RunarM
Finally back
Im not sure if it is released so i made a thread =)
*Tested on Tfs 0.3.4.
[Data -> Talkaction -> Scripts]
Animated_smiles.lua
Notice, i don't think you dont need the
local hearts = {":*", ";*", "=*"}
script =)
It's just another way to add the text you want to be animated =)
in the Talkaction.xml
This is how it works:
When you say, for example :[ it comes up animated [Orange Text, easy to edit]
Well hope you like it :wub:
Regards, Runarm.
*Tested on Tfs 0.3.4.
[Data -> Talkaction -> Scripts]
Animated_smiles.lua
Lua:
function onSay(cid, words, param, channel)
local hearts = {":*", ";*", "=*"}
if (isInArray(hearts, words)) then
doSendMagicEffect(getCreaturePosition(cid), CONST_ME_HEARTS)
end
doCreatureSay(cid, words, TALKTYPE_ORANGE_1)
return true
end
local hearts = {":*", ";*", "=*"}
script =)
It's just another way to add the text you want to be animated =)
in the Talkaction.xml
Code:
<talkaction words=";[" script="animated_smiles.lua" log="no"/>
<talkaction words=";]" script="animated_smiles.lua" log="no"/>
<talkaction words=":[" script="animated_smiles.lua" log="no"/>
This is how it works:
When you say, for example :[ it comes up animated [Orange Text, easy to edit]
Well hope you like it :wub:
Regards, Runarm.
Last edited: