emptyaccount 60 Posted November 18, 2017 Hello, Is it possible to make a dummy NPC (Basically an NPC that doesn't move and receives attack but doesn't attack back.) ? Thanks ~ Share this post Link to post Share on other sites
0 Kibbelz 1,154 Posted November 18, 2017 19 minutes ago, Roy said: Hello, Is it possible to make a dummy NPC (Basically an NPC that doesn't move and receives attack but doesn't attack back.) ? Thanks ~ Make a resource with no weapon type requirements. 1 emptyaccount reacted to this Share this post Link to post Share on other sites
0 Refur 403 Posted November 18, 2017 I think no, but I have an idea for for something similar. Put the enemy with Npc Avoid attribute around it. The enemy template must have only one view to make looks him like he isn't walking. The idea is enclose the enemy with that attribute, he will not walk in that way. Now you have to think how to make the enemy don´t attack. 1 emptyaccount reacted to this Share this post Link to post Share on other sites
0 jcsnider 3,523 Posted November 18, 2017 4.6 npcs with 0 base damage and 0 scaling won't do damage. 1 emptyaccount reacted to this Share this post Link to post Share on other sites
0 emptyaccount 60 Posted November 18, 2017 1 hour ago, Refur said: I think no, but I have an idea for for something similar. Put the enemy with Npc Avoid attribute around it. The enemy template must have only one view to make looks him like he isn't walking. The idea is enclose the enemy with that attribute, he will not walk in that way. Now you have to think how to make the enemy don´t attack. Thank you! 1 hour ago, Kibbelz said: Make a resource with no weapon type requirements. Thank you! I think that may work 23 minutes ago, jcsnider said: 4.6 npcs with 0 base damage and 0 scaling won't do damage. nice, will they be static? Share this post Link to post Share on other sites
0 nizate 22 Posted November 18, 2017 To properly do this (atm in the engine) you can do it one of two ways: (3 using Kibbelz way, I haven't touched resources yet.) Option 1: Set the NPC (in question) sprites (Paperdoll, the entity folder) ALL to be exactly the same, this way when you attack the NPC it does not show that it turned. Set the NPC as Guard, this way it will not move. Set the NPC's HP at 1, and respawn at 0. Or as high as you want it to be. Place the NPC with a spawn point. This option will show the NPC respawn for a split second. Option 2: Set a sprite (from your spritesheet) down on the map, this will be the "look" for the dummy. Set the NPC to have NO sprite. Set the NPC as a Guard, this way it will not move. Set the NPC's HP at 1, respawn at 0. (Or again as high as you want it to be.) I set it at 1 so that it can be used for a tutorial quest. Place the NPC with a spawn point. This option works well, only downfall is if the sprite for the dummy is medium to big sized, the NPC name will show in the middle... <--- @jcsnider can we maybe make it higher when no sprite is selected? (Or option to turn NPC names off?) Hopefully this helps and have fun! 1 emptyaccount reacted to this Share this post Link to post Share on other sites
0 emptyaccount 60 Posted November 18, 2017 19 minutes ago, nizate said: To properly do this (atm in the engine) you can do it one of two ways: (3 using Kibbelz way, I haven't touched resources yet.) Option 1: Set the NPC (in question) sprites (Paperdoll, the entity folder) ALL to be exactly the same, this way when you attack the NPC it does not show that it turned. Set the NPC as Guard, this way it will not move. Set the NPC's HP at 1, and respawn at 0. Or as high as you want it to be. Place the NPC with a spawn point. This option will show the NPC respawn for a split second. Option 2: Set a sprite (from your spritesheet) down on the map, this will be the "look" for the dummy. Set the NPC to have NO sprite. Set the NPC as a Guard, this way it will not move. Set the NPC's HP at 1, respawn at 0. (Or again as high as you want it to be.) I set it at 1 so that it can be used for a tutorial quest. Place the NPC with a spawn point. This option works well, only downfall is if the sprite for the dummy is medium to big sized, the NPC name will show in the middle... <--- @jcsnider can we maybe make it higher when no sprite is selected? (Or option to turn NPC names off?) Hopefully this helps and have fun! I will try these and if they don't work the way I want it, I'm just going to make random basic monsters instead. Thank you! Share this post Link to post Share on other sites
0 nizate 22 Posted November 18, 2017 You can also name the NPC " " (Just a space) and they won't show up named at all. Which fixes the second part. 1 emptyaccount reacted to this Share this post Link to post Share on other sites
0 Kibbelz 1,154 Posted November 18, 2017 Literally just make a resource with the dummy sprite... Not sure why you'd do it any othet way when this way works just fine without having to hassle with npc avoids and other properties in the NPC editor. 1 emptyaccount reacted to this Share this post Link to post Share on other sites
0 nizate 22 Posted November 18, 2017 1 hour ago, Kibbelz said: Literally just make a resource with the dummy sprite... Not sure why you'd do it any othet way when this way works just fine without having to hassle with npc avoids and other properties in the NPC editor. Does this work with Quests? Share this post Link to post Share on other sites
0 Gibier 470 Posted November 18, 2017 12 minutes ago, nizate said: Does this work with Quests? resources aren't related to quest. Only npcs, items and event are. 1 emptyaccount reacted to this Share this post Link to post Share on other sites
0 nizate 22 Posted November 18, 2017 So for a tutorial dummy NPC, this wouldn't be feasible if say the quest told you to try attacking the dummy. (in my case I have it 1hp and counts the 1 kill as hitting the dummy) 1 emptyaccount reacted to this Share this post Link to post Share on other sites
0 Gibier 470 Posted November 18, 2017 No but you could just put a task take an item and make the resource drop the item. 2 nizate and emptyaccount reacted to this Share this post Link to post Share on other sites
0 emptyaccount 60 Posted November 18, 2017 3 hours ago, Gibier said: No but you could just put a task take an item and make the resource drop the item. Yeah, that's what I did 1 Kibbelz reacted to this Share this post Link to post Share on other sites
Hello,
Is it possible to make a dummy NPC (Basically an NPC that doesn't move and receives attack but doesn't attack back.) ?
Thanks ~
Share this post
Link to post
Share on other sites