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Tracking menu
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Skul
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Post: #4
RE: Tracking menu
tough to replace since it uses the [skillmenu xx] format, hardcoded is a bitch, it should be 'softcoded' but I can see how it would be strange to do. Considering tracking always gives a different menu list everytime it is used and different according to everyone's custom npc scripts. Only way it could work is with some LOCAL.x values like some of the added support we've recieved for other features.

Best bet is Anarch's suggestion, create a custom [dialog xx] to display the NPCs in the area, you can do this using FORCHARS xx and comparing the tracking to the NPCs tracking whether to display and use tilepichue to display the npc in a coloured format.

I totally hate scripting dialogs (without having a proper layout) so I won't be doing this script. Oh also, use QUESTARROW to track the npc, have it update etc wow. lots of work! lol.

"I ask a question to the answer I already know."

Marchadium :: http://www.marchadium.ca/ :: Join us!
07-09-2012 10:56 AM
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Messages In This Thread
Tracking menu - Gyros - 07-08-2012, 07:45 AM
RE: Tracking menu - Extreme - 07-08-2012, 11:50 AM
RE: Tracking menu - Anarch Cassius - 07-09-2012, 05:48 AM
RE: Tracking menu - Skul - 07-09-2012 10:56 AM

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