Thread: The Party Room features

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  1. #11  
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    Quote Originally Posted by Rename View Post
    Aaah ja det giver god mening Jeg er først begyndt med programmering i år, har aldrig programmeret før ellers så det kunne være sjovt og helt sikkert udfordrende er dykke ned i
    Har du evt discord? Jeg har ikke noget imod at give en hjælpende hånd hvis du for brug for det

    English: I'm asking for his discord.
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  2. #12  
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    transcript can be made static, its a constant but not a true constant as its an array and the contents can be changed. KNIGHTS_DANCING and BALLOONS_SPAWNED should not be static and they're not constants so should not be uppercase.
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  4. #13  
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    Quote Originally Posted by Spooky View Post
    transcript can be made static, its a constant but not a true constant as its an array and the contents can be changed. KNIGHTS_DANCING and BALLOONS_SPAWNED should not be static and they're not constants so should not be uppercase.
    Thank you for the feedback :-)

    I have a question in regards to "KNIGHTS_DANCING and BALLOONS_SPAWNED should not be static and they're not constants so should not be uppercase."

    The reason why I have made them static is because I would've thought if it wasn't static, the variables would have been intialized everytime a player uses the dialogue and would ignore the "check" to see if the knights and/or balloons has spawned. So my question is, did I do it right or should I go with what you said?

    Quote Originally Posted by George View Post
    Har du evt discord? Jeg har ikke noget imod at give en hjælpende hånd hvis du for brug for det

    English: I'm asking for his discord.
    Ja jeg pmer dig den :-)
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    Quote Originally Posted by JayArrowz View Post
    Hmm, the behavior you explained will only be true if the packets came in synchronously & processed sync. But I do think that many servers only queue packets at the player level (the player has a packet queue processed synchronously) however it is possible to have 4 players with 4 queues and 4 packets executing your `run` method at the same time. You should give it a try getting 4 players to click the dancing knights dialog at the same time.
    Doesn't PID take care of that?

    Quote Originally Posted by JayArrowz View Post
    Hmm, the behavior you explained will only be true if the packets came in synchronously & processed sync. But I do think that many servers only queue packets at the player level (the player has a packet queue processed synchronously) however it is possible to have 4 players with 4 queues and 4 packets executing your `run` method at the same time. You should give it a try getting 4 players to click the dancing knights dialog at the same time.
    Doesn't PID take care of that?

    -- edit

    You should keep track of the nights in the object array and confirm they're deleted - matrix doesn't make that seamless [at least before i got involved xd]
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    I believe you're using the wrong npc id(s) for the knights. There are knights in the cache which by default perform the dance sequence, removing the need to send the animations one after another as you're doing right now.

    As for the balloon drop, there's actually a lot more to it in RS. Especially in the 500+ RS(Since this is matrix aka higher revision). There are quite a lot of miniscule mechanics to the loot system behind the party room and whatnot, however it doesn't look like you've done that part at all right now.
    The world tasks manager system, within it you have variables called "seconds" - they're not seconds, they're rather ticks, but not in that specific task you provided. You ended the task with ", 0, 1" which effectively means wait one tick before the task executes the first time, and wait 2 ticks between every follow-up execution until the task is finally stopped within itself.
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