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author | FlavioJS <FlavioJS@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2006-12-05 13:23:07 +0000 |
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committer | FlavioJS <FlavioJS@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2006-12-05 13:23:07 +0000 |
commit | 288490094a7fe9167747dc78d416940759a31197 (patch) | |
tree | 53dc4f5c2375f4b688b53ca8841630ddec5e1f88 /doc/pccommand_list.txt | |
parent | 8ec1c47aed09c90343949d57c92760ba84738a46 (diff) | |
download | hercules-288490094a7fe9167747dc78d416940759a31197.tar.gz hercules-288490094a7fe9167747dc78d416940759a31197.tar.bz2 hercules-288490094a7fe9167747dc78d416940759a31197.tar.xz hercules-288490094a7fe9167747dc78d416940759a31197.zip |
- Massive EOL normalization & 'svn:eol-style native' flag setting for all txt/conf/h/c files.
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@9410 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'doc/pccommand_list.txt')
-rw-r--r-- | doc/pccommand_list.txt | 338 |
1 files changed, 169 insertions, 169 deletions
diff --git a/doc/pccommand_list.txt b/doc/pccommand_list.txt index d147cff54..25c16fed6 100644 --- a/doc/pccommand_list.txt +++ b/doc/pccommand_list.txt @@ -1,169 +1,169 @@ ----> PC Command List
-------> Here's a list of scripts that can be triggered by PC actions and what they do.
-------> Configuration is found at conf/script_athena.conf
-------> There are two methods to define the script to be use (event_script_type)
-------> 0 - By NPC. There has to be an NPC named in the same manner as the event
-------> 1 - By Label. Every label from every NPC with the event name will be
- executed (note that in this case the event HAS to start with the
- word 'On', eg: 'OnPCBaseLvUpEvent:')
-
-+ PCCommand: OnPCLoginEvent
-+ Code by: (davidsiaw)
-+ How it works:
-When a player logs in, the NPC will run as if he just clicked it. Which means
-if the script is like this:
-
-+ Sample:
-prontera.gat,0,0,0 script OnPCLoginEvent -1,{
- mes "lmao";
- close;
- }
-
-+ Explaination:
-every player who logs in will recieve a message 'lmao' in their face as soon
-as they can see the map.
-
-+ Note:
- 1) The name of the NPC has to match the one specified in scripts_athena.conf
- 2) I made it invisible because you don't need to see it. Its an abstract NPC
- 3) If you don't want it, simply delete it
- 4) If you have more than one only the first found will be execute (when using
- event_script_type 0)
- 5) You can put this script in ANY file.
- 6) I put an end; there because that just makes it do nothing.
- 7) Modify this script to your liking and give your players a surprise
- 8) Remember: IT RUNS LIKE A NORMAL NPC. BUT THE ONLY WAY TO 'CLICK' IT IS BY
- LOGGING ON
- 9) There are 2 ways to use this - check the examples below!
-
------------------------------------------------------------------------------
-
-+ PCCommand: OnPcBaseLvUpEvent
-+ Code by: lordalfa
-+ How it works:
-When a player Base level increases, the NPC will run as if he just clicked it. Which means
-if the script is like this:
-
-+ Sample:
-- Script OnPCBaseLvUpEvent -1,{
- mes "zomfg....";
- close;
-}
-
-+ Explanation:
-whenever a player level ups his/her base level, the words zomfg will pop up
-in his face.
-
-+ Note:
- 1) This script runs every moment the player gains a level. It is adviced if
- you want to repeatedly use this script, to use a sort of filter.
- 2) If a player gains multiple levels from a single kill, the script will be
- only called once at the end.
-
------------------------------------------------------------------------------
-
-+ PCCommand: OnPcJobLvUpEvent
-+ Code by: lordalfa
-+ How it works:
-It's exactly the same as OnPcBaseLvUpEvent, except it triggers when leveling job.
-
------------------------------------------------------------------------------
-
-+ PCCommand: OnOnNPCKillEvent
-+ Code by: lordalfa
-+ How it works:
-When a player kills a monster, the NPC will run as if he just clicked it. Which means
-if the script is like this:
-
-+ Sample:
-- script OnNPCKillEvent -1,{
- mes "Holy shit";
- close;
-}
-
-+ Explaination:
-whenever a player kills a monster on the map, the words "Holy Shit" will appear
-on the guy's face.
