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Francisco

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Posts posted by Francisco

  1. I can't find this script anywhere in rAthena.

     

    Is it not needed? How does it know which maps are indoor or not now?

     

    Everything works fine, but I am super curious about it xD

  2. set .@reward,671,1;

    The problem your mapserv described is a simple bad setting of the .@reward variable. It gives error because it doesn't expect a second argument (,1) on that command.

     

    Are you trying to set a variable or an array?  Because later on you read .@reward as an array .

     

    In that case, an array is set like

    setarray .@reward[0],1;

    Where [0] is the position and 1 the value and so on. 

     

    It seems the array is used like this in your script : Item id, amount so try this

    setarray .@reward[0],671,1;
    • Upvote 1
  3. I can feel there is a really simple solution, but for some weird reason it eludes me... maybe my brain is burnt after a 20 hour script-a-thon.

     

    Here's my problem, proper punctuation:

     

    These messages

    clif_displaymessage(sd->fd, "No está disponible.");

    or

    mes "Estás atento?";

    Get displayed like this:

     

    "No est¡ disponible."  or  "Est¡s atento?"

     

    In game there's no problem while players talk to each other.

     

     

    I'm off to sleep now... 

     

    Thanks and hugs in advance! <3

     

    ___________________________

    Edit/Update:

     

    Nevermind, I just needed my 6 hours of sleep. 

     

    It was just a text encoding problem, duh. 

  4. Not exactly sure of what you want.

     

    You mean, an NPC advancing a story so another NPC gives you a different dialog? That would be like this:

     

    city,84,317,5	script	DudeMan	665,{
    	//I always like to index quest variables at the top
    	if(lemon == 1){goto QUESTNAME1;}
    	if(lemon == 2){goto QUESTNAME2;}
    	
    	mes "[DudeMan]";
    	mes "So... you will blahblah, go and punch Lemon.";
    	set lemon, 1;
    	close;
    	
    	QUESTNAME1:
    		mes "[DudeMan]";
    		mes "Did you do it?";
    		mes "Come on, i know you didn't.";
    		close;
    	QUESTNAME2:
    		mes "[DudeMan]";
    		mes "Hehe, you showed that idiot.";
    		next;
    		mes "[DudeMan]";
    		mes "What? Did you expect a reward? You went and punched a guy for no reason, fuck off!";
    		close;
    	
    }//End of DudeMan
    
    city,84,317,5	script	Lemon	665,{
    	if(lemon == 1){goto QUESTNAME1;}
    	if(lemon == 2){goto QUESTNAME2;}
    	
    	mes "[Lemon]";
    	mes "This script is UNNACEPTABLEEEEEE!.";
    	close;
    
    	QUESTNAME1:
    		dispbottom "You punch him really hard in the belly.";
    		sleep2 2000;
    		emotion e_sob;
    		mes "[Lemon]";
    		mes "w... why?";
    		sleep2 3000;
    		emotion e_sob;
    		mes "That hurts!";
    		set lemon, 2;
    		close;
    		
    	QUESTNAME2:
    		emotion e_sob;
    		mes "[Lemon]";
    		mes "Please don't hurt me!";
    		close;
    }//End of Lemon
    

    That's the format I like to use, with some sleeps to make it more pretty.

     

    Now, personally I don't like to use player variables. It depends on your emulator but they used to be a limited amount of player variables (256?). Since I'm kinda obsessive and we have many quests better made my own questing system xD (limits are scary!)

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