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Importfolder getarg land_skill_limit ItemAvail.txt @summon
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utofaery
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short questions first then long long question...
4.
Why @summon'ed white plant or any thing can move but not
@summon 2042 (SilverSniper) or
@summon 1511 (Amon ra)
can't move at all?
in eathena amonra moves if summon ( if memory serves me correctly or was it otherwise. )
5.
in cases of storing arrays of Item Id from getinventorylist.
can we make use of permanent player variable to store that array??
or should I create a custom sql table for that purpose?
6
have item avail gone from hercules?
1.
tested multiple times on gunslinger against pupa...
Hercules\conf\map\battle\battle.conf
arrow_decrement: 0 << edits inside here works no using up any ammunitions of any kind
Hercules\conf\import\battle.conf
arrow_decrement: 0 << edits inside here NOT working at all??? ammunitions decreasing...
so question is does the import folder of hercules actually working at all??
entries on Hercules\conf\map\battle.conf is unchanged.
another case
bow_unequip_arrow: false // xsa // true
Setting placed in Hercules\conf\import\battle.conf no read
but if place in Hercules\conf\map\battle\items.conf it got read and effective
so how hercules import folder actually works for battle.conf?
don't know if other files in import folder behaves like this or not.
2.
When multiple stormgust cast'ed on the same cell and mapserver keep putting out
[Warning]: skill_unitgrouptickset_search: tickset is full. ( failed for skill 'W
Z_STORMGUST' on unit 2 )
does it has something to do with this setting? or should I set it to 31 instead so it don't put any warning of this type?
land_skill_limit: 14 // xsa // 9
// Note 3: Value is a bit field. If no description is given,
// assume unit types (1: Pc, 2: Mob, 4: Pet, 8: Homun, 16: Mercenary)
3
I have script like this:
How do I check if getarg(1) == empty or null
which is suppose to be filled as .x1 but it's not filled (which is intended)
- script IT_ArrayCentral FAKE_NPC,{
OnInit:
setarray .x0[0], x, y, z;
setarray .x1[0], x, y, z;
end;
}
called from another npc
callfunc ( "F_xTestArrayinfunction",.x0 ) ; // filled getarg(0) but not filling getarg(1)
function script F_xTestArrayinfunction {
if ( getarg ( 0 ) == 0 ) { // How do I make proper check here?? if getarg(0) is filled or not filled? (especially array)
dispbottom ( " arguement 0 is 0 " ) ; // << This shows up but not the else'd dispbottom why??
} else {
dispbottom ( " Array 0 :: size :: " + getarraysize(getvariableofnpc( getarg(0) , "IT_ArrayCentral" ) ) ) ; // << This is expected to show up but it's not.
}
if ( getarg ( 1 ) == 0 ) {
dispbottom ( " arguement 1 is 0 " ) ;
} else {
dispbottom ( " Array 1 :: size :: " + getarraysize(getvariableofnpc( getarg(1) , "IT_ArrayCentral" ) ) ) ;
}
return;
}
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