im trying to do something in AI and i keep getting erros in the NPC server as soon as AI is loaded, as if the ai.obj gets corrupted, its a huge stack(after compiling it to .obj and adding the compiled code) if i use the s0 variable but if i remove that variable and use hardcoded strings it works, this code is simple i just want to test something where i manage a string every time MENU_SELECTED is invoked.
What i expected this code to do was basically the NPC would say the string "l2Bbuffer002.htm". (no sense i know, but i cut the code to figure what was corrupting it)
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DISCORD :
utchiha_market
telegram :
https://t.me/utchiha_market
SELLIX STORE :
https://utchiha.sellpass.io/
Join our server for more products :
https://discord.gg/uthciha-services
https://campsite.bio/utchihaamkt
DISCORD :
utchiha_market
telegram :
https://t.me/utchiha_market
SELLIX STORE :
https://utchiha.sellpass.io/
Join our server for more products :
https://discord.gg/uthciha-services
https://campsite.bio/utchihaamkt
Question
caganitas
Hi,
im trying to do something in AI and i keep getting erros in the NPC server as soon as AI is loaded, as if the ai.obj gets corrupted, its a huge stack(after compiling it to .obj and adding the compiled code) if i use the s0 variable but if i remove that variable and use hardcoded strings it works, this code is simple i just want to test something where i manage a string every time MENU_SELECTED is invoked.
What i expected this code to do was basically the NPC would say the string "l2Bbuffer002.htm". (no sense i know, but i cut the code to figure what was corrupting it)
The NASC code
class 1 buffer : default_npc
{
parameter:
string fnHi = "l2Bbuffer001.htm";
string page = "l2Bbuffer001.htm";
handler:
EventHandler TALKED(talker) {
myself::ShowPage(talker,fnHi);
return;
}
EventHandler MENU_SELECTED(ask,reply,item,action_id,s0) {
Edited by caganitass0 = "l2Bbuffer002.htm";
myself::Say(s0);
return;
}//event
}//class
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