Search results

Jump to: navigation, search
  • | 010 (or 16) || Memory type for aggressors ...s for item attributes, names for the built-in MIDI or MP3 music, names for memory types, and many other things. Look through the file to see what it offers y
    34 KB (5,840 words) - 21:40, 19 August 2022
  • ...nbsp;&nbsp;&nbsp;&nbsp;&nbsp;IF (<REF1>) //checks if the npc has the spawn memory<br /> ...&nbsp;REF1.TIMER = <EVAL {<REF1.MOREX> <REF1.MOREY>} * 60> //set the spawn memory timer to the values specified when creating it<br />
    27 KB (4,554 words) - 16:08, 30 May 2013
  • ...nt to delete a TAG? Well, TAGs, like everything else, use memory. The more memory you use, the more lag your server has. ...However, if you finish using a TAG for any reason, DELETE IT. It conserves memory and is good scripting practice in general.
    20 KB (3,589 words) - 22:16, 26 November 2010
  • ...most powerful way to target something or someone. Now you do not need any memory item for targeting. ...hrough a particular item and is often useful for searching the character's memory items (see later chapters).
    21 KB (3,696 words) - 22:17, 26 November 2010
  • ...builds up very very quickly, and soon the server cannot allocate any more memory for it, and will crash when it tries. Fun stuff, I tell you. ...is can be useful for when you want to manipulate all of the spell runes or memory items on a character as an alternative to using FINDLAYER.x in a loop.
    24 KB (4,072 words) - 05:12, 13 March 2023
  • ...ber for a short time that the player talked to him. (See later chapters on memory.)
    36 KB (6,138 words) - 22:19, 26 November 2010
  • ...l :) 56b has introduced a new targeting function, eliminating the need for memory targets - [[TARGETF]] and its 3 different variations:
    4 KB (611 words) - 22:38, 26 November 2010
  • * Potential fix for Win98 and ME users' "out of memory" issue
    13 KB (2,023 words) - 13:22, 29 November 2011
  • to use workarounds like my FIXACTION function. Memory corruption problems - Rewrote the new[], new, delete and delete[] operators and removed the memory
    629 KB (101,881 words) - 23:09, 6 June 2018
  • ...from the disk, they must wait until that data is actually transferred into memory and presented to the program successfully. No execution can continue until ...on may seem the easiest way to perform a task, you are using both time and memory when you call that function. Calling a function is not nearly as expensive
    23 KB (3,940 words) - 23:11, 3 June 2009
  • ...at if there is no SRC? What if this script is a @Timer script running on a memory object, where the player in question is that object's CONT or TOPOBJ?
    19 KB (3,433 words) - 00:09, 8 June 2009
  • ...is far too complicated for this tutorial, but it deals with the fact that memory is now represented by one 32-bit, or four byte, number instead of two 16-bi
    21 KB (3,564 words) - 22:38, 26 November 2010
  • ...or set in the INI or the *DEF sections), so it simply would be a waste of memory to store them again on each game object. Therefore for example a single cro
    8 KB (1,270 words) - 01:47, 28 August 2022
  • ...but they have as much impact on the player as their sword, for example, a memory item is equipped every time a player is under the effects of a spell. Some
    18 KB (3,030 words) - 00:37, 3 December 2023
  • | [[MEMORYFINDTYPE]]''.memory_flags'' || R || Gets a [[Items|memory item]] with the specified flags. | [[MEMORYFIND]].''object_uid'' || R || Gets a [[Items|memory item]] that is linked to the given object.
    54 KB (8,359 words) - 22:13, 8 March 2023
  • | [[MEM]] || R || Returns the total amount of memory being used, in kilobytes. | [[SHRINKMEM]] || W || Temporarily reduces memory usage.
    11 KB (1,641 words) - 01:40, 28 August 2022
  • | [[@EffectAdd]] || Fires when a spell memory item is being added. | [[@EffectRemove]] || Fires when a spell memory item is removed. || X
    4 KB (623 words) - 23:00, 4 January 2023
  • ...type is used for character memories, and it really depends on the type of memory to know what each property really means, but here is a relatively good guid * MORE1L = The action type this is a memory for
    42 KB (7,117 words) - 00:19, 27 August 2022
  • | ARGN1 || I || If ARGN1 this character will add MEMORY_SAWCRIME to SRC's memory, so SRC will be flagged as criminal for this character.
    1 KB (149 words) - 12:53, 2 May 2015
  • ...character or item and using a function on it without manually creating an memory item or such. Using the targetf itself works like calling an ordinary funct
    554 bytes (92 words) - 23:18, 2 January 2024

View (previous 20 | next 20) (20 | 50 | 100 | 250 | 500)