Basilica infinit NPC

K4m4r40

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How do I create an NPC hidden, conjuring the skill "Basilica" infinitely?

npcskilleffect or specialeffect2?

One example, please.

 

prt_fild01,218,123,5 script Basilica::basilica 139,{
 
}
duration of the skill and (effect visual): 40 sec
Nº effect: 374


Obs.: I intend to use this idea also in "magic shield" and "sacred shield".
 


Thx for help.

 
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Maybe use a combination of these?

Code:
*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.---------------------------------------*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. 'type' defines which flag to modify. Possible options include cell_walkable,cell_shootable, cell_basilica. For a full list, see const.txt.'flag' can be 0 or 1 (0:clear flag, 1:set flag). Example:	setcell "arena",0,0,300,300,cell_basilica,1;	setcell "arena",140,140,160,160,cell_basilica,0;
 
 
Let's look...
setcell "prt_fild01",216,121,220,125,cell_basilica,0; 

-----------------------------------------------------------------------------------------

Let's get this straight, this script would be represented this way?

              º(Y1)121               º(X1)216    (NPC)218,123   º(X2)220              º(Y2)125    
correct?

-----------------------------------------------------------------------------------------

*Not understand about the representation of the flag.

'flag' can be 0 or 1 (0:clear flag, 1:set flag). 

How would the npc?

~sorry for my english.
 
using it will only show the effect, not the actual skill, if you want the skill to work, you may try using unitskillusepos or npcskill  commands

 
I tried several times using severeal commands of the script_commands.txt ... without success! 
 
the most I got was this:

prt_fild01,218,123,5 script Basilica::ba_buffer 139,{OnInit:initnpctimer;end;OnTimer0001:specialeffect 374;end;OnTimer39500:initnpctimer;end;} 
Information:

 
Number effect: 374
 
skill_db:
362,4,6,4,0,0x1,0,5,1,yes,0,0,0,magic,2, HP_BASILICA,Basilica 


 
What do is need this npc to too run the skill?
At the moment only works the effect.

I'm trying to 4 days and nothing. #fail 
default_angry.png


 
Well just as evilpunker already told, specialeffect will simply display the visual effect, but without applying the skill itself. To have it on, use npcskill or unitskillusepos

 
I tried to follow the examples as "script_command",
 

*npcskill "<skill name>",<skill lvl>,<stat point>,<NPC level>;
 
npcskill "362",5,99,60;
or
npcskill "HP_BASILICA",5,99,60;  - not appear the error, and too not appear the basilica.

*unitskillusepos <GID>,<skill id>,<skill lvl>,<x>,<y>;
*unitskillusepos <GID>,"<skill name>",<skill lvl>,<x>,<y>;
 
*unitskillusepos 1,"HP_BASILICA",5,218,123; - only appears "!!" in top of the NPC.

I've never used these commands ...

This is my npc,
riuefd.jpg


 
you missed the proper GID:

Code:
unitskilluseid getnpcid(0),"HP_BASILICA",5; 
 
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