Vach Posted October 30, 2012 Group: Members Topic Count: 21 Topics Per Day: 0.00 Content Count: 326 Reputation: 19 Joined: 09/27/12 Last Seen: February 27, 2021 Share Posted October 30, 2012 In regards to the source mod here: http://rathena.org/wiki/Mob_event_variables Do these variables get supplied with all mob kills? Or only those with scripts run afterwards from in-script mob summons? Also, if thats the case, how do you get the variables? Just set .@MobName, monstername$; Or some such? Quote Link to comment Share on other sites More sharing options...
Emistry Posted October 31, 2012 Group: Forum Moderator Topic Count: 93 Topics Per Day: 0.02 Content Count: 10018 Reputation: 2369 Joined: 10/28/11 Last Seen: Sunday at 05:32 PM Share Posted October 31, 2012 what you want to do with that ? elaborate more ? as mentioned in the Mob_event_variables this is the way to save the variable to assign a value / string to variable.... pc_setglobalreg(sd, "variable name", value); how to determine the script to run in specific event ? that will depend on how you add this into your source file.... Quote Link to comment Share on other sites More sharing options...
Vach Posted October 31, 2012 Group: Members Topic Count: 21 Topics Per Day: 0.00 Content Count: 326 Reputation: 19 Joined: 09/27/12 Last Seen: February 27, 2021 Author Share Posted October 31, 2012 I'm trying to overcome the need to use the in-game Quest UI for hunting missions, without using the OnDeath label - which would make that called every time any monster dies anywhere. With some source modifications I could essentially run event labels that run functions for specific monsters and limit the amount of processing going on serverside. I'm not sure if I even need these to do this, but I probably would so I could store the mobs GID and create some kind of switch that shuffles through mobs for players on specific hunting missions attached to them. It's probably a lost cause, though. Quote Link to comment Share on other sites More sharing options...
Emistry Posted October 31, 2012 Group: Forum Moderator Topic Count: 93 Topics Per Day: 0.02 Content Count: 10018 Reputation: 2369 Joined: 10/28/11 Last Seen: Sunday at 05:32 PM Share Posted October 31, 2012 isnt that you can just use the Killedrid to check what monster they have killed ? if you run another new npc label after each monster is killed.....it is the same as OnNPCKillEvent which run everytime a monster is killed. so i think there is no need to add a new label if both work the same... Quote Link to comment Share on other sites More sharing options...
Vach Posted October 31, 2012 Group: Members Topic Count: 21 Topics Per Day: 0.00 Content Count: 326 Reputation: 19 Joined: 09/27/12 Last Seen: February 27, 2021 Author Share Posted October 31, 2012 Yea, you are correct, that is exactly the issue I encountered. So I scrapped the idea. Instead, I embedded the Quest UI in with my own quest system. It's cumbersome, but it gets the job done and makes everything look nice, plus adding quests ends up being simplier because I can use "checkquest" functions. Well, I guess giving up wasn't so bad in this case. Quote Link to comment Share on other sites More sharing options...
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Vach
In regards to the source mod here: http://rathena.org/wiki/Mob_event_variables
Do these variables get supplied with all mob kills? Or only those with scripts run afterwards from in-script mob summons? Also, if thats the case, how do you get the variables? Just
Or some such?
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