KingIris 1 Posted November 19, 2014 Hello guys, I was wonder how can i set up walls with the barricade monster? just like the BG ones but for something else i wanna create! example: setwall .Castle$,114,48,13,6,0,"conq_RL00"; setwall .Castle$,114,51,13,6,1,"conq_RL01"; setwall .Castle$,114,154,13,6,1,"conq_RL02"; setwall .Castle$,116,241,11,6,1,"conq_RL03"; bg_monster .Defender,.Castle$,115,49," ",1906,"Conquest::OnBarricade0"; bg_monster .Defender,.Castle$,117,49," ",1906,"Conquest::OnBarricade0"; bg_monster .Defender,.Castle$,119,49," ",1906,"Conquest::OnBarricade0"; bg_monster .Defender,.Castle$,121,49," ",1906,"Conquest::OnBarricade0"; bg_monster .Defender,.Castle$,123,49," ",1906,"Conquest::OnBarricade0"; bg_monster .Defender,.Castle$,125,49," ",1906,"Conquest::OnBarricade0"; bg_monster .Defender,.Castle$,115,50," ",1906,"Conquest::OnBarricade1"; bg_monster .Defender,.Castle$,117,50," ",1906,"Conquest::OnBarricade1"; bg_monster .Defender,.Castle$,119,50," ",1906,"Conquest::OnBarricade1"; bg_monster .Defender,.Castle$,121,50," ",1906,"Conquest::OnBarricade1"; bg_monster .Defender,.Castle$,123,50," ",1906,"Conquest::OnBarricade1"; bg_monster .Defender,.Castle$,125,50," ",1906,"Conquest::OnBarricade1"; bg_monster .Defender,.Castle$,115,153," ",1906,"Conquest::OnBarricade2"; bg_monster .Defender,.Castle$,117,153," ",1906,"Conquest::OnBarricade2"; bg_monster .Defender,.Castle$,119,153," ",1906,"Conquest::OnBarricade2"; bg_monster .Defender,.Castle$,121,153," ",1906,"Conquest::OnBarricade2"; bg_monster .Defender,.Castle$,123,153," ",1906,"Conquest::OnBarricade2"; bg_monster .Defender,.Castle$,125,153," ",1906,"Conquest::OnBarricade2"; bg_monster .Defender,.Castle$,116,240," ",1906,"Conquest::OnBarricade3"; bg_monster .Defender,.Castle$,118,240," ",1906,"Conquest::OnBarricade3"; bg_monster .Defender,.Castle$,120,240," ",1906,"Conquest::OnBarricade3"; bg_monster .Defender,.Castle$,122,240," ",1906,"Conquest::OnBarricade3"; bg_monster .Defender,.Castle$,27,35,"1st Guardian Stone",2105,"Conquest::OnGuardianStone1"; bg_monster .Defender,.Castle$,207,75,"2st Guardian Stone",2106,"Conquest::OnGuardianStone2"; bg_monster .Defender,.Castle$,120,272,"Emperium",2107,"Conquest::OnEmperium"; I found out in the BG Conquest script, the format of the Barricade is similar to what im trying to create with my script. ill block Passageways with the barricades and the player needs to knock each wall down to progress. Is it possible to have the barricade counted? Ex: dispbottom "There are (x) amount of barricades left"; Also is it possible to add a Emperium & when that Emperium is broken, A monster spawns? I know its possible i just dont know how to do it. But i can get this part on my own i think - But im more seeking help on the barricades~ Cause i tried doing it myself manipulating the ( SetWall & bg_monster) but i havent had any luck yet! Thanks in advanced guys ~ Quote Share this post Link to post Share on other sites
0 GmOcean 92 Posted November 20, 2014 You just need to add a variable check at the label when each monster dies: OnBarricade0: ++.barricade[0]; if( .barricade[0] == 6 ){ delwall "conq_RL01"; } dispbottom "There are "+ (6 - .barricade[0]) +" barricades left."; end; Just add checks like that for each wall you design. Same goes for spawning a monster after breaking the emperium: OnEmperium:// spawn monster command here.end; Quote Share this post Link to post Share on other sites
0 KingIris 1 Posted November 20, 2014 You just need to add a variable check at the label when each monster dies: OnBarricade0: ++.barricade[0]; if( .barricade[0] == 6 ){ delwall "conq_RL01"; } dispbottom "There are "+ (6 - .barricade[0]) +" barricades left."; end; Just add checks like that for each wall you design. Same goes for spawning a monster after breaking the emperium: OnEmperium:// spawn monster command here.end; so to try to test ive done this - script Barricade -1,{OnInit: setwall "te_aldecas3",81,228,1,0,0,"christmas_wall_a"; monster te_aldecas3, 81, 228, "Barricade", 1905, 1, strnpcinfo(0)+"::OnBarricadeDead1" end; OnBarricadeDead1:if (mobcount(mapname, strnpcinfo(0)+"::OnBarricadeDead1") < 1) { delwall "christmas_wall_a";}end;} now how do i add what you said above, just for testing? Quote Share this post Link to post Share on other sites
