- 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
prontera,158,182,6 script barricade 101,{ if ( has_instance2( "guild_vs2" ) >= 0 ) { warp has_instance( "guild_vs2" ), 0,0; end; } .@pid = getcharid(1); if ( !.@pid ) { mes "form a party 1st"; close; } getpartymember .@pid, 1; getpartymember .@pid, 2; if ( ( .@ins = instance_create( "test barricade", .@pid ) ) < 0 ) { mes "error : "+ .@ins; close; } if ( instance_attachmap( "guild_vs2", .@ins, 1, .@pid +"wall" ) == "" ) { mes "error : 5"; instance_destroy .@ins; close; } instance_set_timeout 30, 0, .@ins; instance_init .@ins; instance_attach .@ins; switch ( rand(4) ) { default: warp has_instance( "guild_vs2" ), 50, 90; break; case 1: warp has_instance( "guild_vs2" ), 50, 9; break; case 2: warp has_instance( "guild_vs2" ), 9, 50; break; case 3: warp has_instance( "guild_vs2" ), 90, 50; break; } end;}guild_vs2,0,0,0 script djfksdhfjkds -1,{OnInstanceInit: setwall has_instance( "guild_vs2" ), 46,87, 8, 6, 0, "inst_"+ has_instance2( "guild_vs2" ) +"_barricade_1"; setwall has_instance( "guild_vs2" ), 87,53, 8, 4, 0, "inst_"+ has_instance2( "guild_vs2" ) +"_barricade_2"; setwall has_instance( "guild_vs2" ), 46,12, 8, 6, 0, "inst_"+ has_instance2( "guild_vs2" ) +"_barricade_3"; setwall has_instance( "guild_vs2" ), 12,53, 8, 4, 0, "inst_"+ has_instance2( "guild_vs2" ) +"_barricade_4"; sleep 10000; delwall "inst_"+ has_instance2( "guild_vs2" ) +"_barricade_1"; delwall "inst_"+ has_instance2( "guild_vs2" ) +"_barricade_2"; delwall "inst_"+ has_instance2( "guild_vs2" ) +"_barricade_3"; delwall "inst_"+ has_instance2( "guild_vs2" ) +"_barricade_4"; end;}
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