tópico respondeu por Codex NG em Resolvidos
Depends on the server version, its two scripts not just one.
tópico respondeu por Codex NG em Resolvidos
Depends on the server version, its two scripts not just one.
tópico respondeu por Codex NG em Resolvidos
Use storage values with your talk actions, since I do not know your distribution version I cannot write any code for you.
tópico respondeu por Codex NG em Resolvidos
Items do not have an attribute for attackspeed, attackspeed is handled in vocations. This does not mean you cannot assign an item an attackspeed it just requires knowledge of C++ do to it. If I have t
tópico respondeu por Codex NG em Resolvidos
If you have an onAdvance function, you can set the maximum level a player can gain. This code should affect everything but a player's experience level, e.g. magic, sword, club etc.. -- 8.6local maxLev
tópico respondeu por Codex NG em Linguagens de Programação
@Skulls There is a minimum time setting which all timed events adhere to, however this does not mean you can not write your own methods to change timed events without breaking the sources. @Clarym Whe
tópico respondeu por Codex NG em Linguagens de Programação
This passive system is bugged, I haven't pin pointed the problem just yet, but some monsters will attack even if they are set to passive.
tópico respondeu por Codex NG em Actions e Talkactions
Another script of mine, too bad you didn't include the picture
tópico respondeu por Codex NG em Actions e Talkactions
I see you found my script on otland.. Good