Mystery Posted December 8, 2012 Group: Members Topic Count: 94 Topics Per Day: 0.02 Content Count: 2192 Reputation: 253 Joined: 11/11/11 Last Seen: June 24, 2020 Share Posted December 8, 2012 (edited) I believe we should begin to have the script command "playertalk" imported into the SVN. Why? Well, there are instances that are being released by Gravity that requires the 'playertalk' command; such as Glast Heim Memorial (English: Glast Heim Memorial) and Sara's Memories Instance for example. (I currently didn't see any changes in the Trac regarding this if this was even implemented. If it was, disregard this topic). //ADD playertalk. (credits: Karmic) //====================================================== //script.c // +/*========================================== // +* playertalk (sends message to surrounding area) // +*------------------------------------------*/ //+BUILDIN_FUNC(playertalk) //+{ //+ int display_name; //+ const char* message; //+ char message_output[255]; //+ struct map_session_data *sd = script_rid2sd(st); //+ //+ display_name = script_getnum(st, 2); //+ message = script_getstr(st, 3); //+ //+ if(display_name) //+ sprintf(message_output, "%s: %s", sd->status.name, message); //+ else //+ sprintf(message_output, "%s", message); //+ //+ clif_disp_overhead(sd, message_output); //+ //+ return 0; //+} // /*========================================== // * npctalk (sends message to surrounding area) // *------------------------------------------*/ // BUILDIN_FUNC(npctalk) // // // // // BUILDIN_DEF(npctalk,"s"), // [Valaris] // +BUILDIN_DEF(playertalk,"is"), // [Karmic] // BUILDIN_DEF(mobcount,"ss"), Might as well have it in the SVN before we start adding translated instances, no? (Per this topic) What does everyone think? Edited December 8, 2012 by Mysterious 4 Link to comment Share on other sites More sharing options...
Emistry Posted December 8, 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 December 8, 2012 we got this... unittalk getcharid(3),"Message"; refer unittalk 1 Link to comment Share on other sites More sharing options...
Judas Posted December 8, 2012 Group: Members Topic Count: 26 Topics Per Day: 0.01 Content Count: 2244 Reputation: 182 Joined: 11/19/11 Last Seen: September 15, 2024 Share Posted December 8, 2012 I agree, though should we put it in if we don't have those scripts in yet. I don't recall if any othing else is using playertalk that's in rathena yet Link to comment Share on other sites More sharing options...
Mystery Posted December 8, 2012 Group: Members Topic Count: 94 Topics Per Day: 0.02 Content Count: 2192 Reputation: 253 Joined: 11/11/11 Last Seen: June 24, 2020 Author Share Posted December 8, 2012 we got this... unittalk getcharid(3),"Message"; refer unittalk Wouldn't it be much simpler to just do: playertalk(1,"Hello there!"); ? It's much faster than typing out this: unittalk getcharid(3),"Message"; I believe it would be more efficient. Link to comment Share on other sites More sharing options...
lekkereten Posted December 9, 2012 Group: Members Topic Count: 8 Topics Per Day: 0.00 Content Count: 148 Reputation: 46 Joined: 11/02/11 Last Seen: November 25, 2024 Share Posted December 9, 2012 Well TBH I don't see any improvement in it. It is not the most easy way to do what OP propose but still does the job. 1 Link to comment Share on other sites More sharing options...
KeyWorld Posted December 9, 2012 Group: Members Topic Count: 9 Topics Per Day: 0.00 Content Count: 379 Reputation: 304 Joined: 11/10/11 Last Seen: December 2, 2014 Share Posted December 9, 2012 The command you wrote was the same than message(), not unittalk(). I don't see a good reason to add it to be honest. Link to comment Share on other sites More sharing options...
Mystery Posted December 9, 2012 Group: Members Topic Count: 94 Topics Per Day: 0.02 Content Count: 2192 Reputation: 253 Joined: 11/11/11 Last Seen: June 24, 2020 Author Share Posted December 9, 2012 The command you wrote was the same than message(), not unittalk(). I don't see a good reason to add it to be honest. Yah but message() is this: *message "<character name>","<message>"; That command will send a message to the chat window of the character specified by name. The text will also appear above the head of that character. It will not be seen by anyone else. Where as for playertalk, the variable is different + the message appears in the box and outside and people can see it. Link to comment Share on other sites More sharing options...
