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Unique fight music in different regions?
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Adohleas 
Apprentice

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Joined: Jun 2013
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RE: Unique fight music in different regions?
Created a work around since the above wasnt working due to the combat music taking over as long as your in war mode.
Code:
[events e_dattack]
ON=@UserWarmode
SRC.NEWITEM=i_attacking_t
SRC.ACT.ATTR=attr_decay
SRC.ACT.TIMER 15
SRC.ACT.P=<SRC.P>
UID.<SRC.ACT.UID>.USE
SRC.UPDATE
RETURN 1
ON=@Attack
sendpacket 072 d00
IF (<ISPLAYER>)
dattack_check
ENDIF
ON=@CharAttack
IF (<ISPLAYER>)
dattack_check
ENDIF
[Function dattack_check]
IF !(<FINDID.i_memory_dattack>)
newitem i_memory_dattack
ACT.P=<P>
act.equip=<UID>
ACT.TIMER 15
ELSE
FINDID.i_memory_dattack.timer 15
ENDIF
[ITEMDEF i_memory_dattack]
NAME=attack memory
ID=i_memory
TYPE=t_eq_script
ON=@Create
TIMER=15
ON=@Timer
IF (<CONT.FLAGS> & statf_war)
CONT.FLAGS = <CONT.FLAGS> &~statf_war
REMOVE
ENDIF
RETURN 1
[ITEMDEF i_attacking_t]
NAME="Attack"
ID=i_memory
TYPE=t_eq_script
ON=@Dclick
TARGET Select a target to attack.
RETURN 1
ON=@Targon_Item
TARGET
RETURN 1
ON=@Targon_Char
SRC.ATTACK <SRC.TARG.UID>
REMOVE
RETURN 1
This isnt perfect, you wont be able to see your character in war mode(you will see yourself and the enemies attacking) and you will instead be forced to target who you wish to attack, but this prevents war mode which seems to ignore any music change through either the music command or sendpacket 06D.
(This post was last modified: 06-05-2013 09:59 PM by Adohleas.)
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06-05-2013 04:52 PM |
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RE: Unique fight music in different regions? - Adohleas - 06-05-2013 04:52 PM
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