0 GmOcean 92 Posted November 20, 2014 You would simply just spawn more than 1 monster, each taking up 1 cell of the " wall ". Then, when the last one is killed you remove the wall like you did in your test script. Then if you have multiple walls. You give each wall a different name, and the monsters that are spawned along that wall, have same Event label, just different from the other walls. ( Does that make sense? ) Example: - script Barricade -1,{OnInit: setwall "te_aldecas3",81,228,1,4,6,"christmas_wall_a"; setwall "te_aldecas3",81,232,1,4,6,"christmas_wall_b"; setwall "te_aldecas3",81,234,1,4,6,"crhistmas_wall_c"; for( .@i = 0; .@i < 4; .@i++ ){ monster "te_aldecas3",( 81 + .@i ),228, "Barricade", 1905, 1, strnpcinfo(0)+"::OnBarricadeA"; monster "te_aldecas3",( 81 + .@i ),232, "Barricade", 1905, 1, strnpcinfo(0)+"::OnBarricadeB"; monster "te_aldecas3",( 81 + .@i ),234, "Barricade", 1905, 1, strnpcinfo(0)+"::OnBarricadeC"; } monster "te_aldecas3", 81, 236, "Emperium", 2107, 1, strnpcinfo(0)+"::OnEmperiumDead"; end; OnBarricadeA:if( !mobcount(mapname, strnpcinfo(0)+"::OnBarricadeA") ){ delwall "christmas_walla_a";}end;OnBarricadeB:if( !mobcount(mapname, strnpcinfo(0)+"::OnBarricadeB") ){ delwall "christmas_walla_b";}end;OnBarricadeB:if( !mobcount(mapname, strnpcinfo(0)+"::OnBarricadeC") ){ delwall "christmas_walla_c";}end;OnEmperiumDead:monster "te_aldecas3", 81, 236, "SUPER MONSTER", 1002, 1, strnpcinfo(0)+"::OnSuperDead";end;OnSuperDead:dispbottom "All done.";end;} Quote Share this post Link to post Share on other sites
0 KingIris 1 Posted November 20, 2014 (edited) You would simply just spawn more than 1 monster, each taking up 1 cell of the " wall ". Then, when the last one is killed you remove the wall like you did in your test script. Then if you have multiple walls. You give each wall a different name, and the monsters that are spawned along that wall, have same Event label, just different from the other walls. ( Does that make sense? ) Example: - script Barricade -1,{OnInit: setwall "te_aldecas3",81,228,1,4,6,"christmas_wall_a"; setwall "te_aldecas3",81,232,1,4,6,"christmas_wall_b"; setwall "te_aldecas3",81,234,1,4,6,"crhistmas_wall_c"; for( .@i = 0; .@i < 4; .@i++ ){ monster "te_aldecas3",( 81 + .@i ),228, "Barricade", 1905, 1, strnpcinfo(0)+"::OnBarricadeA"; monster "te_aldecas3",( 81 + .@i ),232, "Barricade", 1905, 1, strnpcinfo(0)+"::OnBarricadeB"; monster "te_aldecas3",( 81 + .@i ),234, "Barricade", 1905, 1, strnpcinfo(0)+"::OnBarricadeC"; } monster "te_aldecas3", 81, 236, "Emperium", 2107, 1, strnpcinfo(0)+"::OnEmperiumDead"; end; OnBarricadeA:if( !mobcount(mapname, strnpcinfo(0)+"::OnBarricadeA") ){ delwall "christmas_walla_a";}end;OnBarricadeB:if( !mobcount(mapname, strnpcinfo(0)+"::OnBarricadeB") ){ delwall "christmas_walla_b";}end;OnBarricadeC:if( !mobcount(mapname, strnpcinfo(0)+"::OnBarricadeC") ){ delwall "christmas_walla_c";}end;OnEmperiumDead:monster "te_aldecas3", 81, 236, "SUPER MONSTER", 1002, 1, strnpcinfo(0)+"::OnSuperDead";end;OnSuperDead:dispbottom "All done.";end;} i just tried testing, but theres a problem with the walls ive made. upon break the barricade, the wall doesnt delete. Its stays there & your basically stuck and cannot proceed. Edited November 20, 2014 by KingIris Quote Share this post Link to post Share on other sites
0 GmOcean 92 Posted November 20, 2014 Well, if you look closely at the OnBarricadeA/B/C labels, you'll see that I didn't specify the map name for it to check. Therefore it would never delete. Just replace ' mapname ' with the map you spawn the barricades on. Quote Share this post Link to post Share on other sites
0 KingIris 1 Posted November 20, 2014 oh got it thanks man Quote Share this post Link to post Share on other sites
