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REKT

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Posts posted by REKT

  1.  

    I usually do, all maps in 586 if everything is finish my final save will be 620. i usually do Save As. not 'Save' or else it will get crash.

     

    I would do that, but newer models and textures do not work at all in 586, so if I'm making a map that uses them at all, I'm stuck using 620. I would not be using 620 if I didn't have to, since 586 has worked fine for me since 2008.

     

    I'm not sure about that, i tried with newer models specially those new prontera it works fine with me.

    And also FYI: 586 was 01-Jun-2010

    Not 2008 if your mentioning 2008 that was 490+ something unless if your Borf you have that tool since 2008.

  2. I'm not sure about what you trying to say is item DB thru SQL is slow? I've also using SQL DB since 2009 i got no problem with that.

    Easy way to add. O_O the issue ur posting was about database not script. If you have problem report some issue at github or at script support.

    Therr are some reason why everyone use TXT or DB.

    TXT easy to load and edits. Unlike SQL u'll have to upload it yet thru phpMyAdmin.

    For me. Both ;)

  3. Hi, if there is anybody who can help me solved my issue since i couldn't find any resources in script_commands.txt

    So:

    // itemcheck(<itemid>{,<charid>})

    return 1 if the item is usable and wearable on attached character, or on specific charid on argument 2

    else return 0

    Please drop me a PM.

  4.  

    Hello

    I will check, editor after you have the answer, but I believe it is not, but the code below will check more before have real certainty

    		case CUSTOM_CATCH_FISH:
    			if( sd )
    			{
    				if( !npc->script_event(sd,NPCE_PEACHEVENT) ) {
    					ShowDebug("Event 'OnPeachEvent' not found in any npc!\n");
    					clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);
    				}
    			}
    			break;
    

     

     

    clif->skill_fail(sd,skill_id,USESKILL_FAIL_LEVEL,0);

    to

     

    clif_skill_fail(sd,sd->menuskill_id,USESKILL_FAIL_LEVEL,0);

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