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Posted

I was wondering if I were to use a monster sprite as my npc is there any way I could access animations from the npc via a command. Like npcplayaction(1) something like that? It would be really REALLY cool if someone could do this for me.

As an extended example if I were to click a poring npc the npc would then play his death animation.

tytyty!!

Because I wantt his really bad! BUMP!

3 answers to this question

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Posted


prontera,155,161,5 script Sample -1,{

hideonnpc .npc_name$;

monster .npc_map$,.npc_x,.npc_y,.npc_name$,.mob_id,1,"";

sleep 500;

killmonsterall .npc_map$,"All";

sleep 1000;

hideoffnpc .npc_name$;

end;

OnInit:

set .mob_id,1002;

set .npc_name$,strnpcinfo(0);

getmapxy( .npc_map$,.npc_x,.npc_y,1 );

setnpcdisplay( .npc_name$,.mob_id );

end;

}

Posted (edited)
prontera,155,161,5 script Sample -1,{hideonnpc .npc_name$;monster .npc_map$,.npc_x,.npc_y,.npc_name$,.mob_id,1,"";sleep 500;killmonsterall .npc_map$,"All";sleep 1000;hideoffnpc .npc_name$;end;OnInit:set .mob_id,1002;set .npc_name$,strnpcinfo(0);getmapxy( .npc_map$,.npc_x,.npc_y,1 );setnpcdisplay( .npc_name$,.mob_id );end;}
 

I was aiming for a clickable npc without the monster mouse effect with a fluid transition. I was able to do that using this method though. Thanks.

 

prontera,155,161,5	script	Sample	-1,{
	disablenpc .npc_name$;
	hideonnpc .npc_name$;
	monster(.npc_map$,.npc_x,.npc_y,.npc_name$,1002,1,"");
	killmonsterall .npc_map$,"All";
	sleep 2000;
	enablenpc .npc_name$;
	hideoffnpc .npc_name$;
	end;
 
OnInit:
	set .npc_name$,strnpcinfo(0);
	getmapxy( .npc_map$,.npc_x,.npc_y,1 );
	setnpcdisplay( .npc_name$,909 );
	end;
}
Edited by Skorm

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