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karazu

Walking NPC (Random coordinates.)

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Is it possible now to make a walking/moving NPC that walks randomly in the MAP?

I know it exist today but i just dont like the idea that It will just walk to the Coordinate that you put.


is it possible? 

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How can i make this one use the "walk animation" instead of "sliding"???

 

 

 

 

izlude,130,135,5	script	Payon Soldier	105,{	end;	OnInit:		.@interval = 5;		.@step = 5;		while (1) {			sleep .@interval * 1000;			getmapxy .@map$, .@x, .@y, 1;			while ( checkcell( .@map$, .@npc_x = .@x + rand( -.@step, .@step ), .@npc_y = .@y + rand( -.@step, .@step ), cell_chknopass ) );			npcwalkto .@npc_x, .@npc_y;		}	end;}
 

 

NPC don't have walk animation, use monster sprite ID , if you want walk animation.

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http://rathena.org/board/topic/74196-walkable-and-talkable-npc/?p=155955

 

try  Annie's script

 

 

prontera,156,177,5    script    kdjfhkshf2    100,{    end;OnInit:    .@interval = 5;    .@step = 5;    while (1) {        sleep .@interval * 1000;        getmapxy .@map$, .@x, .@y, 1;        while ( checkcell( .@map$, .@npc_x = .@x + rand( -.@step, .@step ), .@npc_y = .@y + rand( -.@step, .@step ), cell_chknopass ) );            npcwalkto .@npc_x, .@npc_y;            npctalk callfunc( "F_RandMes", 2,            "I'm talking.", // 1            "Hello!" // 2        );    }    end;}
Edited by Angelmelody

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prontera,150,150,0	script	Sample	100,{	.@x = rand(100,500);	.@y = rand(100,500);	if ( checkcell( strnpcinfo(4), .@x, .@y, cell_chkpass ) )		 movenpc strnpcinfo(1), .@x, .@y;	end;}

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http://rathena.org/board/topic/74196-walkable-and-talkable-npc/?p=155955

 

try  Annie's script

 

 

prontera,156,177,5    script    kdjfhkshf2    100,{    end;OnInit:    .@interval = 5;    .@step = 5;    while (1) {        sleep .@interval * 1000;        getmapxy .@map$, .@x, .@y, 1;        while ( checkcell( .@map$, .@npc_x = .@x + rand( -.@step, .@step ), .@npc_y = .@y + rand( -.@step, .@step ), cell_chknopass ) );            npcwalkto .@npc_x, .@npc_y;            npctalk callfunc( "F_RandMes", 2,            "I'm talking.", // 1            "Hello!" // 2        );    }    end;}

Using this now and its perfect.

 

 

How about if I will disable the talking?

 

because the NPC spams alot. XD could u teach me how to disable it please?

Edited by karazu

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http://rathena.org/board/topic/74196-walkable-and-talkable-npc/?p=155955

 

try  Annie's script

 

 

prontera,156,177,5    script    kdjfhkshf2    100,{    end;OnInit:    .@interval = 5;    .@step = 5;    while (1) {        sleep .@interval * 1000;        getmapxy .@map$, .@x, .@y, 1;        while ( checkcell( .@map$, .@npc_x = .@x + rand( -.@step, .@step ), .@npc_y = .@y + rand( -.@step, .@step ), cell_chknopass ) );            npcwalkto .@npc_x, .@npc_y;            npctalk callfunc( "F_RandMes", 2,            "I'm talking.", // 1            "Hello!" // 2        );    }    end;}

Using this now and its perfect.

 

 

How about if I will disable the talking?

 

because the NPC spams alot. XD could u teach me how to disable it please?

 

 comment out  npctalk ....

