ws/board/topic/4495-gvg-king-of-emperium-hill/ //===== Additional Comments: ====================================== //= Finally there is a topic for this ! //================================================================= - script KoE FAKE_NPC,{ OnInit: disablenpc "The King#KoE"; disablenpc "The King#Lou"; disablenpc "The King#Alde"; disablenpc "The King#LHZ"; disablenpc "The King#Prt"; disablenpc "The King#Hug"; disablenpc "Exit#KoE"; bindatcmd "koe", strnpcinfo(0)+"::OnCommand", 99,100; end; OnCommand: if ( compare( .@atcmd_parameters$, "on" ) ) goto L_start; else if ( compare( .@atcmd_parameters$, "off" ) ) goto L_end; else { dispbottom "type - '@koe on' to start the event"; dispbottom "type - '@koe off' to end the event"; } end; L_start: OnSun2000: // everyday 8pm starts if ( .start ) end; gvgon "koe"; announce "The King of Emperium Hill has begun!", bc_all; .start = true; enablenpc "The King#KoE"; enablenpc "The King#Lou"; enablenpc "The King#Alde"; enablenpc "The King#LHZ"; enablenpc "The King#Prt"; enablenpc "The King#Hug"; disablenpc "Exit#KoE"; $koegid = 0; donpcevent "::OnRevKoE"; maprespawnguildid "koe", $koegid, 3; killmonster "koe", "KoE::OnEmpDead"; monster "koe",49,49, "EMPERIUM", 1288, 1, "KoE::OnEmpDead"; monster "koe",45,51,"Barricade",1905,1,"KoEbarricade::OnBarDead1"; monster "koe",45,48,"Barricade",1905,1,"KoEbarricade::OnBarDead1"; end; L_end: OnSun2100: // everyday 8:30pm ends gvgoff "koe"; announce "The King of Emperium Hill is over!", bc_all; .start = 0; enablenpc "Exit#KoE"; disablenpc "The King#KoE"; disablenpc "The King#Lou"; disablenpc "The King#Alde"; disablenpc "The King#LHZ"; disablenpc "The King#Prt"; disablenpc "The King#Hug"; killmonster "koe", "KoE::OnEmpDead"; maprespawnguildid "koe", $koegid, 2; // uncomment this line to kick non-owner off the map when event ends end; OnEmpDead: $koegid = getcharid(2); announce "The current King of Emperium Hill is the ["+ strcharinfo(2) +"] guild.", bc_all; donpcevent "::OnRevKoE"; maprespawnguildid "koe", $koegid, 2; killmonster "koe", "KoE::OnEmpDead"; sleep 500; if ( .start ) monster "koe",50,50, "EMPERIUM", 1288, 1, "KoE::OnEmpDead"; monster "koe",45,51,"Barricade",1905,1, "KoEbarricade::OnBarDead1"; // Tried to put it here monster "koe",45,48,"Barricade",1905,1, "KoEbarricade::OnBarDead1"; // Tried to put it here sleep 3000; donpcevent "KoEbarricade::OnInit"; end; } // KoE Entrance alexandria,165,143,3 script The King#KoE 1_M_MERCHANT,{ mes "[The King]"; if ( !getcharid(2) ) { mes "You must have a guild to participate in the ^FF0000King of Emperium Hill Tournament^000000."; close; } mes "Hello."; mes "Would you like to participate in the ^FF0000King of Emperium Hill Tournament^000000?"; if ( select ( "Yes", "No" ) == 2 ) close; if ( !getvariableofnpc( .start, "KoE" ) ) close; switch( rand(1,4) ){ case 1: warp "koe", 14, 17; end; case 2: warp "koe", 14, 84; end; case 3: warp "koe", 85, 84; end; case 4: warp "koe", 85, 16; end; } } // KoE Exit koe,49,56,5 script Exit#KoE 1_M_BARD,{ mes "[Exit]"; mes "See ya."; close2; warp "Save",0,0; if ( getcharid(2) == $koegid && getguildmaster(getcharid(2)) == strcharinfo(0) ) getitem 36028, 10; getitem 7227, 50; getitem 37001, 5; // configure prize here - Poring Coin end; } // Flags koe,25,74,5 script King of Emperium Hill#1::koe_flag GUILD_FLAG,{ if ( !