AnnieRuru Posted January 10, 2013 Posted January 10, 2013 (edited) prontera,155,178,5 script ldjfhksfjs 100,{ end; OnInit: .minplayer2start = 1; // minimum player to start .summon_clone = 3; // summon how many evil clone per player .map$ = "guild_vs2"; // the map play on L_Reset: waitingroom "Clone Event", .minplayer2start +1, strnpcinfo(0)+"::OnStart", .minplayer2start; end; OnStart: if ( getwaitingroomstate(0) < .minplayer2start ) end; warpwaitingpc .map$, 0,0; killmonster .map$, strnpcinfo(0)+"::Onclonedead"; for ( .@i = 0; .@i < $@warpwaitingpcnum; .@i++ ) for ( .@j = 0; .@j < .summon_clone; .@j++ ) clone .map$, 0,0, strnpcinfo(0)+"::Onclonedead", .@id = getcharid( 0, rid2name( $@warpwaitingpc[.@i] ) ); .count = .minplayer2start * .summon_clone; copyarray .register_aid, $@warpwaitingpc, $@warpwaitingpcnum; delwaitingroom; end; Onclonedead: .count--; if ( .count ) end; announce "all clones are dead !", 0; .@size = getarraysize( .register_aid ); for ( .@i = 0; .@i < .@size; .@i++ ) getitem 501, 1, .register_aid[.@i]; // reward item here getmapxy .@map$, .@x, .@y, 1; mapwarp .map$, .@map$, .@x, .@y; goto L_Reset; OnPCDieEvent: OnPCLogoutEvent: if ( strcharinfo(3) != .map$ ) end; .@size = getarraysize( .register_aid ); while ( .register_aid[.@i] != getcharid(3) && .@i < .@size ) .@i++; deletearray .register_aid[.@i], 1; warp "Save", 0,0; if ( .@size > 1 ) end; announce "all players died, what a failure", 0; killmonster .map$, strnpcinfo(0)+"::Onclonedead"; goto L_Reset; } prontera,155,178,5 script ldjfhksfjs 100,{ end; OnInit: .minplayer2start = 1; // minimum player to start .summon_clone = 3; // summon how many evil clone per player .map$ = "guild_vs2"; // the map play on L_Reset: waitingroom "Clone Event", .minplayer2start +1, strnpcinfo(0)+"::OnStart", .minplayer2start; end; OnStart: if ( getwaitingroomstate(0) < .minplayer2start ) end; warpwaitingpc .map$, 0,0; killmonster .map$, strnpcinfo(0)+"::Onclonedead"; for ( .@i = 0; .@i < $@warpwaitingpcnum; .@i++ ) for ( .@j = 0; .@j < .summon_clone; .@j++ ) clone .map$, 0,0, strnpcinfo(0)+"::Onclonedead", .@id = getcharid( 0, rid2name( $@warpwaitingpc[.@i] ) ); .count = .minplayer2start * .summon_clone; copyarray .register_aid, $@warpwaitingpc, $@warpwaitingpcnum; delwaitingroom; end; Onclonedead: .count--; if ( .count ) end; announce "all clones are dead !", 0; .@size = getarraysize( .register_aid ); for ( .@i = 0; .@i < .@size; .@i++ ) getitem 501, 1, .register_aid[.@i]; // reward item here getmapxy .@map$, .@x, .@y, 1; mapwarp .map$, .@map$, .@x, .@y; goto L_Reset; OnPCDieEvent: OnPCLogoutEvent: if ( strcharinfo(3) != .map$ ) end; .@size = getarraysize( .register_aid ); while ( .register_aid[.@i] != getcharid(3) && .@i < .@size ) .@i++; deletearray .register_aid[.@i], 1; warp "Save", 0,0; if ( .@size > 1 ) end; announce "all players died, what a failure", 0; killmonster .map$, strnpcinfo(0)+"::Onclonedead"; goto L_Reset; } both of these are the exact same script, but look at the OnStart label with {codebox}, OnStart becomes onstart ( becomes small letters ) but with {code}, it retains the OnStart try {quote} this post and you'll see both are exact same script in that topic I have to change into OnEventInit <.< what a weird bug Edited January 29, 2013 by Maki
Maki Posted January 29, 2013 Posted January 29, 2013 Topic moved (replied to give it a bump to the top).
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