KeyWorld Posted December 9, 2012 Group: Members Topic Count: 9 Topics Per Day: 0.00 Content Count: 379 Reputation: 304 Joined: 11/10/11 Last Seen: December 2, 2014 Share Posted December 9, 2012 Yah but message() is this: *message "<character name>","<message>"; That command will send a message to the chat window of the character specified by name. The text will also appear above the head of that character. It will not be seen by anyone else. Where as for playertalk, the variable is different + the message appears in the box and outside and people can see it. The variable is different ? It's not a valid argument for me. Other people can't see message(), just the specify character. The only valid reason is the message appear in the message box (don't know there was a packet just for a message over the head (and not in the dialog box)). Link to comment Share on other sites More sharing options...
Mystery Posted December 9, 2012 Group: Members Topic Count: 94 Topics Per Day: 0.02 Content Count: 2192 Reputation: 253 Joined: 11/11/11 Last Seen: June 24, 2020 Author Share Posted December 9, 2012 Yah but message() is this: *message "<character name>","<message>"; That command will send a message to the chat window of the character specified by name. The text will also appear above the head of that character. It will not be seen by anyone else. Where as for playertalk, the variable is different + the message appears in the box and outside and people can see it. The variable is different ? It's not a valid argument for me. Other people can't see message(), just the specify character. The only valid reason is the message appear in the message box (don't know there was a packet just for a message over the head (and not in the dialog box)). I agree. My argument wasn't really valid. Well, to really settle the debate, we need to find out what kRO uses in their instance; especially if we want to be co-related to them. Link to comment Share on other sites More sharing options...
Variant Posted December 14, 2012 Group: Members Topic Count: 3 Topics Per Day: 0.00 Content Count: 52 Reputation: 6 Joined: 01/06/12 Last Seen: December 12, 2017 Share Posted December 14, 2012 we got this... unittalk getcharid(3),"Message"; refer unittalk Wouldn't it be much simpler to just do: playertalk(1,"Hello there!"); ? It's much faster than typing out this: unittalk getcharid(3),"Message"; I believe it would be more efficient. You could always just do: set o,getcharid(3); unittalk(o,"Hello there!"); sleep2 1000; unittalk(o,"How are you?"); ... Setting it to o was arbitrary, but the point still stands. The playertalk you're suggesting is just a subset of unittalk, or am I missing something here? The command you wrote was the same than message(), not unittalk(). Doesn't clif_disp_overhead send the message to the surrounding area? Whereas the message script command uses clif_displaymessage. Link to comment Share on other sites More sharing options...
KeyWorld Posted December 14, 2012 Group: Members Topic Count: 9 Topics Per Day: 0.00 Content Count: 379 Reputation: 304 Joined: 11/10/11 Last Seen: December 2, 2014 Share Posted December 14, 2012 The command you wrote was the same than message(), not unittalk().Doesn't clif_disp_overhead send the message to the surrounding area? Whereas the message script command uses clif_displaymessage. You're right.I just read the latest line on clif.c (clif_send(...,SELF)) but didn't see the other packet send to the area just before Link to comment Share on other sites More sharing options...
Trojal Posted December 19, 2012 Group: Members Topic Count: 4 Topics Per Day: 0.00 Content Count: 67 Reputation: 75 Joined: 12/18/11 Last Seen: January 28 Share Posted December 19, 2012 If @unittalk is the behavior we would want to have with @playertalk, I'd rather stick with @unittalk since it captures the same logic. Link to comment Share on other sites More sharing options...
lekkereten Posted December 23, 2012 Group: Members Topic Count: 8 Topics Per Day: 0.00 Content Count: 148 Reputation: 46 Joined: 11/02/11 Last Seen: November 25, 2024 Share Posted December 23, 2012 If @unittalk is the behavior we would want to have with @playertalk, I'd rather stick with @unittalk since it captures the same logic. It is. Rejecting then. Link to comment Share on other sites More sharing options...
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