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  1. #1
    Xmaily's Avatar Master Sergeant
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    Headless Horseman Script Help

    Hey there ownedcore, I'm trying to figure out 3 things that I have no idea how to do. First off I'm only asking here because i don't know the name of what i'm trying to do so i can't read articles for myself. I'm trying to script the headless horseman and the script is exactly blizzlike but there is a few things I don't know how to do.

    1) How can i make him get to 1HP without dying. (when he hits 1 hp he stops taking damage and won't die: Is it a command in a script?)
    2) How to make the Unattackable NPC attackable. (Red unatackable: Changing flags some how?)
    3) How to talk to the pumpkin gameobject to start the event (Right now I have it as a quest and when you pick it up the event starts)

    These are the three things! I would love if someone could respond with helpful information!!! Please and Thank You.

    Headless Horseman Script Help
  2. #2
    stoneharry's Avatar Moderator Harry


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    Originally Posted by Xmaily View Post
    1) How can i make him get to 1HP without dying. (when he hits 1 hp he stops taking damage and won't die: Is it a command in a script?)
    You need to create a new flag to handle this. I did it like so:

    Code:
    enum CustomFlags
    {
    	CREATURE_CUSTOMFLAG_CANTDIE = 0x1,						// 1
    ...
    };
    Code:
    		bool CantDie()
    		{
    			return HasCustomFlag(CREATURE_CUSTOMFLAG_CANTDIE);
    		}
    Code:
    	if(pVictim->GetHealth() <= damage)
    	{
    		if(pVictim->isTrainingDummy() || pVictim->IsCreature() && TO_CREATURE(pVictim)->CantDie())
    		{
    			pVictim->SetHealth(1);
    			return;
    		}
    You get the gist.

    Originally Posted by Xmaily View Post
    2) How to make the Unattackable NPC attackable. (Red unatackable: Changing flags some how?)
    UNIT_FIELD_FLAGS set to 2.

    Originally Posted by Xmaily View Post
    3) How to talk to the pumpkin gameobject to start the event (Right now I have it as a quest and when you pick it up the event starts)
    A normal gossip script? Look at how existing scripts do this.

    No I can't give you a detailed tutorial on this nor do it for you.

  3. #3
    Xmaily's Avatar Master Sergeant
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    Originally Posted by stoneharry View Post
    You need to create a new flag to handle this. I did it like so:

    Code:
    enum CustomFlags
    {
    	CREATURE_CUSTOMFLAG_CANTDIE = 0x1,						// 1
    ...
    };
    Code:
    		bool CantDie()
    		{
    			return HasCustomFlag(CREATURE_CUSTOMFLAG_CANTDIE);
    		}
    Code:
    	if(pVictim->GetHealth() <= damage)
    	{
    		if(pVictim->isTrainingDummy() || pVictim->IsCreature() && TO_CREATURE(pVictim)->CantDie())
    		{
    			pVictim->SetHealth(1);
    			return;
    		}
    You get the gist.



    UNIT_FIELD_FLAGS set to 2.



    A normal gossip script? Look at how existing scripts do this.

    No I can't give you a detailed tutorial on this nor do it for you.
    Thanks for the reply Stoneharry but I only know LuA so I'm still confused on the can't die part. However for the Unattackable NPC that worked thanks for the help. Also spent a good 30 mins and fixed the game object starting the event. Only thing I'm stuck on now is the can't die!!! Thanks again for the reply

  4. #4
    d3rrial's Avatar Contributor Authenticator enabled
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    Originally Posted by Xmaily View Post
    Thanks for the reply Stoneharry but I only know LuA so I'm still confused on the can't die part. However for the Unattackable NPC that worked thanks for the help. Also spent a good 30 mins and fixed the game object starting the event. Only thing I'm stuck on now is the can't die!!! Thanks again for the reply
    He means you should just add an additional condition whenever the npc takes damage, if the npc is invincible. If he is (supposed to be) invincible, and some incoming damage is higher than current health, set the health of the thing to 1 and just continue.

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