    // npctalk callfunc( "F_RandMes", 2,

    // "I'm talking.", // 1

    // "Hello!" // 2

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http://rathena.org/board/topic/74196-walkable-and-talkable-npc/?p=155955

 

try  Annie's script

 

 

prontera,156,177,5  script  kdjfhkshf2  100,{
 end;
OnInit:
 .@interval = 5;
 .@step = 5;
 while (1) {
   sleep .@interval * 1000;
   getmapxy .@map$, .@x, .@y, 1;
   while ( checkcell( .@map$, .@npc_x = .@x + rand( -.@step, .@step ), .@npc_y = .@y + rand( -.@step, .@step ), cell_chknopass ) );
     npcwalkto .@npc_x, .@npc_y;
     npctalk callfunc( "F_RandMes", 2,
     "I'm talking.", // 1
     "Hello!" // 2
   );
 }
 end;
}

Using this now and its perfect.


How about if I will disable the talking?

because the NPC spams alot. XD could u teach me how to disable it please?

 

 comment out  npctalk ....

  // npctalk callfunc( "F_RandMes", 2,
  // "I'm talking.", // 1
  // "Hello!" // 2


The problem is it doesn't walk anymore..

 

Edited by karazu

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This

prontera,150,150,5	script	Sample	100,{    end;OnInit:    while (1) {		do {			.@x = rand(100,500);			.@y = rand(100,500);		} while (!checkcell(strnpcinfo(4),.@x,.@y,cell_chkpass));		npcwalkto .@x, .@y;		sleep 500;    }    end;}

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http://rathena.org/board/topic/74196-walkable-and-talkable-npc/?p=155955

 

try  Annie's script

 

 

prontera,156,177,5  script  kdjfhkshf2  100,{

 end;

OnInit:

 .@interval = 5;

 .@step = 5;

 while (1) {

   sleep .@interval * 1000;

   getmapxy .@map$, .@x, .@y, 1;

   while ( checkcell( .@map$, .@npc_x = .@x + rand( -.@step, .@step ), .@npc_y = .@y + rand( -.@step, .@step ), cell_chknopass ) );

     npcwalkto .@npc_x, .@npc_y;

     npctalk callfunc( "F_RandMes", 2,

     "I'm talking.", // 1

     "Hello!" // 2

   );

 }

 end;

}

Using this now and its perfect.

 

 

How about if I will disable the talking?

 

because the NPC spams alot. XD could u teach me how to disable it please?

 

 comment out  npctalk ....

  // npctalk callfunc( "F_RandMes", 2,

  // "I'm talking.", // 1

  // "Hello!" // 2

 

The problem is it doesn't walk anymore..

 

 

 

 

prontera,156,177,5    script    kdjfhkshf2    100,{    end;OnInit:    .@interval = 5;    .@step = 5;    while (1) {        sleep .@interval * 1000;        getmapxy .@map$, .@x, .@y, 1;        while ( checkcell( .@map$, .@npc_x = .@x + rand( -.@step, .@step ), .@npc_y = .@y + rand( -.@step, .@step ), cell_chknopass ) );            npcwalkto .@npc_x, .@npc_y;    }    end;}

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That's more complicated. You can do that on scripting, but it's quite a lot more challenging if you don't want the NPC to walk over unwalkable cells. As I said, quite a neat navigation problem that is even still being researched in real life :P .

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http://rathena.org/board/topic/74196-walkable-and-talkable-npc/?p=155955

 

try  Annie's script

 

 

prontera,156,177,5  script  kdjfhkshf2  100,{
 end;
OnInit:
 .@interval = 5;
 .@step = 5;
 while (1) {
   sleep .@interval * 1000;
   getmapxy .@map$, .@x, .@y, 1;
   while ( checkcell( .@map$, .@npc_x = .@x + rand( -.@step, .@step ), .@npc_y = .@y + rand( -.@step, .@step ), cell_chknopass ) );
     npcwalkto .@npc_x, .@npc_y;
     npctalk callfunc( "F_RandMes", 2,
     "I'm talking.", // 1
     "Hello!" // 2
   );
 }
 end;
}

Using this now and its perfect.


How about if I will disable the talking?

because the NPC spams alot. XD could u teach me how to disable it please?

 

 comment out  npctalk ....

  // npctalk callfunc( "F_RandMes", 2,
  // "I'm talking.", // 1
  // "Hello!" // 2


The problem is it doesn't walk anymore..

