diff options
-rw-r--r-- | doc/script_commands.txt | 8 | ||||
-rw-r--r-- | npc/re/quests/quests_brasilis.txt | 8 | ||||
-rw-r--r-- | src/map/npc.c | 7 |
3 files changed, 19 insertions, 4 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 diff --git a/npc/re/quests/quests_brasilis.txt b/npc/re/quests/quests_brasilis.txt index b6aa85ce9..33758fe9a 100644 --- a/npc/re/quests/quests_brasilis.txt +++ b/npc/re/quests/quests_brasilis.txt @@ -3,7 +3,7 @@ //===== By =================================================== //= L0ne_W0lf //===== Version ============================================== -//= 1.2a +//= 1.2c //===== Description ========================================== //= [Official Conversion] //= Lost Puppies (Repeatable, 24 hours.) @@ -18,6 +18,8 @@ //= 1.2 Optimization. [Euphy] //= 1.2a Added 'consumeitem' command. [Euphy] //= 1.2b Updated RE EXP. [Michieru] +//= 1.2c Put end; before OnTouch events in npcs that +//= have view id of a mob [Panikon] //============================================================ // Lost Puppies :: dogdog.sc @@ -862,6 +864,8 @@ brasilis,59,226,3 script Poring#bra 4_PORING,{ } bra_fild01,75,83,5 script Toucan#bra TOUCAN,2,2,{ +end; + OnTouch: if (brazil_gua == 6) { mes "[Toucan]"; @@ -922,6 +926,8 @@ OnTouch: } bra_fild01,34,184,5 script Jaguar#bra JAGUAR,2,2,{ +end; + OnTouch_: if (brazil_gua == 7) { mes "[Jaguar]"; diff --git a/src/map/npc.c b/src/map/npc.c index 3018cceeb..5f9422e9f 100644 --- a/src/map/npc.c +++ b/src/map/npc.c @@ -1146,6 +1146,13 @@ int npc_click(struct map_session_data* sd, struct npc_data* nd) { nullpo_retr(1, sd); + // This 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 [Panikon] if (sd->npc_id != 0) { ShowError("npc_click: npc_id != 0\n"); return 1; |