$koegid ) end; mes "[King of Emperium Hill]"; mes "The Current King of Emperium Hill is the ["+ getguildname($koegid) +"] guild."; close; OnInit: // Uncomment this line to make the emblem stay after @reloadscript OnRevKoE: flagemblem $koegid; end; } koe,39,40,3 duplicate(koe_flag) King of Emperium Hill#2 GUILD_FLAG koe,39,59,1 duplicate(koe_flag) King of Emperium Hill#3 GUILD_FLAG koe,60,59,7 duplicate(koe_flag) King of Emperium Hill#4 GUILD_FLAG koe,60,40,5 duplicate(koe_flag) King of Emperium Hill#5 GUILD_FLAG koe,74,74,3 duplicate(koe_flag) King of Emperium Hill#6 GUILD_FLAG koe,75,24,1 duplicate(koe_flag) King of Emperium Hill#7 GUILD_FLAG koe,26,24,7 duplicate(koe_flag) King of Emperium Hill#8 GUILD_FLAG hugel,101,144,3 duplicate(The King#KoE) The King#Hug 1_M_MERCHANT louyang,212,101,5 duplicate(The King#KoE) The King#Lou 1_M_MERCHANT aldebaran,133,113,5 duplicate(The King#KoE) The King#Alde 1_M_MERCHANT lighthalzen,154,105,5 duplicate(The King#KoE) The King#LHZ 1_M_MERCHANT prontera,163,317,6,3 duplicate(The King#KoE) The King#Prt 1_M_MERCHANT //alexandria,165,143,3 duplicate(The King#KoE) The King#Alex 1_M_MERCHANT koe mapflag nobranch koe mapflag nomemo koe mapflag nopenalty koe mapflag noreturn koe mapflag nosave SavePoint koe mapflag noteleport //koe mapflag gvg_noparty koe mapflag nowarp koe mapflag nowarpto koe mapflag guildlock koe mapflag noicewall i did try to put it here OnEmpDead: $koegid = getcharid(2); announce "The current King of Emperium Hill is the ["+ strcharinfo(2) +"] guild.", bc_all; donpcevent "::OnRevKoE"; maprespawnguildid "koe", $koegid, 2; killmonster "koe", "KoE::OnEmpDead"; sleep 500; if ( .start ) monster "koe",50,50, "EMPERIUM", 1288, 1, "KoE::OnEmpDead"; monster "koe",45,51,"Barricade",1905,1, "KoEbarricade::OnBarDead1"; monster "koe",45,48,"Barricade",1905,1, "KoEbarricade::OnBarDead1"; sleep 3000; donpcevent "KoEbarricade::OnInit"; end; } still the barricade can be attack by the owner of the KoE/Emp Quote Link to comment Share on other sites More sharing options...
0 laonglaing Posted July 20 Group: Members Topic Count: 11 Topics Per Day: 0.00 Content Count: 31 Reputation: 0 Joined: 06/12/16 Last Seen: Monday at 08:20 PM Share Posted July 20 how to solve this? Quote Link to comment Share on other sites More sharing options...
0 kundalini313 Posted September 17 Group: Members Topic Count: 0 Topics Per Day: 0 Content Count: 5 Reputation: 0 Joined: 07/01/23 Last Seen: Sunday at 11:40 PM Share Posted September 17 how to make barricades unpassable until all destroyed? Quote Link to comment Share on other sites More sharing options...
0 Winterfox Posted September 17 Group: Members Topic Count: 1 Topics Per Day: 0.00 Content Count: 147 Reputation: 64 Joined: 06/30/18 Last Seen: 6 hours ago Share Posted September 17 1 hour ago, kundalini313 said: how to make barricades unpassable until all destroyed? It would be a good idea to include your script in the post. Otherwise, it is pretty hard to help you. Quote Link to comment Share on other sites More sharing options...
