KingIris
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Posts posted by KingIris
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so much little mistakes take a look and see if its working now, and tell me if you want to know everything that I've changed:
so much little mistakes take a look and see if its working now, and tell me if you want to know everything that I've changed:
ill test it ina bit
The error because you forgot to add " at Line 60, wrong position and missing "}" curly bracket.
I got it working, Thanks both
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so much little mistakes take a look and see if its working now, and tell me if you want to know everything that I've changed:
ill test it ina bit
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ScreenShot:
Script:
prontera.gat,160,178,3 script Kris Kringle 714,{ mes "[Kris Kringle]"; mes " "; mes "Do you know what Christmas is all about?"; menu "^0000ff~^000000 Sharing, Caring and Love?",-; next; mes "[Kris Kringle]"; mes " "; mes "No Silly! It's all about the gifts!"; menu "^0000ff~^000000 Oh.....",-; next; mes "[Kris Kringle]"; mes " "; mes "And speaking of gifts, I'm handling the Exchange Gift Program for all Woonies! To participate, you have to give me a Wrapped Gift and you'll get one in return. The exciting part is finding out what the gift you'll get contains!"; switch(select("^0000ff~^000000 Exchange Gift","^0000ff~^000000 Wrap Gift")) { case 1: next; if (countitem(12355) > 1) { mes "[Kris Kringle]"; mes " "; mes "Here's a gift in Return. Pray you won't get socks!"; next; delitem 12355,1; //Wrapped Gift getitem 12256,1; //Christmas Gift mes "[Kris Kringle]"; mes " "; mes "Have A Woonie Christmas :3"; close; } else { next; mes "[Kris Kringle]"; mes " "; mes "Heyyy,"; mes "You're not getting a gift unless you give one too"; mes "~ ^0000ffWrap Gift^000000"; next; mes "[Kris Kringle]"; mes " "; mes "Dont be greedy and make sure you got a gift to give back Next Time."; close; case 2: doevent "Kris Kringle2::OnTalk"; } }}// ------------ Kris Kringle 2 --------------------- script Kris Kringle2 -1,{OnTalk: mes "[Kris Kringle]"; mes " "; mes "Hmmm, No gift yet huh? I'll wrap one up for you... I just need a few Materials to make it for you!"; next; mes "[Kris Kringle]"; mes " "; mes I'll need these Materials:"; mes " "; mes "^0000ff~^000000 (6) ^0000ffGift Box^000000"; mes "^0000ff~^000000 (6) ^0000ffWrapping Paper^000000"; mes "^0000ff~^000000 (6) ^0000ffWrapping Lace^000000"; switch(select("^0000ff~^000000 I have all the Materials","^0000ff~^000000 Where am i getting those?")) { case 1: next; if (countitem(644) > 6 && countitem(7175) > 6 && countitem(7174) > 6) { mes "[Kris Kringle]"; mes " "; mes "Great! Here you go!"; next; delitem 644,6; //Gift Boc delitem 7175,6; //Wrapping Paper delitem 7174,6; //Wrapping Lace getitem 12354,1; //Wrapped Gift mes "[Kris Kringle]"; mes " "; mes "Have A Woonie Christmas :3"; close; } else { next; mes "[Kris Kringle]"; mes " "; mes "Hmmmm,"; mes "You dont have all the Materials@"; close; case 2: next; mes "[Kris Kringle]"; mes " "; mes "Well...all stores are out of stock because some nasty monsters disguised as Daddy Nick's helpers have been raiding Lutie. They attack the town every hour. If you defeat them and take them down, you can take those items from them."; close; } } }}
Im not really sure what did i do wrong?
I keep trying to find the fix for it, But everything i try
is not working for some reason.
Thanks in Advance!
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Well, if you look closely at the OnBarricadeA/B/C labels, you'll see that I didn't specify the map name for it to check. Therefore it would never delete. Just replace ' mapname ' with the map you spawn the barricades on.
i edited everything correctly im guessing but the walls do not delwall after barricade is dead!
