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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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?
Ja jeg pmer dig den :-)
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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