0 kundalini313 Posted September 18 Group: Members Topic Count: 0 Topics Per Day: 0 Content Count: 5 Reputation: 0 Joined: 07/01/23 Last Seen: Sunday at 11:40 PM Share Posted September 18 (edited) 19 hours ago, Winterfox said: It would be a good idea to include your script in the post. Otherwise, it is pretty hard to help you. My Apologies here it is, for some reason after 1 barricade is destroyed it allows you to walk through them all. OnEmpDead: $koegid = getcharid(CHAR_ID_GUILD); announce "The current King of Emperium Hill is the ["+ strcharinfo(PC_GUILD) +"] guild.", bc_all; donpcevent "::OnRevKoE"; maprespawnguildid "grandarena", $koegid, 2; killmonster "grandarena", "KoE::OnEmpDead"; sleep 500; if (.start) monster "grandarena",49,49, "EMPERIUM", EMPELIUM, 1, "KoE::OnEmpDead"; setcell "grandarena",45,53,45,46,cell_walkable,0; //non walkable monster "grandarena",45,51,"Barricade",1905,1,strnpcinfo(0)+"::OnBarDead1"; monster "grandarena",45,48,"Barricade",1905,1,strnpcinfo(0)+"::OnBarDead1"; setcell "grandarena",53,54,46,54,cell_walkable,0; //non walkable monster "grandarena",51,54,"Barricade",1905,1,strnpcinfo(0)+"::OnBarDead2"; monster "grandarena",48,54,"Barricade",1905,1,strnpcinfo(0)+"::OnBarDead2"; setcell "grandarena",54,46,54,53,cell_walkable,0; //non walkable monster "grandarena",54,48,"Barricade",1905,1,strnpcinfo(0)+"::OnBarDead3"; monster "grandarena",54,51,"Barricade",1905,1,strnpcinfo(0)+"::OnBarDead3"; setcell "grandarena",46,45,53,45,cell_walkable,0; //non walkable monster "grandarena",48,45,"Barricade",1905,1,strnpcinfo(0)+"::OnBarDead4"; monster "grandarena",51,45,"Barricade",1905,1,strnpcinfo(0)+"::OnBarDead4"; setcell "grandarena",42,57,42,42,cell_walkable,0; //non walkable monster "grandarena",41,58,"Barricade",1905,1,strnpcinfo(0)+"::OnBarDead6"; monster "grandarena",41,55,"Barricade",1905,1,strnpcinfo(0)+"::OnBarDead6"; monster "grandarena",41,52,"Barricade",1905,1,strnpcinfo(0)+"::OnBarDead6"; monster "grandarena",41,49,"Barricade",1905,1,strnpcinfo(0)+"::OnBarDead6"; monster "grandarena",41,46,"Barricade",1905,1,strnpcinfo(0)+"::OnBarDead6"; monster "grandarena",41,43,"Barricade",1905,1,strnpcinfo(0)+"::OnBarDead6"; monster "grandarena",41,41,"Barricade",1905,1,strnpcinfo(0)+"::OnBarDead6"; setcell "grandarena",42,42,57,42,cell_walkable,0; //non walkable monster "grandarena",41,41,"Barricade",1905,1,strnpcinfo(0)+"::OnBarDead7"; monster "grandarena",44,41,"Barricade",1905,1,strnpcinfo(0)+"::OnBarDead7"; monster "grandarena",47,41,"Barricade",1905,1,strnpcinfo(0)+"::OnBarDead7"; monster "grandarena",50,41,"Barricade",1905,1,strnpcinfo(0)+"::OnBarDead7"; monster "grandarena",53,41,"Barricade",1905,1,strnpcinfo(0)+"::OnBarDead7"; monster "grandarena",56,41,"Barricade",1905,1,strnpcinfo(0)+"::OnBarDead7"; monster "grandarena",58,41,"Barricade",1905,1,strnpcinfo(0)+"::OnBarDead7"; setcell "grandarena",56,42,57,57,cell_walkable,0; //non walkable monster "grandarena",58,41,"Barricade",1905,1,strnpcinfo(0)+"::OnBarDead8"; monster "grandarena",58,43,"Barricade",1905,1,strnpcinfo(0)+"::OnBarDead8"; monster "grandarena",58,46,"Barricade",1905,1,strnpcinfo(0)+"::OnBarDead8"; monster "grandarena",58,49,"Barricade",1905,1,strnpcinfo(0)+"::OnBarDead8"; monster "grandarena",58,52,"Barricade",1905,1,strnpcinfo(0)+"::OnBarDead8"; monster "grandarena",58,55,"Barricade",1905,1,strnpcinfo(0)+"::OnBarDead8"; monster "grandarena",58,58,"Barricade",1905,1,strnpcinfo(0)+"::OnBarDead8"; setcell "grandarena",57,57,42,57,cell_walkable,0; //non walkable monster "grandarena",41,58,"Barricade",1905,1,strnpcinfo(0)+"::OnBarDead9"; monster "grandarena",43,58,"Barricade",1905,1,strnpcinfo(0)+"::OnBarDead9"; monster "grandarena",46,58,"Barricade",1905,1,strnpcinfo(0)+"::OnBarDead9"; monster "grandarena",49,58,"Barricade",1905,1,strnpcinfo(0)+"::OnBarDead9"; monster "grandarena",52,58,"Barricade",1905,1,strnpcinfo(0)+"::OnBarDead9"; monster "grandarena",55,58,"Barricade",1905,1,strnpcinfo(0)+"::OnBarDead9"; monster "grandarena",58,58,"Barricade",1905,1,strnpcinfo(0)+"::OnBarDead9"; sleep 3000; donpcevent "KoEbarricade::OnInit"; end; OnBarDead1: setcell "grandarena",45,53,45,46,cell_walkable,1; OnBarDead2: setcell "grandarena",53,54,46,54,cell_walkable,1; OnBarDead3: setcell "grandarena",54,46,54,53,cell_walkable,1; OnBarDead4: setcell "grandarena",46,45,53,45,cell_walkable,1; OnBarDead5: setcell "grandarena",71,47,71,52,cell_walkable,1; OnBarDead6: setcell "grandarena",43,57,54,57,cell_walkable,1; OnBarDead7: setcell "grandarena",42,43,42,57,cell_walkable,1; OnBarDead8: setcell "grandarena",56,42,42,42,cell_walkable,1; OnBarDead9: setcell "grandarena",57,57,42,57,cell_walkable,1; end; } Edited September 18 by kundalini313 Quote Link to comment Share on other sites More sharing options...
0 Winterfox Posted September 18 Group: Members Topic Count: 1 Topics Per Day: 0.00 Content Count: 147 Reputation: 64 Joined: 06/30/18 Last Seen: 6 hours ago Share Posted September 18 (edited) I think your problem is the falltrough after the call of an OnBarDead label. This leads to one OnBarDead label calling all succeeding setcell calls that make the cells walkable. If for example OnBarDead1 gets called, it falls through all labels until it hits the end command at the end of the file, effectivly making all non-walkable cells walkable instead of only the ones you targeted with your label. Edited September 18 by Winterfox Quote Link to comment Share on other sites More sharing options...
0 kundalini313 Posted September 23 Group: Members Topic Count: 0 Topics Per Day: 0 Content Count: 5 Reputation: 0 Joined: 07/01/23 Last Seen: Sunday at 11:40 PM Share Posted September 23 On 9/18/2023 at 3:36 PM, Winterfox said: I think your problem is the falltrough after the call of an OnBarDead label. This leads to one OnBarDead label calling all succeeding setcell calls that make the cells walkable. If for example OnBarDead1 gets called, it falls through all labels until it hits the end command at the end of the file, effectivly making all non-walkable cells walkable instead of only the ones you targeted with your label. May i ask how i could fix this to make it to where you can only pass through the barricade you destroy? Is there a specific code i need to put for each barricade? Quote Link to comment Share on other sites More sharing options...
0 Winterfox Posted September 24 Group: Members Topic Count: 1 Topics Per Day: 0.00 Content Count: 147 Reputation: 64 Joined: 06/30/18 Last Seen: 6 hours ago Share Posted September 24 You need to end the script after each label, so it doesn't fall through and executes the code of the next. OnBarDead1: setcell "grandarena",45,53,45,46,cell_walkable,1; end; OnBarDead2: setcell "grandarena",53,54,46,54,cell_walkable,1; end; ... Quote Link to comment Share on other sites More sharing options...
Question
AinsLord
welp im trying to add barricade on my koe
it seems working just fine no errors on console
but its not enough for me
after killing the emperium the killed barricades will spawn in 3sec or 5secs
with map announcement
here is the script
PS: do i need to merge this script on my KoE script?
thanks in advance
Edited by AinsLordmore info
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