0 KingIris 1 Posted November 27, 2014 (edited) Well, if you look closely at the OnBarricadeA/B/C labels, you'll see that I didn't specify the map name for it to check. Therefore it would never delete. Just replace ' mapname ' with the map you spawn the barricades on. i edited everything correctly im guessing but the walls do not delwall after barricade is dead! - script Barricade -1,{OnInit: setwall "te_aldecas3",81,228,1,0,0,"christmas_wall_a"; setwall "te_aldecas3",81,229,1,0,0,"christmas_wall_b"; setwall "te_aldecas3",81,230,1,0,0,"christmas_wall_c"; setwall "te_aldecas3",81,231,1,0,0,"crhistmas_wall_d"; setwall "te_aldecas3",81,232,1,0,0,"christmas_wall_e"; setwall "te_aldecas3",81,233,1,0,0,"christmas_wall_f"; for( .@i = 0; .@i < 4; .@i++ ){ monster "te_aldecas3",( 81 + .@i ),228, "Santa Wall", 1905, 1, strnpcinfo(0)+"::OnBarricadeA"; monster "te_aldecas3",( 81 + .@i ),229, "Santa Wall", 1905, 1, strnpcinfo(0)+"::OnBarricadeB"; monster "te_aldecas3",( 81 + .@i ),230, "Santa Wall", 1905, 1, strnpcinfo(0)+"::OnBarricadeC"; monster "te_aldecas3",( 81 + .@i ),231, "Santa Wall", 1905, 1, strnpcinfo(0)+"::OnBarricadeD"; monster "te_aldecas3",( 81 + .@i ),232, "Santa Wall", 1905, 1, strnpcinfo(0)+"::OnBarricadeE"; monster "te_aldecas3",( 81 + .@i ),233, "Santa Wall", 1905, 1, strnpcinfo(0)+"::OnBarricadeF"; } monster "te_aldecas3", 73, 230, "Emperium", 1288, 1, strnpcinfo(0)+"::OnEmperiumDead"; end; OnBarricadeA:if( !mobcount(te_aldecas3, strnpcinfo(0)+"::OnBarricadeA") ){ delwall "christmas_wall_a";}end;OnBarricadeB:if( !mobcount(te_aldecas3, strnpcinfo(0)+"::OnBarricadeB") ){ delwall "christmas_wall_b";}end;OnBarricadeC:if( !mobcount(te_aldecas3, strnpcinfo(0)+"::OnBarricadeC") ){ delwall "christmas_wall_c";}end;OnBarricadeD:if( !mobcount(te_aldecas3, strnpcinfo(0)+"::OnBarricadeD") ){ delwall "christmas_wall_d";}end;OnBarricadeE:if( !mobcount(te_aldecas3, strnpcinfo(0)+"::OnBarricadeE") ){ delwall "christmas_wall_e";}end;OnBarricadeF:if( !mobcount(te_aldecas3, strnpcinfo(0)+"::OnBarricadeF") ){ delwall "christmas_wall_f";}end;OnEmperiumDead:monster "te_aldecas3", 73, 230, "SUPER MONSTER", 1002, 1, strnpcinfo(0)+"::OnSuperDead";end;OnSuperDead:dispbottom "Congrats on Defeating Antonio, Daddy Nick greatly appreciate's the help.";end;} Barricade_A Barricade_B arent delwall, Cant continue on even after you killed it Edited November 27, 2014 by KingIris Quote Share this post Link to post Share on other sites
0 GmOcean 92 Posted November 27, 2014 (edited) When checking for the monster, you also need to put it's name in "quotation" marks. Here is an example. Just talk to the npc near @go 0. And then walk down in prontera, you'll see a row of barricades, and if you try to pass them there is a hidden wall like 2 cells down. This was done because you can't place the barricades ON the wall. If you do so, they can't be killed. prontera,155,180,4 script HiddenWall 123,{setwall "prontera",149,127,14,6,0,"wall_a";for( .@i = 0; .@i < 14; .@i++ ){ monster "prontera",( 149 + .@i ),129, "Santa Wall", 1905, 1, strnpcinfo(0)+"::OnBarricadeA";}end;OnBarricadeA:if( !mobcount("prontera", strnpcinfo(0)+"::OnBarricadeA") ){ delwall "wall_a";}end;} Edited November 27, 2014 by GmOcean Quote Share this post Link to post Share on other sites
Hello guys,
I was wonder how can i set up walls with the barricade monster?
just like the BG ones but for something else i wanna create!
example:
I found out in the BG Conquest script, the format of the Barricade is similar to what im
trying to create with my script. ill block Passageways with the barricades and the player
needs to knock each wall down to progress. Is it possible to have the barricade counted?
Ex: dispbottom "There are (x) amount of barricades left";
Also is it possible to add a Emperium & when that Emperium is broken, A monster spawns?
I know its possible i just dont know how to do it. But i can get this part on my own i think -
But im more seeking help on the barricades~
Cause i tried doing it myself manipulating the ( SetWall & bg_monster)
but i havent had any luck yet!
Thanks in advanced guys ~
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