karazu 33 Posted November 27, 2013 cell_basilica available in Hercules? Quote Share this post Link to post Share on other sites
0 Mumbles 193 Posted November 27, 2013 Yes, it is. See db/const.txt Quote Share this post Link to post Share on other sites
0 karazu 33 Posted November 27, 2013 (edited) Yes, it is. See db/const.txt btw how to set a cell as basilica? how to script this X = me # = cells for example prontera ##### ##X## ##### How about only the X is the basilica and the ### are unwalkable Edited November 27, 2013 by karazu Quote Share this post Link to post Share on other sites
0 Mumbles 193 Posted November 27, 2013 You could add multiple setcells for a perimeter to accommodate your needs. I haven't tried this, but setting that particular cell/area to be walkable after setting the enclosing area to be unwalkable might work. Quote Share this post Link to post Share on other sites
0 Lulu 25 Posted November 28, 2013 can you use cell_basilica on a pvp or gvg room? Quote Share this post Link to post Share on other sites
0 Mumbles 193 Posted November 28, 2013 can you use cell_basilica on a pvp or gvg room? I don't see why not. Give it a try. Quote Share this post Link to post Share on other sites
0 Lulu 25 Posted November 28, 2013 tried it on a battleground map. seems not working Quote Share this post Link to post Share on other sites
0 Mhalicot 392 Posted November 28, 2013 to be clear in if you only have time to read script_command.txt *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; setcell "arena",135,135,165,165,cell_walkable,0; setcell "arena",140,140,160,160,cell_walkable,1;This will add a makeshift ring into the center of the map. The ring will be surrounded by a 5-cell wide 'gap' to prevent interference from outside, and the rest of the map will be marked as 'basilica', preventing observers from casting any offensive skills or fighting among themselves. Note that the wall will not be shown nor known client-side, which may cause movement problems.Another example:OnBarricadeDeploy: setcell "schg_cas05",114,51,125,51,cell_walkable,0; end;OnBarricadeBreak: setcell "schg_cas05",114,51,125,51,cell_walkable,1; end;This could be a part of the WoE:SE script, where attackers are not allowedto proceed until all barricades are destroyed. This script would place andremove a nonwalkable row of cells after the barricade mobs. meaning it is available Quote Share this post Link to post Share on other sites
0 Angelmelody 221 Posted November 28, 2013 (edited) As I remember , cell_basilica no longer functions since 13106 , instead of it was sc_basilica you can add it back by manualbattle.cinside function int battle_check_target find //Alliance state takes precedence over enemy one. else if( state&BCT_ENEMY && strip_enemy && state&(BCT_SELF|BCT_PARTY|BCT_GUILD) ) state&=~BCT_ENEMY; and add after if ( map->getcell( src->m, src->x, src->y, CELL_CHKBASILICA ) || map->getcell( target->m, target->x, target->y, CELL_CHKBASILICA ) || map->getcell( s_bl->m, s_bl->x, s_bl->y, CELL_CHKBASILICA ) || map->getcell( t_bl->m, t_bl->x, t_bl->y, CELL_CHKBASILICA ) ) state &= ~BCT_ENEMY; Edited November 28, 2013 by Angelmelody Quote Share this post Link to post Share on other sites
0 Lulu 25 Posted November 28, 2013 As I remember , cell_basilica no longer functions since 13106 , instead of it was sc_basilica you can add it back by manual battle.c inside function int battle_check_target find //Alliance state takes precedence over enemy one. else if( state&BCT_ENEMY && strip_enemy && state&(BCT_SELF|BCT_PARTY|BCT_GUILD) ) state&=~BCT_ENEMY; and add after if ( map->getcell( src->m, src->x, src->y, CELL_CHKBASILICA ) || map->getcell( target->m, target->x, target->y, CELL_CHKBASILICA ) || map->getcell( s_bl->m, s_bl->x, s_bl->y, CELL_CHKBASILICA ) || map->getcell( t_bl->m, t_bl->x, t_bl->y, CELL_CHKBASILICA ) ) state &= ~BCT_ENEMY; thought so.. why is it removed? anyways thanks for this. Quote Share this post Link to post Share on other sites
0 Mhalicot 392 Posted November 28, 2013 ^ don't think so but havnt try it yet, since it is still on script_commands.txt and found in some script like npc/battleground/flavius/flavius02.txt bat_b02,1,4,3 script cell#bat_b02_a CLEAR_NPC,{OnRed: setcell "bat_b02",62,149,60,151,cell_basilica,1; setcell "bat_b02",62,149,60,151,cell_walkable,0; and in src/map/map.c case CELL_BASILICA: map->list[m].cell[j].basilica = flag; break; case CELL_LANDPROTECTOR: map->list[m].cell[j].landprotector = flag; break; I assumed that it still exist.. Quote Share this post Link to post Share on other sites
0 Lulu 25 Posted November 28, 2013 i think it still exist but i doesn't function well? tried it like many times and i've also read some topics that it has been removed and Angelmelody just confirms it. Quote Share this post Link to post Share on other sites
cell_basilica available in Hercules?
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