- script Barricade -1,{OnInit: setwall "te_aldecas3",81,228,1,0,0,"christmas_wall_a"; setwall "te_aldecas3",81,229,1,0,0,"christmas_wall_b"; setwall "te_aldecas3",81,230,1,0,0,"christmas_wall_c"; setwall "te_aldecas3",81,231,1,0,0,"crhistmas_wall_d"; setwall "te_aldecas3",81,232,1,0,0,"christmas_wall_e"; setwall "te_aldecas3",81,233,1,0,0,"christmas_wall_f"; for( .@i = 0; .@i < 4; .@i++ ){ monster "te_aldecas3",( 81 + .@i ),228, "Santa Wall", 1905, 1, strnpcinfo(0)+"::OnBarricadeA"; monster "te_aldecas3",( 81 + .@i ),229, "Santa Wall", 1905, 1, strnpcinfo(0)+"::OnBarricadeB"; monster "te_aldecas3",( 81 + .@i ),230, "Santa Wall", 1905, 1, strnpcinfo(0)+"::OnBarricadeC"; monster "te_aldecas3",( 81 + .@i ),231, "Santa Wall", 1905, 1, strnpcinfo(0)+"::OnBarricadeD"; monster "te_aldecas3",( 81 + .@i ),232, "Santa Wall", 1905, 1, strnpcinfo(0)+"::OnBarricadeE"; monster "te_aldecas3",( 81 + .@i ),233, "Santa Wall", 1905, 1, strnpcinfo(0)+"::OnBarricadeF"; } monster "te_aldecas3", 73, 230, "Emperium", 1288, 1, strnpcinfo(0)+"::OnEmperiumDead"; end; OnBarricadeA:if( !mobcount(te_aldecas3, strnpcinfo(0)+"::OnBarricadeA") ){ delwall "christmas_wall_a";}end;OnBarricadeB:if( !mobcount(te_aldecas3, strnpcinfo(0)+"::OnBarricadeB") ){ delwall "christmas_wall_b";}end;OnBarricadeC:if( !mobcount(te_aldecas3, strnpcinfo(0)+"::OnBarricadeC") ){ delwall "christmas_wall_c";}end;OnBarricadeD:if( !mobcount(te_aldecas3, strnpcinfo(0)+"::OnBarricadeD") ){ delwall "christmas_wall_d";}end;OnBarricadeE:if( !mobcount(te_aldecas3, strnpcinfo(0)+"::OnBarricadeE") ){ delwall "christmas_wall_e";}end;OnBarricadeF:if( !mobcount(te_aldecas3, strnpcinfo(0)+"::OnBarricadeF") ){ delwall "christmas_wall_f";}end;OnEmperiumDead:monster "te_aldecas3", 73, 230, "SUPER MONSTER", 1002, 1, strnpcinfo(0)+"::OnSuperDead";end;OnSuperDead:dispbottom "Congrats on Defeating Antonio, Daddy Nick greatly appreciate's the help.";end;}
Barricade_A
Barricade_B
arent delwall, Cant continue on even after you killed it
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oh got it thanks man
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You would simply just spawn more than 1 monster, each taking up 1 cell of the " wall ". Then, when the last one is killed you remove the wall like you did in your test script.
Then if you have multiple walls. You give each wall a different name, and the monsters that are spawned along that wall, have same Event label, just different from the other walls. ( Does that make sense? )
Example:
- script Barricade -1,{OnInit: setwall "te_aldecas3",81,228,1,4,6,"christmas_wall_a"; setwall "te_aldecas3",81,232,1,4,6,"christmas_wall_b"; setwall "te_aldecas3",81,234,1,4,6,"crhistmas_wall_c"; for( .@i = 0; .@i < 4; .@i++ ){ monster "te_aldecas3",( 81 + .@i ),228, "Barricade", 1905, 1, strnpcinfo(0)+"::OnBarricadeA"; monster "te_aldecas3",( 81 + .@i ),232, "Barricade", 1905, 1, strnpcinfo(0)+"::OnBarricadeB"; monster "te_aldecas3",( 81 + .@i ),234, "Barricade", 1905, 1, strnpcinfo(0)+"::OnBarricadeC"; } monster "te_aldecas3", 81, 236, "Emperium", 2107, 1, strnpcinfo(0)+"::OnEmperiumDead"; end; OnBarricadeA:if( !mobcount(mapname, strnpcinfo(0)+"::OnBarricadeA") ){ delwall "christmas_walla_a";}end;OnBarricadeB:if( !mobcount(mapname, strnpcinfo(0)+"::OnBarricadeB") ){ delwall "christmas_walla_b";}end;OnBarricadeC:if( !mobcount(mapname, strnpcinfo(0)+"::OnBarricadeC") ){ delwall "christmas_walla_c";}end;OnEmperiumDead:monster "te_aldecas3", 81, 236, "SUPER MONSTER", 1002, 1, strnpcinfo(0)+"::OnSuperDead";end;OnSuperDead:dispbottom "All done.";end;}
i just tried testing, but theres a problem with the walls ive made.
upon break the barricade, the wall doesnt delete. Its stays there
& your basically stuck and cannot proceed.
