Npc talk pl V3

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Syntax: npc_talk_pl_v3 Register1

  • Register1 = Start of continuous 8 Registers

1st register = Position X (decimal)

2nd register = Position Y (decimal)

3rd register = Position Z (decimal)

4th register = Spawn Radius (decimal)

5th register = Rotation of NPC (decimal)

6th register = State (0 is alive, 1 is dead, 2 is Invisible Named Text Box)

7th register = NPC Template (0 - 63 in decimal, look in

8th register = Player slot. (0-3, takes any open slot)


Used to create an NPC occupying a character slot. They will spawn/burst in when within the coordinates' radius value, disappear when outside it, and will have the appropriate colored text box for their slot.

NOTE: Though this OPCode does not overwrite the Player Character's data, it is still highly recommended to put failsafes and checks to prevent spawning an NPC with multiple players.


100:     leti R1, 00000208 //Makes register 1 equal 520. (X position of where the npc will spawn.)
         leti R2, 00000000 //Makes register 2 equal 520. (Y position of where the npc will spawn.).
         leti R3, 00000022 //Makes register 3 equal 34. (Z position of where the npc will spawn.)
         leti R4, 00000032 //Makes register 4 equal 50. (Rotation of spawned npc.)
         leti R5, 000000B4 //Makes register 5 equal 180. (Rotation of spawned npc.)
         leti R6, 00000000 //Makes register 6 equal 0. (Is npc dead flag set to 00000000 for alive, 00000001 for dead and lying on the ground.)
         leti R7, 00000011 //Makes register 7 equal 17. (Preset npc number. Determines what the npc will have equipped, level, and type. 00000011 is MONTAGUE)
         leti R8, 00000001 //Makes register 8 equal 1. (The slot id to give the npc.)
         npc_talk_pl_V3 R1 //Loads the npc with the leti arguments listed above. When you walk within 50 units of its spawn point, the NPC will appear and disappear outside it.

Also see

load_npc_data, get_npc_data, leti,

npc_crp_id_V3, npc_stop, ret,

npc_play, npc_kill, HEX: