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Lord Ganja

@killable - atcommand.c to script.c

Question

Can anybody help me do this?

 

I wanted to create a killable command by not using it as atcommand since my custom npc script will repeatedly use @killable and I got no way to detect if it's 'on' or 'off'.

 

I was thinking to make a custom_script command with this format ==>  killable <"character name/id">,<on|off>;

 

So even if I repeatedly use the script like killable "Lord Ganja",0; It won't turn on..

 

this is from atcommand.c , but i don't have any idea how can I do it on script.c.. Any help please? Thanks in advance! :)

/*========================================== * @killable by MouseJstr * enable other people killing you *------------------------------------------*/ACMD(killable) {	sd->state.killable = !sd->state.killable;	if(sd->state.killable)		clif->message(fd, msg_fd(fd,242));	else {		clif->message(fd, msg_fd(fd,288));		map->foreachinrange(atcommand->stopattack,&sd->bl, AREA_SIZE, BL_CHAR, sd->bl.id);	}	return true;}

 

 

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Fixed this the other way around. Instead I created a command that checks if a player is killable or not.

 

BUILDIN(iskillable){	TBL_PC* sd;	sd = script->rid2sd(st);	if( sd == NULL )		return true;// no player attached, report source	if( sd->state.killable )		script_pushint(st,1);	else		script_pushint(st,0);	return true;}

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