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You just need to add a variable check at the label when each monster dies:
OnBarricade0: ++.barricade[0]; if( .barricade[0] == 6 ){ delwall "conq_RL01"; } dispbottom "There are "+ (6 - .barricade[0]) +" barricades left."; end;
Just add checks like that for each wall you design.
Same goes for spawning a monster after breaking the emperium:
OnEmperium:// spawn monster command here.end;
so to try to test ive done this
- script Barricade -1,{OnInit: setwall "te_aldecas3",81,228,1,0,0,"christmas_wall_a"; monster te_aldecas3, 81, 228, "Barricade", 1905, 1, strnpcinfo(0)+"::OnBarricadeDead1" end; OnBarricadeDead1:if (mobcount(mapname, strnpcinfo(0)+"::OnBarricadeDead1") < 1) { delwall "christmas_wall_a";}end;}
now how do i add what you said above, just for testing?
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Anyone able to help me on this script?
//Weekend Events (Friday, saturday, and sunday//Script developed by Aeromesi prontera,150,150,4 script Noah 89,{ set .noa$, "^FF0000[Noah]^000000"; if (.frifin$ == 1 && (gettime(4)==3)) { mes .noa$; mes "You already completed Fridays quest."; close;} else { goto startquest; }if (.satfin$ == 1 && (gettime(4)==4)) { mes .noa$; mes "You already completed Saturdays quest."; close;} else { goto startquest; }if (.sunfin$ == 1 && (gettime(4)==5)) { mes .noa$; mes "You already completed Sundays quest."; close;} else { goto startquest; }if (gettime(4)==6) mes .noa$; mes "You can't do any quests until Friday, Saturday, and Sunday."; close;startquest: set .frifin$, 0; set .satfin$, 0; set .sunfin$, 0; mes .noa$; mes "Hello "+strcharinfo(0)+"."; mes "It's the weekend, have you had a busy week?"; mes "Gotta pay bills and can't afford to donate?";next; mes .noa$; mes "Well I offer quests throughout the weekend (Friday, Saturday, Sunday) so you can have 500 cash points."; mes "You may only do each quest ^FF0000ONCE^000000 per day out of the 3 days."; mes "Then the next weekend, it resets.";next; mes .noa$; mes "So, wanna do a quest?";next; menu "Yes sir!",yess,"No thanks.",nothx; yess:// Quest for Friday if ( gettime(4)==3) { mes .noa$; mes "Today is Fridays Quest!"; mes "You will need to gather 1000 Red Potions and 10m Zeny."; mes "Alright, I'll be waiting until you come back with 1000 Potions and 10m Zeny."; mes "Now, let me check if you already have the required amount of Zeny and Red Potions.";next;if(countitem(501)) >= 1000 && Zeny >= 10000000 { mes "You have the required amount of Red potions and Zeny, so for that, here is your cash points."; set #CASHPOINTS, #CASHPOINTS+500; set Zeny, Zeny-10000000; delitem 501,1000; set .fritalk$, 1; close;}} else { mes .noa$; mes "You don't have 1000 Red Potions or 10m Zeny yet."; close;} nothx: mes .noa$; mes "Alright, well come back if you decided you changed your mind!"; close;}/*- script weekend##00 -1,{ if (gettime(4)== 1 || 2 || 3 || 4 ) { set .fritalk$, 0; set .sattalk$, 0; set .suntalk$, 0;}}*/
The error I get when clicking on the NPC is:
[Error]: script:op_2: invalid data for operator C_EQ
[Debug]: Data: string value=""
[Debug]: Data: number value=1
Debug source npc at prontera,150,150 etc...
