D Domo New member Messages 28 Points 0 Sep 18, 2017 #2 I need a script that invokes all players in a map. Example: The script once activated will open a dialogue box on every character in that map. Q2: If anyone can answer: If possible, I can make an NPC appear in any map location once coords are given.
I need a script that invokes all players in a map. Example: The script once activated will open a dialogue box on every character in that map. Q2: If anyone can answer: If possible, I can make an NPC appear in any map location once coords are given.
meko Core Developers Messages 363 Points 0 IRC Nickname meko Github Helianthella Emulator Hercules Client Version ManaPlus Sep 18, 2017 #3 To trigger a npc for everyone in the map use getunits() combined with addtimer(). You can also use maptimer() from the area timer functions. To move a npc, use unitwarp()
To trigger a npc for everyone in the map use getunits() combined with addtimer(). You can also use maptimer() from the area timer functions. To move a npc, use unitwarp()
D Domo New member Messages 28 Points 0 Sep 18, 2017 #4 Do you really need addtimer or timers in general? I really just plan on making a manually activated NPC that makes dialogue boxes pop up :grimace: Also, thank you for the unitwarp.
Do you really need addtimer or timers in general? I really just plan on making a manually activated NPC that makes dialogue boxes pop up :grimace: Also, thank you for the unitwarp.
meko Core Developers Messages 363 Points 0 IRC Nickname meko Github Helianthella Emulator Hercules Client Version ManaPlus Sep 18, 2017 #5 .@count = getunits(BL_PC, .@units[0], "map_name"); for (.@i = 0; .@i < .@count; ++.@i) { addtimer(0, "npc::event", .@units[.@i]); } You can use a timer of 0 ticks if you want it instantly
.@count = getunits(BL_PC, .@units[0], "map_name"); for (.@i = 0; .@i < .@count; ++.@i) { addtimer(0, "npc::event", .@units[.@i]); } You can use a timer of 0 ticks if you want it instantly