Difference between revisions of "Disablenpc"

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(Created page with "Category:Script_Command ==Syntax== *disablenpc "<NPC object name>"; *'''enablenpc''' "<NPC object name>"; ==Description== These two commands will disable and en...")
 

Latest revision as of 23:54, 22 June 2013


Syntax

  • disablenpc "<NPC object name>";
  • enablenpc "<NPC object name>";

Description

These two commands will disable and enable, respectively, an NPC object specified by name. The disabled NPC will disappear from sight and will no longer be triggerable in the normal way. It is not clear whether it will still be accessible through 'donpcevent' and other triggering commands, but it probably will be. You can disable even warp NPCs if you know their object names, which is an easy way to make a map only accessible through walking half the time. Then you 'enablenpc' them back.

You can also use these commands to create the illusion of an NPC switching between several locations, which is often better than actually moving the NPC - create one NPC object with a visible and a hidden part to their name, make a few copies, and then disable all except one.

Examples

prontera,100,100,4	script	Tim	81,{
	disablenpc "timsbrothertom";
	mes "Hey you, I disabled my brother Tom by accident :S";
	mes "Can you help me to enable him back?";
	next;
	if(select("Yes, sure!:No!") == 2) close;
	enablenpc "timsbrothertom";
	mes "Thank you very much! He is back now :)";
	close;
}
prontera,102,100,4	script	Tom#1::timsbrothertom	81,{
	mes "Hi, I'm Tims brother!";
	close;
}