after they kill some poring....change their savepoint too when you warp them.
*savepoint "<map name>",<x>,<y>;
*save "<map name>",<x>,<y>;
These commands save where the invoking character will return to upon clicking
"Return to Save Point", after death and in some other cases. The two versions are
equivalent. They ignore any and all mapflags, and can make a character respawn where
no teleportation is otherwise possible.
savepoint "place",350,75;
the npc event run when a player joined the chatroom .... it run independently ... no players is attached to the script when it's running.
is it you trying to set / check player has a battleground or not ?
you try to make the player save a variable to indicate they currently have a battleground group id attached ?
if yes...then you can simply use this
if( getcharid(4) ) // has battleground attached.
you can do like this
if( getmapflag( lastwarp$,mf_town ) )
warp lastwarp$,lastwarpx,lastwarpy;
else
warp lastwarp$,0,0;
make sure your town have the town mapflags.
npc/mapflag/town.txt
for ( set .@i, 0; .@i < .size; set .@i, .@i + 1 ) {
if (killedrid==getcharid(0) || strcharinfo(3) != .Map$[.@i]) end;
if (lastkilled==killedrid){
should be
if( killedrid == getcharid(0) ) end;
for ( set .@i, 0; .@i < .size; set .@i, .@i + 1 ) {
if( strcharinfo(3) == .Map$[.@i] )
if (lastkilled==killedrid){
rAthena has changed the instances system ....
http://rathena.org/board/topic/84123-r17386-instance-system-rewrite/
old instance system wont work anymore ....