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author | panikon <panikon@zoho.com> | 2014-04-10 02:40:55 -0300 |
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committer | panikon <panikon@zoho.com> | 2014-04-10 02:40:55 -0300 |
commit | 7a5f7db21c5b9f7dc974067312b6b83753a74dbf (patch) | |
tree | a534972a497ce350572ec47c1646ebf11d8a63ca /doc | |
parent | b5c2a71ef2575b66e7b1b25aed0ad3c60b4fef2b (diff) | |
download | hercules-7a5f7db21c5b9f7dc974067312b6b83753a74dbf.tar.gz hercules-7a5f7db21c5b9f7dc974067312b6b83753a74dbf.tar.bz2 hercules-7a5f7db21c5b9f7dc974067312b6b83753a74dbf.tar.xz hercules-7a5f7db21c5b9f7dc974067312b6b83753a74dbf.zip |
Fixed issue: 8140
http://hercules.ws/board/tracker/issue-8140-toucan-npc-error-message/
That error usually happens when the player clicked on a NPC that has the view id
of a mob, to activate this kind of npc it's needed to be in a 2,2 range
from it. If the OnTouch area of a npc, coincides with the 2,2 range of
another it's expected that the OnTouch event be put first in stack, because
unit_walktoxy_timer is executed before any other function in this case.
So it's best practice to put an 'end;' before OnTouch events in npcs that
have view ids of mobs to avoid this kind of error.
Also updated script_commands.txt to add this recomendation.
Diffstat (limited to 'doc')
-rw-r--r-- | doc/script_commands.txt | 8 |
1 files changed, 5 insertions, 3 deletions
diff --git a/doc/script_commands.txt b/doc/script_commands.txt index 1fd3c47a6..e8069cb0b 100644 --- a/doc/script_commands.txt +++ b/doc/script_commands.txt @@ -243,9 +243,11 @@ and to make it look southeast it's facing 5.) Sprite id is the sprite number used to display this particular NPC. For a full list of sprite id numbers see http://kalen.s79.xrea.com/npc/npce.shtml You may also use a monster's ID number instead to display a monster sprite -for this NPC. It is possible to use a job sprite as well, but you must -first define it as a monster sprite in 'mob_avail.txt', a full description -on how to do this is not in the scope of this manual. +for this NPC, in npcs that have view ids of mobs it's encouraged to use +OnTouch events with a 2,2 range and with an 'end' after the header to avoid +bugs (for more info on why see npc_click@map/npc.c). It is possible to use a job +sprite as well, but you must first define it as a monster sprite in 'mob_avail.txt', +a full description on how to do this is not in the scope of this manual. A '-1' sprite id will make the NPC invisible (and unclickable). A '111' sprite id will make an NPC which does not have a sprite, but is still clickable, which is useful if you want to make a clickable object of |