-
-+ Note:
- 1) This script runs everytime a player kills a monster It is adviced if
- you want to repeatedly use this script, to use a sort of filter.
- 2) The var "KilledRid" is set on the killer, this can be used in
- strmobinfo to find out info about the Monster that was killed
------------------------------------------------------------------------------
-
-+ PCCommand: OnPCKillEvent
-+ Code by: zbuffer aka Lance
-+ How it works:
-It is exactly the same as OnNPCKillEvent, except it triggers when a player kills another player.
-
------------------------------------------------------------------------------
-
-+ PCCommand: OnPCLoadMapEvent
-+ Code by: zbuffer aka Lance
-+ How it works:
-When a player logs in on the map, the NPC will run as if he just clicked it. Which means
-if the script is like this:
-
-+ Sample:
-prontera.gat,159,192,2 script OnPCLoadMapEvent 101,{
- mes "Holy shit";
- close;
-}
-
-----or--->
-
-OnPCLoadMapEvent:
- announce " " strcharinfo(0) + " has changed map!", 16;
- end;
-
- + Note:
- 1) Both types will execute regardless of map.
- 2) The event will only trigger on maps where you enable the 'loadevent' mapflag.
-
------------------------------------------------------------------------------
-
-+ PCCommand: OnPCDieEvent
-+ Code by: Unknown
-+ How it works:
-When a player dies, the event will be run as if a npc were clicked. The RID of the person killed
-will be attached. Simple. It can to be used as a floating npc or as a npc placed on a map.
-Notice that this event is server-wide if used as a floating npc, so if you try running it for
-more than one map, and want to make a single npc, you'll have to use some sort of filter, which
-can be getmapxy, something like this:
-
-- script PCDieEvent -1,{
-if (getmapxy(@mapname$,@mapx,@mapy,0) == -1) goto L_Finish;
-if (@mapname$ == "valkyrie.gat") || (@mapname$ == "amatsu.gat") {
-killmonster "valkyrie.gat","All";
-announce "Deep Voice: You have failed.... you have another opportunity though...",bc_self,0x660033;
-if (killtest != 0) enablenpc "Outern Voices";
-if (killedonce == 1) end;
-set killedonce,1;
-} else
-end;
-
-L_Finish:
- end;
-}
-
-----or---->
-
-OnPCDieEvent:
-if (getmapxy(@mapname$,@mapx,@mapy,0) == -1) goto L_Finish;
-if (@mapname$ == "valkyrie.gat") || (@mapname$ == "amatsu.gat") {
-killmonster "valkyrie.gat","All";
-announce "Deep Voice: You have failed.... you have another opportunity though...",bc_self,0x660033;
-if (killtest != 0) enablenpc "Outern Voices";
-if (killedonce == 1) end;
-set killedonce,1;
-} else
-end;
-
-L_Finish:
- end;
-
-We're using getmapxy to obtain the mapname, then adjust our commands and actions depending on the
-map. We could also use the command to find if the player died inside a wished area.
-
------------------------------------------------------------------------------
+---> PC Command List +------> Here's a list of scripts that can be triggered by PC actions and what they do. +------> Configuration is found at conf/script_athena.conf +------> There are two methods to define the script to be use (event_script_type) +------> 0 - By NPC. There has to be an NPC named in the same manner as the event +------> 1 - By Label. Every label from every NPC with the event name will be + executed (note that in this case the event HAS to start with the + word 'On', eg: 'OnPCBaseLvUpEvent:') + ++ PCCommand: OnPCLoginEvent ++ Code by: (davidsiaw) ++ How it works: +When a player logs in, the NPC will run as if he just clicked it. Which means +if the script is like this: + ++ Sample: +prontera.gat,0,0,0 script OnPCLoginEvent -1,{ + mes "lmao"; + close; + } + ++ Explaination: +every player who logs in will recieve a message 'lmao' in their face as soon +as they can see the map. + ++ Note: + 1) The name of the NPC has to match the one specified in scripts_athena.conf + 2) I made it invisible because you don't need to see it. Its an abstract NPC + 3) If you don't want it, simply delete it + 4) If you have more than one only the first found will be execute (when using + event_script_type 0) + 5) You can put this script in ANY file. + 6) I put an end; there because that just makes it do nothing. + 7) Modify this script to your liking and give your players a surprise + 8) Remember: IT RUNS LIKE A NORMAL NPC. BUT THE ONLY WAY TO 'CLICK' IT IS BY + LOGGING