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[Question] PineScript Code

Initiate Mage
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May 19, 2012
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the effect work but not the call of a monster, whats wrong?

someone know the problem ?

Pine Script Code:
open [Shadow]

Administrator = @RemoveFirst("InterruptArg" " ").

ShadowMobIndex = "Job1_" % @CharClass(Administrator) % "-m".

effectobj Effect Administrator "Job1_Dn_ShadowStart" 4000 1000.

pause sec 2.

summonmob Administrator "Job1_" % @CharClass(Administrator) % "-m" 1.

interruptset admin "" 1 "".

close
 
Experienced Elementalist
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I think you forgot to put it in MobRegen. It's just my guess. I don't do ps.
 
Last edited:
Initiate Mage
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it doesent have any thing to do with the mobregen.
someeonemob doesent stands for mobregen spawn.
so the problem is not here.
 
Experienced Elementalist
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So where did you put the coordinates for the mob?
 
Initiate Mage
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Administrator = @RemoveFirst("InterruptArg" " ").

" Administrator "

this means that the monster spawns in front of the administrator who called him.
 
Initiate Mage
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mobregen cant be it. when you see the first job up quest ps. you cann see that summononemob stands, couse you want to summon your a dublicate and the dublicating doesent works with mobregen
 
Last edited:
Skilled Illusionist
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missing
findhandle Administrator "Player" 0.
maybe?
hard to tell reallly without seeing the full script and how its structured. You may be falling out of scope too.

don't know whats in your InterruptArg atm it is being set to remove the first of the array so thats why its hard to call what u are putting in the spot of the monster name.
 
Last edited:
Skilled Illusionist
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Yeah, or just the goal your trying to achieve.

And btw, Client controls how mobs look. It doesn't matter which mob it is.
 
Skilled Illusionist
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Why do you define the MobIndex:
ShadowMobIndex = "Job1_" % @CharClass(Administrator) % "-m".

Then summon it without using the variable you just defined:
summonmob Administrator "Job1_" % @CharClass(Administrator) % "-m" 1.

Wouldn't it be worth more to just use the variable you defined?
summonmob Administrator ShadowMobIndex 1.

You also should whack the whole PS here, hard to see issues with a small chunk when variables might not be defined properly or the handle is wrong etc.
 
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