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        when kill begin
            local sel = pc.getqf("select")
 
            if sel == 0 then
                sel = 1
            end
 
            local lev = pc.getqf("current")
 
            if lev != 0 and npc.race == (special.levelup_quest[lev][sel*2-1]) and pc.getqf("buttonstate") == -1 then
                local remain = pc.getqf("remain") - 1
 
                if remain <= 0 then
                    pc.setqf("remain", 0)
                    q.set_counter_value(0)
                    setskin(NOWINDOW)
                    makequestbutton(locale.level..lev..' '..locale.quest_word..' - '..locale.complete)
                    pc.setqf("buttonstate", 3)
                else
                    pc.setqf("remain", remain)
                    q.set_counter_value(remain)
                end
            end
        end

This is the kill, but i see no problem here, probably you've touched the kill trigger inside your sources causing it to bug out.

  • Confused 1

 

"Nothing's free in this life.

Ignorant people have an obligation to make up for their ignorance by paying those who help them.

Either you got the brains or cash, if you lack both you're useless."

Syreldar

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3 hours ago, Syreldar said:

        when kill begin
            local sel = pc.getqf("select")
 
            if sel == 0 then
                sel = 1
            end
 
            local lev = pc.getqf("current")
 
            if lev != 0 and npc.race == (special.levelup_quest[lev][sel*2-1]) and pc.getqf("buttonstate") == -1 then
                local remain = pc.getqf("remain") - 1
 
                if remain <= 0 then
                    pc.setqf("remain", 0)
                    q.set_counter_value(0)
                    setskin(NOWINDOW)
                    makequestbutton(locale.level..lev..' '..locale.quest_word..' - '..locale.complete)
                    pc.setqf("buttonstate", 3)
                else
                    pc.setqf("remain", remain)
                    q.set_counter_value(remain)
                end
            end
        end

This is the kill, but i see no problem here, probably you've touched the kill trigger inside your sources causing it to bug out.

Where i found it on source?

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3 hours ago, boaspessoal said:

You probably have multiple files triggering the same event making it count twice instead of one(like intended), because as @Syreldar said, the kill trigger is fine, clean your object folder and compile the quest again and see if it counts twice again.

Cheers

I Will see that thx

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10 hours ago, boaspessoal said:

You probably have multiple files triggering the same event making it count twice instead of one(like intended), because as @Syreldar said, the kill trigger is fine, clean your object folder and compile the quest again and see if it counts twice again.

Cheers

I delet folder object and reload the quest and same problem

 

On 6/21/2018 at 4:07 PM, Syreldar said:

        when kill begin
            local sel = pc.getqf("select")
 
            if sel == 0 then
                sel = 1
            end
 
            local lev = pc.getqf("current")
 
            if lev != 0 and npc.race == (special.levelup_quest[lev][sel*2-1]) and pc.getqf("buttonstate") == -1 then
                local remain = pc.getqf("remain") - 1
 
                if remain <= 0 then
                    pc.setqf("remain", 0)
                    q.set_counter_value(0)
                    setskin(NOWINDOW)
                    makequestbutton(locale.level..lev..' '..locale.quest_word..' - '..locale.complete)
                    pc.setqf("buttonstate", 3)
                else
                    pc.setqf("remain", remain)
                    q.set_counter_value(remain)
                end
            end
        end

This is the kill, but i see no problem here, probably you've touched the kill trigger inside your sources causing it to bug out.

 

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