ON + 9) There are 2 ways to use this - check the examples below! + +----------------------------------------------------------------------------- + ++ PCCommand: OnPcBaseLvUpEvent ++ Code by: lordalfa ++ How it works: +When a player Base level increases, the NPC will run as if he just clicked it. Which means +if the script is like this: + ++ Sample: +- Script OnPCBaseLvUpEvent -1,{ + mes "zomfg...."; + close; +} + ++ Explanation: +whenever a player level ups his/her base level, the words zomfg will pop up +in his face. + ++ Note: + 1) This script runs every moment the player gains a level. It is adviced if + you want to repeatedly use this script, to use a sort of filter. + 2) If a player gains multiple levels from a single kill, the script will be + only called once at the end. + +----------------------------------------------------------------------------- + ++ PCCommand: OnPcJobLvUpEvent ++ Code by: lordalfa ++ How it works: +It's exactly the same as OnPcBaseLvUpEvent, except it triggers when leveling job. + +----------------------------------------------------------------------------- + ++ PCCommand: OnOnNPCKillEvent ++ Code by: lordalfa ++ How it works: +When a player kills a monster, the NPC will run as if he just clicked it. Which means +if the script is like this: + ++ Sample: +- script OnNPCKillEvent -1,{ + mes "Holy shit"; + close; +} + ++ Explaination: +whenever a player kills a monster on the map, the words "Holy Shit" will appear +on the guy's face. + ++ Note: + 1) This script runs everytime a player kills a monster It is adviced if + you want to repeatedly use this script, to use a sort of filter. + 2) The var "KilledRid" is set on the killer, this can be used in + strmobinfo to find out info about the Monster that was killed +----------------------------------------------------------------------------- + ++ PCCommand: OnPCKillEvent ++ Code by: zbuffer aka Lance ++ How it works: +It is exactly the same as OnNPCKillEvent, except it triggers when a player kills another player. + +----------------------------------------------------------------------------- + ++ PCCommand: OnPCLoadMapEvent ++ Code by: zbuffer aka Lance ++ How it works: +When a player logs in on the map, the NPC will run as if he just clicked it. Which means +if the script is like this: + ++ Sample: +prontera.gat,159,192,2 script OnPCLoadMapEvent 101,{ + mes "Holy shit"; + close; +} + +----or---> + +OnPCLoadMapEvent: + announce " " strcharinfo(0) + " has changed map!", 16; + end; + + + Note: + 1) Both types will execute regardless of map. + 2) The event will only trigger on maps where you enable the 'loadevent' mapflag. + +----------------------------------------------------------------------------- + ++ PCCommand: OnPCDieEvent ++ Code by: Unknown ++ How it works: +When a player dies, the event will be run as if a npc were clicked. The RID of the person killed +will be attached. Simple. It can to be used as a floating npc or as a npc placed on a map. +Notice that this event is server-wide if used as a floating npc, so if you try running it for +more than one map, and want to make a single npc, you'll have to use some sort of filter, which +can be getmapxy, something like this: + +- script PCDieEvent -1,{ +if (getmapxy(@mapname$,@mapx,@mapy,0) == -1) goto L_Finish; +if (@mapname$ == "valkyrie.gat") || (@mapname$ == "amatsu.gat") { +killmonster "valkyrie.gat","All"; +announce "Deep Voice: You have failed.... you have another opportunity though...",bc_self,0x660033; +if (killtest != 0) enablenpc "Outern Voices"; +if (killedonce == 1) end; +set killedonce,1; +} else +end; + +L_Finish: + end; +} + +----or----> + +OnPCDieEvent: +if (getmapxy(@mapname$,@mapx,@mapy,0) == -1) goto L_Finish; +if (@mapname$ == "valkyrie.gat") || (@mapname$ == "amatsu.gat") { +killmonster "valkyrie.gat","All"; +announce "Deep Voice: You have failed.... you have another opportunity though...",bc_self,0x660033; +if (killtest != 0) enablenpc "Outern Voices"; +if (killedonce == 1) end; +set killedonce,1; +} else +end; + +L_Finish: + end; + +We're using getmapxy to obtain the mapname, then adjust our commands and actions depending on the +map. We could also use the command to find if the player died inside a wished area. + +----------------------------------------------------------------------------- |