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authorDastgir <dastgir@users.noreply.github.com>2015-05-06 19:21:12 +0530
committerDastgir <dastgir@users.noreply.github.com>2015-05-06 19:21:12 +0530
commit990b9c8e1ebacc0a0f29fb1eb0dff37027497687 (patch)
treeda2c28e54cca37fda2e917387dfa46afd9536a8c
parentf65e3740740b39d62c0dd59ccbe57897a1994b55 (diff)
parent50ac870621f09a5dfeebc3bbf469008bfaedc9e4 (diff)
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Merge pull request #510 from MarvinLamart/patch-1
Update script_commands.txt
-rw-r--r--doc/script_commands.txt2
1 files changed, 1 insertions, 1 deletions
diff --git a/doc/script_commands.txt b/doc/script_commands.txt
index f63a4b169..40457d8cf 100644
--- a/doc/script_commands.txt
+++ b/doc/script_commands.txt
@@ -5905,7 +5905,7 @@ controlling each of the spawned mobs with the unit* commands shown below.
For example:
// We'll make a poring which will automatically attack invoking player:
- .@mobGID = monster "Prontera",150,150,"Poring",PORING,1; // PORING is defined in the mob db and its value is 1002
+ .@mobGID = monster("prontera",150,150,"Poring",PORING,1); // PORING is defined in the mob db and its value is 1002
unitattack .@mobGID, getcharid(3); // Attacker GID, attacked GID
The way you can get the GID of more than only one monster is looping