tr0n Posted March 24, 2012 Posted March 24, 2012 (edited) You don't want to wait because of @reloadscript only for reloading OnInit ?, you used @loadnpc and OnInit doesn't get triggered ?, You don't want to respawn your mvps with @reloadscript because you're player will kill them again ? and you players don't like delay cause of @reloadscript ? With this command it's possible to trigger OnInit for you without all of these problems. Just patch your source with my diff file. If you insert a script with @loadnpc just load the OnInit label with @oninit Syntax: @oninit <npcname> oninit.diff Edited March 24, 2012 by tr0n 7 Quote
KaitoKid Posted March 24, 2012 Posted March 24, 2012 (edited) Thanks! The command works perfectly! Edited March 24, 2012 by Kaito_Kid Quote
Emistry Posted March 24, 2012 Posted March 24, 2012 erm..not sure will you accpet this suggestion of mine... make it able to select to trigger all npc OnInit or 1 NPC... because..if just based on 1 NPC..there is alternate way to trigger it... for example : OnWhisperGlobal: OnInit: <script> end; using a OnWhisperGlobal is possible to trigger the OnInit Label as well since it is only for 1 NPC. and i am sure you are only using this to load a NPC with OnInit label without restart server Quote
tr0n Posted March 24, 2012 Author Posted March 24, 2012 (edited) @Emistry for this the command @trigger already exists in Source releases. Mine is for: If you @loadnpc something on your server you don't want to reloadscript cause the player don't like it and the mvps respawn. With my command you can bypass it with using @oninit npcname to trigger the oninit label. Edited March 24, 2012 by tr0n Quote
Emistry Posted March 24, 2012 Posted March 24, 2012 Owh...haha i didnt know about that... maybe it is because of the rAFileBot spammed the forum last time... i just skipped all the Bot's Topic..>.< because too many topic the bot have created... haha thx for point it to me Quote
Syouji Posted March 26, 2012 Posted March 26, 2012 Nice job Tr0n. This will save quite a lot of time doing NPC loads/updates. Quote
uDe Posted April 8, 2012 Posted April 8, 2012 (edited) Syntax: @oninit <npcname> Do this code will trigger the whole NPC on the script? I mean for duplicated NPC's.. Edited April 8, 2012 by uDe Quote
KaitoKid Posted April 8, 2012 Posted April 8, 2012 Syntax: @oninit <npcname> Do this code will trigger the whole NPC on the script? I mean for duplicated NPC's.. If it is a duplicate NPC then yes Quote
uDe Posted April 8, 2012 Posted April 8, 2012 If it is a duplicate NPC then yes The command is @oninit <npcname>. So, I just have to trigger the main npc name right? It confuse me because of <npcname>. Not <npcfilename>.. Sorry, it's just Newb questions.. Quote
KaitoKid Posted April 8, 2012 Posted April 8, 2012 The command is @oninit <npcname>. So, I just have to trigger the main npc name right? It confuse me because of <npcname>. Not <npcfilename>.. Sorry, it's just Newb questions.. Yes Quote
tr0n Posted April 8, 2012 Author Posted April 8, 2012 Thank you so much! Great release anyway.. thank you Quote
solid2005 Posted April 8, 2012 Posted April 8, 2012 why you not mix up on rathena trunk version? Quote
tr0n Posted June 13, 2012 Author Posted June 13, 2012 Not necessary anymore since @loadnpc triggers the oninit label. But still usable for eAthena. Quote
Santino Posted August 14, 2012 Posted August 14, 2012 nice job man! btw, how about if i want to cancel the oninit triggered? how to do that? Quote
Santino Posted August 14, 2012 Posted August 14, 2012 what should i use? i tried @unloadnpc "script's npc name" then the npc was disabled, but not the triggered script. e.g. cell_walkable,0 is still on. Quote
Emistry Posted August 14, 2012 Posted August 14, 2012 revert this changeset.. if you dont want @loadnpc to load OnInit http://trac.rathena.org/changeset/16130/rathena @unloadnpc wont help you unload the whole npc folder... it only unload the npc that you specified. the mapfalg / setcell ..all you have to create another script to unload it or dont load it during next reboot Quote
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