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Debug? Whats wrong?

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can some one tell me why debug showing in my map console when im edit a script

[Debug]: Source (NPC): Healer#prt at prontera (153,193)[Debug]: Source (NPC): Healer#prt at prontera (153,193)

if i use the original script from git repo, Debug not showing

-	script	Healer	-1,{	.@price = 0;	// Zeny required for heal	.@Buffs = 0;	// Also buff players? (1: yes / 0: no)	.@Delay = 0;	// Heal delay, in seconds	if (@HD > gettimetick(2)) end;	if (.@price) {		message strcharinfo(0),"Healing costs "+.@price+" Zeny.";		if (Zeny < .@price) end;		if(select("^0055FFHeal^000000:^777777Cancel^000000") == 2) close;		Zeny -= .@price;	}	specialeffect2 EF_HEAL2; percentheal 100,100;	if (.@Buffs) {		specialeffect2 EF_INCAGILITY; sc_start SC_INC_AGI,240000,10;		specialeffect2 EF_BLESSING; sc_start SC_BLESSING,240000,10;	}	if (.@Delay) @HD = gettimetick(2)+.@Delay;	close;}

and then i edit it to become like this

 

-	script	Healer	-1,{	specialeffect2 EF_HEAL2; percentheal 100,100;	specialeffect2 EF_INCAGILITY; sc_start SC_INC_AGI,240000,10;	specialeffect2 EF_BLESSING; sc_start SC_BLESSING,240000,10;	close;}

first i thought its because "close;" then i cahnge its to "end;" the result is still same debug will apear on map console.. why debug appeared?

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I think that return 0; should be fix first

https://github.com/HerculesWS/Hercules/commit/aa1461430c3d7c31bd03eca02c7b91a274351c19

 

the other bug report you mentioned, seems like a different issue, will be left to core developers

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It is because of source, the scriptcommand is returning false instead of true, which is showing that debug.

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I'm very interested to know which script command 'return false;'

if this really happens, that command really need some fixing

prontera,157,180,5	script	Healer#1	100,{	.@price = 0;	// Zeny required for heal	.@Buffs = 0;	// Also buff players? (1: yes / 0: no)	.@Delay = 0;	// Heal delay, in seconds	if (@HD > gettimetick(2)) end;	if (.@price) {		message strcharinfo(0),"Healing costs "+.@price+" Zeny.";		if (Zeny < .@price) end;		if(select("^0055FFHeal^000000:^777777Cancel^000000") == 2) close;		Zeny -= .@price;	}	specialeffect2 EF_HEAL2; percentheal 100,100;	if (.@Buffs) {		specialeffect2 EF_INCAGILITY; sc_start SC_INC_AGI,240000,10;		specialeffect2 EF_BLESSING; sc_start SC_BLESSING,240000,10;	}	if (.@Delay) @HD = gettimetick(2)+.@Delay;	close;}prontera,154,180,5	script	Healer#2	100,{	specialeffect2 EF_HEAL2; percentheal 100,100;	specialeffect2 EF_INCAGILITY; sc_start SC_INC_AGI,240000,10;	specialeffect2 EF_BLESSING; sc_start SC_BLESSING,240000,10;	close;}
actually I don't get any error

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I'm very interested to know which script command 'return false;'

if this really happens, that command really need some fixing

prontera,157,180,5	script	Healer#1	100,{	.@price = 0;	// Zeny required for heal	.@Buffs = 0;	// Also buff players? (1: yes / 0: no)	.@Delay = 0;	// Heal delay, in seconds	if (@HD > gettimetick(2)) end;	if (.@price) {		message strcharinfo(0),"Healing costs "+.@price+" Zeny.";		if (Zeny < .@price) end;		if(select("^0055FFHeal^000000:^777777Cancel^000000") == 2) close;		Zeny -= .@price;	}	specialeffect2 EF_HEAL2; percentheal 100,100;	if (.@Buffs) {		specialeffect2 EF_INCAGILITY; sc_start SC_INC_AGI,240000,10;		specialeffect2 EF_BLESSING; sc_start SC_BLESSING,240000,10;	}	if (.@Delay) @HD = gettimetick(2)+.@Delay;	close;}prontera,154,180,5	script	Healer#2	100,{	specialeffect2 EF_HEAL2; percentheal 100,100;	specialeffect2 EF_INCAGILITY; sc_start SC_INC_AGI,240000,10;	specialeffect2 EF_BLESSING; sc_start SC_BLESSING,240000,10;	close;}
actually I don't get any error

the scriptCommand is not returning false atm, but no idea if the TopicStarter is having some custom mod or using which emulator..

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nope im using fresh latest hercules and i was re-reading commits and found there some one comment out

return true; not 0; if set 0, map server error...

then i try its my self and the error was gone now and the commits about devotion behaviour fresh copy of hercules will get warning when compiling, some one was report it on bug section, may be dev not yet see its here the bug report

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