[font='courier new', courier, monospace]Show a screen shot of the error from the emulator, so they can help you out a bit better & faster~[/font]
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Hello guys,
I was wonder how can i set up walls with the barricade monster?
just like the BG ones but for something else i wanna create!
example:
setwall .Castle$,114,48,13,6,0,"conq_RL00"; setwall .Castle$,114,51,13,6,1,"conq_RL01"; setwall .Castle$,114,154,13,6,1,"conq_RL02"; setwall .Castle$,116,241,11,6,1,"conq_RL03"; bg_monster .Defender,.Castle$,115,49," ",1906,"Conquest::OnBarricade0"; bg_monster .Defender,.Castle$,117,49," ",1906,"Conquest::OnBarricade0"; bg_monster .Defender,.Castle$,119,49," ",1906,"Conquest::OnBarricade0"; bg_monster .Defender,.Castle$,121,49," ",1906,"Conquest::OnBarricade0"; bg_monster .Defender,.Castle$,123,49," ",1906,"Conquest::OnBarricade0"; bg_monster .Defender,.Castle$,125,49," ",1906,"Conquest::OnBarricade0"; bg_monster .Defender,.Castle$,115,50," ",1906,"Conquest::OnBarricade1"; bg_monster .Defender,.Castle$,117,50," ",1906,"Conquest::OnBarricade1"; bg_monster .Defender,.Castle$,119,50," ",1906,"Conquest::OnBarricade1"; bg_monster .Defender,.Castle$,121,50," ",1906,"Conquest::OnBarricade1"; bg_monster .Defender,.Castle$,123,50," ",1906,"Conquest::OnBarricade1"; bg_monster .Defender,.Castle$,125,50," ",1906,"Conquest::OnBarricade1"; bg_monster .Defender,.Castle$,115,153," ",1906,"Conquest::OnBarricade2"; bg_monster .Defender,.Castle$,117,153," ",1906,"Conquest::OnBarricade2"; bg_monster .Defender,.Castle$,119,153," ",1906,"Conquest::OnBarricade2"; bg_monster .Defender,.Castle$,121,153," ",1906,"Conquest::OnBarricade2"; bg_monster .Defender,.Castle$,123,153," ",1906,"Conquest::OnBarricade2"; bg_monster .Defender,.Castle$,125,153," ",1906,"Conquest::OnBarricade2"; bg_monster .Defender,.Castle$,116,240," ",1906,"Conquest::OnBarricade3"; bg_monster .Defender,.Castle$,118,240," ",1906,"Conquest::OnBarricade3"; bg_monster .Defender,.Castle$,120,240," ",1906,"Conquest::OnBarricade3"; bg_monster .Defender,.Castle$,122,240," ",1906,"Conquest::OnBarricade3"; bg_monster .Defender,.Castle$,27,35,"1st Guardian Stone",2105,"Conquest::OnGuardianStone1"; bg_monster .Defender,.Castle$,207,75,"2st Guardian Stone",2106,"Conquest::OnGuardianStone2"; bg_monster .Defender,.Castle$,120,272,"Emperium",2107,"Conquest::OnEmperium";
I found out in the BG Conquest script, the format of the Barricade is similar to what im
trying to create with my script. ill block Passageways with the barricades and the player
needs to knock each wall down to progress. Is it possible to have the barricade counted?
Ex: dispbottom "There are (x) amount of barricades left";
Also is it possible to add a Emperium & when that Emperium is broken, A monster spawns?
I know its possible i just dont know how to do it. But i can get this part on my own i think -
But im more seeking help on the barricades~
Cause i tried doing it myself manipulating the ( SetWall & bg_monster)
but i havent had any luck yet!
Thanks in advanced guys ~
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Like the title says,
How can I make clones in to mobs.
I wanna make then a Ingame monster but
Using cloned players and staff.
- there own drops
- own stats
- own skills
Like a normal mob.. Does anyone know how
To do this && is it possible to do so?
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~ I did not really know if i should post this here or the Database section,
But i assumed that fixing the skills require some src edits that are
far beyond my knowledge. If anyone can help me out with any of these, Its
really much appreciated <3
Job Skills
Song and Dance effect only lasts for 10 seconds and disappears even if still in the song / dance area
Aqua 3 and Ventus 3 Defensive modes don't work.
Expiatio (Archbishop Skill) doesn't have an icon, doesn't have any effect.
Warmer (Sorcerer Skill) doesn't have an icon.
Warmer (Sorcerer Skill) heals monster.
