Difference between revisions of "Setcell"

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(Created page with "==Syntax== *'''setcell''' "<map name>",<x1>,<y1>,<x2>,<y2>,<type>,<flag>; ==Description== <p>Each map cell has several '''flags''' that specify the properties of that cell. Th...")
 
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==Syntax==
 
==Syntax==
*'''setcell''' "<map name>",<x1>,<y1>,<x2>,<y2>,<type>,<flag>;
+
*[[setcell]] "<map name>",<x1>,<y1>,<x2>,<y2>,<type>,<flag>;
 
==Description==
 
==Description==
 
<p>Each map cell has several '''flags''' that specify the properties of that cell.
 
<p>Each map cell has several '''flags''' that specify the properties of that cell.
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remove a nonwalkable row of cells after the barricade mobs.</p>
 
remove a nonwalkable row of cells after the barricade mobs.</p>
 
==See Also==
 
==See Also==
 +
* [[checkcell]]
 
* [[setwall]]
 
* [[setwall]]
 
* [[delwall]]
 
* [[delwall]]
 
[[Category:Script Command]]
 
[[Category:Script Command]]

Latest revision as of 06:52, 29 January 2014

Contents

Syntax

  • setcell "<map name>",<x1>,<y1>,<x2>,<y2>,<type>,<flag>;

Description

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).

Examples

	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.

Examples 2

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 allowed to proceed until all barricades are destroyed. This script would place and remove a nonwalkable row of cells after the barricade mobs.

See Also