Invulnerable Shopkeepers
- Xuri
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You can open malevendors.dfn and remove the following highlighted line:
That should cause all new vendors that spawn to become vulnerable. You can also use 'set vulnerable true to make any already saved (if spawned manually or through item-based spawners - npcs spawned through regional spawners aren't saved) vendors vulnerable.
Code: Select all
[basevendor]
{
[color=orange]PRIV=4[/color]
SKINLIST=16
BACKPACK
...
-= Ho Eyo He Hum =-
- Xuri
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There is a way, yes, and this should have been done some time ago:
Copy and paste the below text, and save it in a text-file with the name "static_npc.js" in the UOX3/JS/NPC/AI/ folder:
Next, open JSE_FILEASSOCIATIONS.SCP and add the below highlighted line of text:
Lastly, open UOX3/DFNDATA/NPC/agressiveplants.dfn and add a line saying SCRIPT=3202 to all the NPCs in the file you wish to stop moving permanently.
You might also want to add a line saying FLEEAT=-1, so those NPCs won't try to flee when they get below the default threshold for health-points necessary to attempt to flee from combat (defaults defined in UOX.INI, but can be overriden on a per-NPC basis).
I'll be adding all of this as default setup for future UOX3 versions.
Copy and paste the below text, and save it in a text-file with the name "static_npc.js" in the UOX3/JS/NPC/AI/ folder:
Code: Select all
// Assigning this script to an NPC will stop
// him from moving upon spawning.
function onCreateDFN( objMade, objType )
{
if( objMade )
{
objMade.wandertype = 0;
objMade.frozen = true;
}
}Code: Select all
// AI-Stuff
3200=npc/ai/cow_tipping.js
3201=npc/ai/banker.js
[color=orange]3202=npc/ai/static_npc.js[/color]You might also want to add a line saying FLEEAT=-1, so those NPCs won't try to flee when they get below the default threshold for health-points necessary to attempt to flee from combat (defaults defined in UOX.INI, but can be overriden on a per-NPC basis).
I'll be adding all of this as default setup for future UOX3 versions.
Last edited by Xuri on Sat Mar 13, 2010 7:03 pm, edited 1 time in total.
-= Ho Eyo He Hum =-
- Xuri
- Site Admin
- Posts: 3704
- Joined: Mon Jun 02, 2003 9:11 am
- Location: Norway
- Has thanked: 48 times
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Ok the above method will work as a temporary work-around most of time.
I'm adding a simpler method, though. A new NPCWANDER mode (5) which will make the NPCs that have it unable to move at all. Ever.
Will be on the CVS next time I commit, and also available in next experimental build - which I'll hopefully get out there one of these days.
I'm adding a simpler method, though. A new NPCWANDER mode (5) which will make the NPCs that have it unable to move at all. Ever.
Will be on the CVS next time I commit, and also available in next experimental build - which I'll hopefully get out there one of these days.
-= Ho Eyo He Hum =-