Frigg's Song (Bard and Dancer Skill) description said consumes Crystalized Teardrops, but consumes Regrettable Tears
Abracadabra (Sorcerer Skill) only summons old MvP (none past Louyang Update)
Full Throttle Buff and Rebound Debuff icons shows symbols instead of words
Homunculus Skills
Eleanor's Offensive Skills always misses, even to dummies with 1 agi.
Sera's Pain Killer doesn't work
It is better to post it in Buck Tracker section so that our developers can easily take a look at it.. please post accordingly.
I will now then thanks Mhalicot
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~ I did not really know if i should post this here or the Database section,
But i assumed that fixing the skills require some src edits that are
far beyond my knowledge. If anyone can help me out with any of these, Its
really much appreciated <3
Job Skills
Song and Dance effect only lasts for 10 seconds and disappears even if still in the song / dance area
Aqua 3 and Ventus 3 Defensive modes don't work.
Expiatio (Archbishop Skill) doesn't have an icon, doesn't have any effect.
Warmer (Sorcerer Skill) doesn't have an icon.
Warmer (Sorcerer Skill) heals monster.
Frigg's Song (Bard and Dancer Skill) description said consumes Crystalized Teardrops, but consumes Regrettable Tears
Abracadabra (Sorcerer Skill) only summons old MvP (none past Louyang Update)
Full Throttle Buff and Rebound Debuff icons shows symbols instead of words
Homunculus Skills
Eleanor's Offensive Skills always misses, even to dummies with 1 agi.
Sera's Pain Killer doesn't work
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that seems accurate, thanks guys
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Hello All,
I didnt know where to post this on the forums, So i decided to post it on database.
Correct me if im wrong ~
Alright well im having a problem with Custom Pet Eggs at the moment!
Every Time i use a pet egg with the incubator. The pet does not spawn
& the Custom Pet Egg breaks.
Not sure how to fix this, Idk why it started happening all of sudden.
Does anyone has the solution for me, Its very much appreciated
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Try checking this file: https://github.com/HerculesWS/Hercules/blob/master/db/sc_config.txt
forgot the mention im running eAmod cant find sc_config.txt on there so maybe theres a different way
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how can i clear a buff from a consumable item when you diebasically buffs gone when you diefrom this kinda script..12075,Str_Dish10,Steamed Tongue,0,100000,,1000,,,,,0xFFFFFFFF,7,2,,,,,,{ sc_start SC_STRFOOD, 3600000, 10; percentheal 20,20; },{},{}
thought it was gonna be simple, but im actually having trouble with this
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phtownall,10,17,0 script Bangus Dagupan::Bangus Dagupan 844,{if (isequipped(2764)) && (isequipped(2775)) && (isequipped(1750)){specialeffect2 EF_BUBBLE;set .@fcast,14;if (isequipped(5523)) { //Sakuraset .@fcast,.@fcast - 4;}if (isequipped(2443)) { //Fish_Shoesset .@fcast,.@fcast - 4;}if (isequipped(5548)) { //Scarletset .@fcast,.@fcast - 3;}if (isequipped(6428)) { //VIPset .@fcast,.@fcast - 2;}delitem 1750,1;progressbar "ffffff",.@fcast;if (rand(1,1000) == 2) {getitem 5548,1; //Big Fishspecialeffect EF_BUBBLE;mapannounce "phtownall","" + strcharinfo(0) + " has caught a Crimson of rose!!!",bc_map,"0xff77ff";end;}set .@rhea_ran,rand(1,70);if (.@rhea_ran < 20) {getitem 579,1; //Fresh Fishemotion omg,23; message strcharinfo(0), " : Tuna For Sale!";}else if (.@rhea_ran == 20) {getitem 969,1; //Spawn}else if (.@rhea_ran == 21) {getitem 12114,1; //Fire}else if (.@rhea_ran == 22) {getitem 12117,1; //wind}else if (.@rhea_ran == 23) {getitem 12116,1; //earth}else if (.