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NPC using skills?


davyliyang

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Is it possible to create an NPC that uses basilica? I know setcell works the same but I'm looking for something that actually shows a wall where the safe zone is. 

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*setcell "<map name>",<x1>,<y1>,<x2>,<y2>,<type>,<flag>;

Each map cell has several 'flags' that specify the properties of that cell.
These include terrain properties (walkability, shootability, presence of water),
skills (basilica, land protector, ...) and other (NPC nearby, no vending, ...).
Each of these can be 'on' or 'off'. Together they define a cell's behavior.

This command lets you alter these flags for all map cells in the specified
(x1,y1)-(x2,y2) rectangle. The 'flag' can be 0 or 1 (0:clear flag, 1:set flag).
The 'type' defines which flag to modify. Possible options see 'db/const.txt'.

Example:

    setcell "arena",0,0,300,300,cell_basilica,1;
    setcell "arena",140,140,160,160,cell_basilica,0;
    setcell "arena",135,135,165,165,cell_walkable,0;
    setcell "arena",140,140,160,160,cell_walkable,1;

This will add a makeshift ring into the center of the map. The ring will be
surrounded by a 5-cell wide 'gap' to prevent interference from outside, and
the rest of the map will be marked as 'basilica', preventing observers from
casting any offensive skills or fighting among themselves. Note that the wall
will not be shown nor known client-side, which may cause movement problems.

Another example:

OnBarricadeDeploy:
    setcell "schg_cas05",114,51,125,51,cell_walkable,0;
    end;
OnBarricadeBreak:
    setcell "schg_cas05",114,51,125,51,cell_walkable,1;
    end;

This could be a part of the WoE:SE script, where attackers are not allowed
to proceed until all barricades are destroyed. This script would place and
remove a nonwalkable row of cells after the barricade mobs.
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*setcell "<map name>",<x1>,<y1>,<x2>,<y2>,<type>,<flag>;

Each map cell has several 'flags' that specify the properties of that cell.

These include terrain properties (walkability, shootability, presence of water),

skills (basilica, land protector, ...) and other (NPC nearby, no vending, ...).

Each of these can be 'on' or 'off'. Together they define a cell's behavior.

This command lets you alter these flags for all map cells in the specified

(x1,y1)-(x2,y2) rectangle. The 'flag' can be 0 or 1 (0:clear flag, 1:set flag).

The 'type' defines which flag to modify. Possible options see 'db/const.txt'.

Example:

    setcell "arena",0,0,300,300,cell_basilica,1;

    setcell "arena",140,140,160,160,cell_basilica,0;

    setcell "arena",135,135,165,165,cell_walkable,0;

    setcell "arena",140,140,160,160,cell_walkable,1;

This will add a makeshift ring into the center of the map. The ring will be

surrounded by a 5-cell wide 'gap' to prevent interference from outside, and

the rest of the map will be marked as 'basilica', preventing observers from

casting any offensive skills or fighting among themselves. Note that the wall

will not be shown nor known client-side, which may cause movement problems.

Another example:

OnBarricadeDeploy:

    setcell "schg_cas05",114,51,125,51,cell_walkable,0;

    end;

OnBarricadeBreak:

    setcell "schg_cas05",114,51,125,51,cell_walkable,1;

    end;

This could be a part of the WoE:SE script, where attackers are not allowed

to proceed until all barricades are destroyed. This script would place and

remove a nonwalkable row of cells after the barricade mobs.

 

 

 

I also looked at that but it doesn't give the basilica animation of the walls. is there a way to show the walls?

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*npcskilleffect <skill id>,<number>,<x>,<y>;
*npcskilleffect "<skill name>",<number>,<x>,<y>;
 
This command behaves identically to 'skilleffect', however, the effect will not 
be centered on the invoking character's sprite, nor on the NPC sprite, if any, 
but will be centered at map coordinates given on the same map as the invoking 
character.
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*npcskilleffect <skill id>,<number>,<x>,<y>;
*npcskilleffect "<skill name>",<number>,<x>,<y>;
 
This command behaves identically to 'skilleffect', however, the effect will not 
be centered on the invoking character's sprite, nor on the NPC sprite, if any, 
but will be centered at map coordinates given on the same map as the invoking 
character.

 

 

I will try this, thankyou

 

Also another problem with mapflag was that when a GM uses @killer, it still kills players in the basilica save zone (with mapflag) havn't tried npc skill effects yet, but i will do that. and update this post. Thanks

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