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Ai4rei

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Posts posted by Ai4rei

  1. And then i checked the Game Process.. and it was in Low Priority.. and when i change it to normal or any other setting, it change again and again to low... weird.

    The RO client changes it's priority class depending on whether it is active (normal priority) or not (idle priority). So when you switch back to the client from the application used to set the priority class (taskmgr/procexp), the priority class is not kept.

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  2. Thank you very much. There are just two small issues.

    os_pt-br.png

    "Placa de vídeo VooDoo3 instalada" does not fit the UI, it has also been changed to just "VooDoo3 graphics card" in the last release, since other languages had problems to fit in as well. The other don't know if you left "Codepage" (ROExt) as is, intentionally or just missed it.

  3. It won't give you the freedom to decide the execution of OnInit upon @loadnpc.

    Let's say, you have some NPCs, where it would work fine but also have an NPC that halves the EXP rate (zero-configuration dynamics) in OnInit upon a condition (ex. time of day). Then if you update it while the EXP rate is 50%, it will once again apply it once more (25% original EXP rate), because it does not know, that it already initialized.

    The other way round, you have disabled OnInit, but have one or more NPCs where you would want to re-run the OnInit code after @loadnpc them; no tools at hand either, unless going for custom commands.

    • Upvote 1
  4. OnInit is invoked once all NPCs are (re)loaded, as part of the script engine's initialization. Rather than changing it's function, I'd prefer to have a separate OnLoad event. If that is a no-go, consider making this behavior optional per-NPC. Either as something like @donpcevent or an additional parameter in @loadnpc.

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