eKoh 3 Posted July 21, 2014 I don't know in what scenarios I am supposed to use these kind of variables. In script_commands.txt I get this: @ <- A temporary variable attached to the character. so if I do set @newtag,1; The player will have that tag, right? And also How temporary is the variable? .@ <- A scope variable. I just don't understand the description. I have read it like 10 times... Is this variable attached to the player and also the Npc? If so, which scenarios I would use a .@variable? Quote Share this post Link to post Share on other sites
0 Dastgir 1246 Posted July 21, 2014 Sorry for my noobness, how do I put code box here?:S There's button before Quote, to put a codebox end; //<- Also I don't know if I have to put end; instruction, because I already have a close; above. Do I? Nope, you are not required to put end; after close; since close will stop the script execution. About Back, Something Like THis: L_SomeLabel:mes "What you want to do";switch ( select ("Thing 1:Thing 2")){ case 1: mes "You selected thing 1"; next; mes "What you want to do?"; switch ( select ("Thing 3:Back")){ case 1: mes "You selected thing 3"; close; case 2: next; goto L_SomeLabel; end; } case 2: mes "You selectend thing 2"; close;} 1 eKoh reacted to this Quote Share this post Link to post Share on other sites
0 Dastgir 1246 Posted July 21, 2014 prontera,150,150,5 script TempSet 999,{@var = 1;.@var = 1;mes "Value has been Set";close;}prontera,148,148,5 script TempGet 999,{mes ".@var:"+.@var;mes "@var:"+@var;close;} Above is example. @var will be set till the character logs off(as said temporary) .@var is set until the script execution,(i.e for that instance), that is if the script execution is stopped, .@var will be set to 0 again. If you click on TempSet First(NPC Above), it will set both vars to 1. then Click on TempGet, it will show @var as 1 and not .@var, since its new script been executed. 1 eKoh reacted to this Quote Share this post Link to post Share on other sites
0 eKoh 3 Posted July 21, 2014 (edited) Oh I see, thank you man, your explanation was so easy to understand. But I have another dought, currently I am working on a script, and I want to make a "Back" option like: mes "What you want to do";switch ( select ("Thing 1:Thing 2")){ case 1: mes "You selected thing 1"; next; mes "What you want to do?"; switch ( select ("Thing 3:Back")){ case 1: mes "You selected thing 3"; close; end; //<- Also I don't know if I have to put end; instruction, because I already have a close; above. Do I? case 2: "Go back instruction" // Is there an instruction that makes this?? end;end; case 2: mes "You selectend thing 2"; close; end;} Sorry for my noobness, how do I put code box here?:S Edited July 21, 2014 by Dastgir codebox Quote Share this post Link to post Share on other sites
0 eKoh 3 Posted July 22, 2014 (edited) Ohh, thank you man. And I will test that Label function to make it work, I really appreciate all your help. Update. It works!! thank you a lot ;D! the sample: mes ""+.npc$+""; mes "Ok, so ^0000FFautoloot^000000 it is"; mes "Please input the ^0000FF%^000000 you want"; goto L_Alootrate; L_Alootrate: input #alootrate; mes "Great so is ^FF0000"+#alootrate+"%^000000 is fine?"; if ( select("Yes:No") == 1 ){ mes "There you go!"; atcommand "@autoloot "+#alootrate+""; close; } else goto L_Alootrate; Edited July 22, 2014 by eKoh Quote Share this post Link to post Share on other sites
0 Dastgir 1246 Posted July 22, 2014 mes ""+.npc$+""; mes "Ok, so ^0000FFautoloot^000000 it is"; mes "Please input the ^0000FF%^000000 you want"; L_Alootrate: input #alootrate; mes "Great so is ^FF0000"+#alootrate+"%^000000 is fine?"; if ( select("Yes:No") == 1 ){ mes "There you go!"; atcommand "@autoloot "+#alootrate+""; close; } else goto L_Alootrate; you don't need "goto L_Alootrate;" before the label, since the script is not ending there, even if (AnyLabel:) is found, it continues to execute. the script ends if there's "close;" "close2;" or "end;" function. Quote Share this post Link to post Share on other sites
0 eKoh 3 Posted July 22, 2014 ohh, hahaha, thank you again man, it is actually working Quote Share this post Link to post Share on other sites
I don't know in what scenarios I am supposed to use these kind of variables.
In script_commands.txt I get this:
@ <- A temporary variable attached to the character.
so if I do
set @newtag,1;
The player will have that tag, right?
And also How temporary is the variable?
.@ <- A scope variable.
I just don't understand the description. I have read it like 10 times...
Is this variable attached to the player and also the Npc? If so, which scenarios I would use a .@variable?
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