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Michi

Retired Staff
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Posts posted by Michi


  1.  

    is it correct if monster's ATK2 is lower than ATK1?

     

    ex: MobID 1002

    will show in mobinfo "ATK: 8~1" instead of "ATK: 8~9"

     

    sprintf(atcmd_output, msg_txt(1244), //  ATK:%d~%d  Range:%d~%d~%d  Size:%s  Race: %s  Element: %s (Lv:%d)				monster->status.rhw.atk, monster->status.rhw.atk2, monster->status.rhw.range,				monster->range2 , monster->range3, msize[monster->status.size],				mrace[monster->status.race], melement[monster->status.def_ele], monster->status.ele_lv);		clif->message(fd, atcmd_output);

    Yes it's like this on official data


  2. You can do something like this:

     

    setcell "map",<x1>,<y1>,<x2>,<y2>,cell_walkable,0; //Player can't walk on cellsetcell "map",<x1>,<y1>,<x2>,<y2>,cell_walkable,1; //Player can walk on cell

    More info in doc/script_commands.txt in setcell part

    And you can use npc like barricade to create the wall and hide them when you want to let player walk in.

     

    -	script	barricade_management	-1,{end;OnBarricadeOn:enablenpc "Barricade";enablenpc "Barricade#2";ect.... // add as many barricades you needsetcell "map",<x1>,<y1>,<x2>,<y2>,cell_walkable,0; //Player can't walk on cell when the barricades are onend;OnBarricadeOff:disablenpc "Barricade";disablenpc "Barricade#2";ect.... // add as many barricades you needsetcell "map",<x1>,<y1>,<x2>,<y2>,cell_walkable,cell_walkable,1; //Player can walk on cell when the barrides are offend;}map,x,y,0	script	Barricade#1::Barricade	1906,{  //location of your barricade npcend;OnEffect1:	specialeffect 402;  // You can put an effect to get something cool  ;)end;}map,x,y,0	duplicate(Barricade)	Barricade#2	1906  //location of your second barricade npcect... // add as many barricade you need
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