 

 

 

prontera,156,177,5    script    kdjfhkshf2    100,{    end;OnInit:    .@interval = 5;    .@step = 5;    while (1) {        sleep .@interval * 1000;        getmapxy .@map$, .@x, .@y, 1;        while ( checkcell( .@map$, .@npc_x = .@x + rand( -.@step, .@step ), .@npc_y = .@y + rand( -.@step, .@step ), cell_chknopass ) );            npcwalkto .@npc_x, .@npc_y;    }    end;}

[Error]: script:callfunc: function not found! [F_RandMes]

 

doesnt work on latest rev

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http://rathena.org/board/topic/74196-walkable-and-talkable-npc/?p=155955

 

try  Annie's script

 

 

prontera,156,177,5  script  kdjfhkshf2  100,{
 end;
OnInit:
 .@interval = 5;
 .@step = 5;
 while (1) {
   sleep .@interval * 1000;
   getmapxy .@map$, .@x, .@y, 1;
   while ( checkcell( .@map$, .@npc_x = .@x + rand( -.@step, .@step ), .@npc_y = .@y + rand( -.@step, .@step ), cell_chknopass ) );
     npcwalkto .@npc_x, .@npc_y;
     npctalk callfunc( "F_RandMes", 2,
     "I'm talking.", // 1
     "Hello!" // 2
   );
 }
 end;
}

Using this now and its perfect.


How about if I will disable the talking?

because the NPC spams alot. XD could u teach me how to disable it please?

 

 comment out  npctalk ....

  // npctalk callfunc( "F_RandMes", 2,
  // "I'm talking.", // 1
  // "Hello!" // 2


The problem is it doesn't walk anymore..

 

 

 

prontera,156,177,5    script    kdjfhkshf2    100,{    end;OnInit:    .@interval = 5;    .@step = 5;    while (1) {        sleep .@interval * 1000;        getmapxy .@map$, .@x, .@y, 1;        while ( checkcell( .@map$, .@npc_x = .@x + rand( -.@step, .@step ), .@npc_y = .@y + rand( -.@step, .@step ), cell_chknopass ) );            npcwalkto .@npc_x, .@npc_y;    }    end;}

[Error]: script:callfunc: function not found! [F_RandMes]

 

doesnt work on latest rev

 

 

 

 

Please note : 

 

 

//= 2.17 Renamed 'F_RandMes' to 'F_Rand'. [Euphy]

 

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[Error]: script:callfunc: function not found! [F_RandMes]
 

F_RandMes is a global function found in npc/other/Global_Funtions.txt but it has been updated on latest revision from F_RandMes to F_Rand

- npctalk callfunc("F_RandMes", 2, "I'm talking.","Hello!");+ npctalk callfunc("F_Rand","I'm talking.","Hello!");

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How can i make this one use the "walk animation" instead of "sliding"???

 

 

 

izlude,130,135,5	script	Payon Soldier	105,{	end;	OnInit:		.@interval = 5;		.@step = 5;		while (1) {			sleep .@interval * 1000;			getmapxy .@map$, .@x, .@y, 1;			while ( checkcell( .@map$, .@npc_x = .@x + rand( -.@step, .@step ), .@npc_y = .@y + rand( -.@step, .@step ), cell_chknopass ) );			npcwalkto .@npc_x, .@npc_y;		}	end;}

 

 

 

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ok i see,

brb testing



@Dastgir

 

yep its working with mob id, try it with new mob from the new episode

 

Hercules should increase #define MAX_NPC_CLASS

inside npc.h

as you see the lower limit is over 6K+ right now

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ok i see,brb testing@Dastgir yep its working with mob id, try it with new mob from the new episode Hercules should increase #define MAX_NPC_CLASSinside npc.has you see the lower limit is over 6K+ right now

Theres some problem which either Haru or Ind needs to take step on,(specially the mob Id range), since those clashes with other ID range.

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so what dev gonna do if they want to advance to the next episode?

------

ok that's different story,

is it possible instead making a passive moving NPC, i want to make them work like a real guard,

when there are monster attacking player, they will eliminate it?

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