@rhea_ran == 24) {getitem 6049,1; //Marlinemotion omg,23; message strcharinfo(0), " : Tuna For Sale!";}else if (.@rhea_ran == 25) {getitem 12115,1; //water}//else if (.@rhea_ran == 500) {// getitem 12916,1; //assump// mapannounce "phtownall","" + strcharinfo(0) + " has caught an Assumptio Scroll in Fishing Area!!",bc_map,"0x44ff44";//}else if (.@rhea_ran == 27) {getitem 12020,1; //Cursed}else if (.@rhea_ran == 28) {getitem 678,50; //Sticky_Mucusemotion omg,23; message strcharinfo(0), " : eeeewwwwwwww!";}else if ((.@rhea_ran > 28) && (.@rhea_ran < 40)) {getitem 624,1; //Rotten Fishemotion omg,23; message strcharinfo(0), " : cat Food For sale!";}if (rand(1,50) == 3) {getitem 673,1;emotion sob,1; message strcharinfo(0), " : wew anu bayan!";}if (rand(1,50) == 3) {getitem 7227,1;//mapannounce "phtownall","" + strcharinfo(0) + " has caught an TCG Card in Fishing Area!!",bc_map,"0x44ff44";emotion sob,1; message strcharinfo(0), " : wew anu bayan!";}if (rand(1,70) == 3) {getitem 7539,1;//mapannounce "phtownall","" + strcharinfo(0) + " has caught an Poring Coin in Fishing Area!!",bc_map,"0xff77ff";}if (rand(1,150) == 3) {getitem 5523,1;//mapannounce "phtownall","" + strcharinfo(0) + " has caught an Sakura Mist Hat in Fishing Area!!",bc_map,"0x44ff44";}if (rand(1,150) == 3) {getitem 5536,1;//mapannounce "phtownall","" + strcharinfo(0) + " has caught an Spare Card in Fishing Area!!",bc_map,"0x44ff44";}if (rand(1,20000) == 3) {getitem 4403,1;mapannounce "phtownall","" + strcharinfo(0) + " has caught an Kiel Card in Fishing Area!!",bc_all,"0xff77ff";emotion desp,1; message strcharinfo(0), " : Yes yun ohh!";}//if (rand(1,5000) == 3) {// getitem 4399,1;// mapannounce "phtownall","" + strcharinfo(0) + " has caught an Thanatos Card in Fishing Area!!",bc_map,"0xff77ff";//}//if (rand(1,5000) == 3) {// getitem 7086,1;// mapannounce "phtownall","" + strcharinfo(0) + " has caught an Emblem Of The Son God in Fishing Area!!",bc_map,"0xff77ff";//}//if (rand(1,5000) == 3) {// getitem 7092,1;// mapannounce "phtownall","" + strcharinfo(0) + " has caught an Drifting Air in Fishing Area!!",bc_map,"0xff77ff";//}//if (rand(1,5000) == 3) {// getitem 7088,1;// mapannounce "phtownall","" + strcharinfo(0) + " has caught an Snow Cristal in Fishing Area!!",bc_map,"0xff77ff";//}//if (rand(1,5000) == 3) {// getitem 7091,1;// mapannounce "phtownall","" + strcharinfo(0) + " has caught an Billow in Fishing Area!!",bc_map,"0xff77ff";//}//if (rand(1,5000) == 3) {// getitem 7090,1;// mapannounce "phtownall","" + strcharinfo(0) + " has caught an Ripple in Fishing Area!!",bc_map,"0xff77ff";//}end;//close;//return;}else {mes "Fish are swimming in the water.";mes "You need the";mes "Small fishing Rod, Arrow";mes "and Lure";mes "to Start Fishing Here!";mes "___________________";mes "Job Required";mes "Hunter or Assassin!";close;}OnAgitstart:hideonnpc strnpcinfo(0);end;OnAgitEnd:hideoffnpc strnpcinfo(0);end;}phtownall,70,13,4 duplicate(Bangus Dagupan) Palakang Tubig#h1-2 614phtownall,60,13,4 duplicate(Bangus Dagupan) Star Fish#h1-3 551phtownall,55,13,6 duplicate(Bangus Dagupan) Dyesabel#h1-4 499phtownall,80,13,6 duplicate(Bangus Dagupan) Igat#h1-5 471phtownall,69,13,6 duplicate(Bangus Dagupan) Water Snake#h1-5 471can anyone help me with this?
Editing a Instance
in Script Support
Posted
so i wanted to create christmas instance, but ive never done one before
so i decided to re-edit the octopus cave instance and make it in to mine!
but with out having relation to the two... so far i havent had any errors at all.
but the part
does not continue the instance nor does it even start it to go to the next
part of the instance!
heres the full script, Well the parts ive edited so far ~
can anyone give me any pointers or tell me exactly what im doing wrong
when it comes to taking a instanced structure to make my own?
~ Thank you in advance