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authorHaru <haru@dotalux.com>2013-11-09 16:41:40 +0100
committerHaru <haru@dotalux.com>2013-11-09 16:41:40 +0100
commit857bdc4f98be6cd1e185a24565d6b6b54752b9b4 (patch)
tree948d7b4ee8c991a128f5db2aa9df5b8ecf5ab37d /doc/script_commands.txt
parent8ed38f98894fb04b4403b44dc0f36281cfd36326 (diff)
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Consolidated commands called in scripts to their lowercase version
- Added a note about variables and command scripts case sensitivity. Even though the engine still accepts variable, function and command names in a case insensitive way, it is discouraged to rely on such behavior. Please update your custom scripts as soon as possible. Signed-off-by: Haru <haru@dotalux.com>
Diffstat (limited to 'doc/script_commands.txt')
-rw-r--r--doc/script_commands.txt15
1 files changed, 11 insertions, 4 deletions
diff --git a/doc/script_commands.txt b/doc/script_commands.txt
index 96fc1b769..0912cb556 100644
--- a/doc/script_commands.txt
+++ b/doc/script_commands.txt
@@ -414,7 +414,10 @@ Variables
The meat of every programming language is variables - places where you
store data.
-In Hercules scripting language, variable names are not case sensitive.
+In Hercules scripting language, variable names are case sensitive. Even though
+at the current time the script engine accepts them even with the incorrect
+case, it is not advised to rely on this behavior, as it may change at any
+time.
Variables are divided into and uniquely identified by the combination of:
prefix - determines the scope and extent (or lifetime) of the variable
@@ -1006,6 +1009,10 @@ multiple commands on one line if you properly terminate them with a ';',
but it's better if you don't, since it is not certain just whether the
scripting engine will behave nicely if you do.
+Please note that command and function names are case sensitive. Even though at
+the current time the script engine accepts them with the incorrect case, it is
+not advised to rely on this behavior, as it may change at any time.
+
-------------------------
@@ -4902,7 +4909,7 @@ like storage or cart.
---------------------------------------
*equip <item id>;
-*autoEquip <item id>,<option>;
+*autoequip <item id>,<option>;
These commands are to equip a equipment on the attached character.
The equip function will equip the item ID given when the player has this
@@ -6942,8 +6949,8 @@ You can add your own effects this way, naturally.
---------------------------------------
-*playBGM "<BGM filename>";
-*playBGMall "<BGM filename>"{,"<map name>"{,<x0>,<y0>,<x1>,<y1>}};
+*playbgm "<BGM filename>";
+*playbgmall "<BGM filename>"{,"<map name>"{,<x0>,<y0>,<x1>,<y1>}};
These two commands will play a Background Music to either the invoking
character only ('playBGM') or multiple characters ('playBGMall').