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)
It seems like L2Elite got away from copies. No?
L2Gold.cc has years of experience, and it's publicly known that those files are stable and reliable. Over the years it developed a bad branding, tho.
From what i know, nothing is really like L2gold.cc. The other servers are just copies people try to make. L2gold.cc is with a lot of class balance changes/ scripts/AI.obj, which makes it different.
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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