davyliyang Posted March 23, 2014 Group: Members Topic Count: 14 Topics Per Day: 0.00 Content Count: 30 Reputation: 1 Joined: 03/08/14 Last Seen: June 16, 2014 Share Posted March 23, 2014 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. Quote Link to comment Share on other sites More sharing options...
sandbox Posted March 24, 2014 Group: Members Topic Count: 38 Topics Per Day: 0.01 Content Count: 949 Reputation: 174 Joined: 06/12/12 Last Seen: Friday at 12:25 PM Share Posted March 24, 2014 *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 besurrounded by a 5-cell wide 'gap' to prevent interference from outside, andthe rest of the map will be marked as 'basilica', preventing observers fromcasting any offensive skills or fighting among themselves. Note that the wallwill 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 allowedto proceed until all barricades are destroyed. This script would place andremove a nonwalkable row of cells after the barricade mobs. Quote Link to comment Share on other sites More sharing options...
davyliyang Posted April 5, 2014 Group: Members Topic Count: 14 Topics Per Day: 0.00 Content Count: 30 Reputation: 1 Joined: 03/08/14 Last Seen: June 16, 2014 Author Share Posted April 5, 2014 *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? Quote Link to comment Share on other sites More sharing options...
sandbox Posted April 5, 2014 Group: Members Topic Count: 38 Topics Per Day: 0.01 Content Count: 949 Reputation: 174 Joined: 06/12/12 Last Seen: Friday at 12:25 PM Share Posted April 5, 2014 *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. Quote Link to comment Share on other sites More sharing options...
davyliyang Posted May 13, 2014 Group: Members Topic Count: 14 Topics Per Day: 0.00 Content Count: 30 Reputation: 1 Joined: 03/08/14 Last Seen: June 16, 2014 Author Share Posted May 13, 2014 *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 Quote Link to comment Share on other sites More sharing options...
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davyliyang
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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