Hey, Monster- Stay Put!

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AuthorTopic: Hey, Monster- Stay Put!
Member # 4
Profile Homepage #0
I have a guard who I want to stay put. How can I do this?

Posts: 6936 | Registered: Tuesday, September 18 2001 07:00
Shock Trooper
Member # 455
Profile #1
Do you mean absolutely stay put? To glue him or her to a spot, set memory cell 0 to either 2 (never move ever) or 1 (move if a target appears) [page 39 of Editor manual].

[ Saturday, March 27, 2004 16:45: Message edited by: Boots ]

Forgive them, for they are young and rich and white.
Posts: 265 | Registered: Saturday, December 29 2001 08:00
Member # 1505
Profile #2
Unless you aren't using the basicnpc script.

Posts: 151 | Registered: Saturday, July 13 2002 07:00
Triad Mage
Member # 7
Profile Homepage #3
There's also the nullmonst script in the VoDT folder.

"At times discretion should be thrown aside, and with the foolish we should play the fool." - Menander
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You can take my Mac when you pry my cold, dead fingers off the mouse!
Posts: 9436 | Registered: Wednesday, September 19 2001 07:00
Board Administrator
Member # 1
Profile Homepage #4
First, check the description at the top of the script. Frequently, there is a value you can give to a memory cell to make the monster immobile. For example, in the guard.txt script, setting memory cell 0 to 1 or 2 gives various flavors of immobility.

Second, the set_mobility call can stop any monster in its tracks permanently.

Third, you can make any monster never move by never giving it any calls that might make it move. This includes do_attack, by the way. If you want the monster to use regular attacks, you'll need to use set_mobility.

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Posts: 960 | Registered: Tuesday, September 18 2001 07:00