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Arcenciel

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Posts posted by Arcenciel

  1. That could work but this one the one specific for it

    *isequippedcnt(<card id>{,<card id>{,<card id>{,<card id>}}})
    
    This function is similar to 'isequipped', but instead of 1 or 0, it will return
    the number of cards in the list given that were found on the invoking character.
    
    if (isequippedcnt(4001,4005,4033,4196)=4) mes "Finally got all four poring cards?";

    if ( isequippedcnt(4403) <= 1 ) { Kiel card effect here }

    • Upvote 1
  2. This actually works for what I need it to do. The only issue is the refresh of the screen may seem like a "bug" to some players. It leaves all other context intact. It also eliminates the weather on the map, so I may have to confine the script to maps without weather.

    Interesting... I wonder if a command can be made from "@refresh" that specifically changes what the NPC is displaying.

    As for that second part I have no idea. Ask in Source Support maybe?

    Can this topic be marked Solved?

  3. I think it's a completely different learning experience between watching a video/someone teaching you versus self-sufficiently learning via reading the basic tutorial in the wiki.

    One way just works better for some than the other.

  4. Better not. If i'm not wrong, @refresh resets the current look, chat and skill quickbars if I'm not wrong. Anyway, it has nothing to do with npc message box.

    Also, your code won't work as sleep 1000 will automatically detach the current read, and an error will popup when trying to use atcommand command.

    Have you actually tested it in game though?

    Cause if I remember correctly (again someone test it in game..or maybe it was @go..), I've used @refresh to get out of NPC conversations I'm stuck in before.

    Edited by post and replaced sleep with sleep2.

  5. Uhm...try this...all dependent on what refresh can do though.

    mes "Blah blah blah";
    sleep2 1000; // Give player time to read
    atcommand "@refresh"; // I'm assuming can clear/close the NPC window..maybe I'm wrong..can't test since I don't have a test server ready
    sleep2 1000;
    mes "blah blah blah";
    

    • Upvote 1
  6. can you do it for me change on clock to on minute thx in advance

    Uhm...you just remove all the OnClock and replace it with OnMinute....like how Euphy said. Can't you do that on your own?

  7. The problem probably has something to do with the custom map itself if you've done everything correctly.

    I'm no expert when it comes to map stuff but I believe night mode has something to do with the actual creation of the map in addition to server side stuff.

  8. *bindatcmd "command","<NPC object name>::<event label>"{,<atcommand level>,<charcommand level>};
    *bindatcmd("command","<NPC object name>::<event label>"{,<atcommand level>,<charcommand level>});
    
    This command will bind a NPC event label to an atcommand. Upon execution of
    the atcommand, the user will invoke the NPC event label.
    
    Example:
    When a user types the command "@test", an angel effect will be shown.
    
    -	script	atcmd_example	-1,{
    OnInit:
    bindatcmd("test","atcmd_example::OnAtcommand");
    end;
    OnAtcommand:
    specialeffect2 338;
    end;
    }

    Use this script command.

  9. ...What if we refine and document @option so that it covers all of these? @_@

    Disagree with this idea. In addition to everything Rytech said, you're taking away something that is possible a given player command at some servers out there.

    • Upvote 1
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