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author | Haru <haru@dotalux.com> | 2015-12-29 02:16:49 +0100 |
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committer | Haru <haru@dotalux.com> | 2015-12-31 23:39:23 +0100 |
commit | b4c99db7d5a500770383e24ef2fd1f956b19da74 (patch) | |
tree | afb1e9ad57cb48d4bb826183d630e99e840f9f8f /doc/script_commands.txt | |
parent | efaaf842dc3717e21b915edf37b3e907b02fa5a1 (diff) | |
download | hercules-b4c99db7d5a500770383e24ef2fd1f956b19da74.tar.gz hercules-b4c99db7d5a500770383e24ef2fd1f956b19da74.tar.bz2 hercules-b4c99db7d5a500770383e24ef2fd1f956b19da74.tar.xz hercules-b4c99db7d5a500770383e24ef2fd1f956b19da74.zip |
Replaced leftover -1 view IDs with FAKE_NPC
Signed-off-by: Haru <haru@dotalux.com>
Diffstat (limited to 'doc/script_commands.txt')
-rw-r--r-- | doc/script_commands.txt | 16 |
1 files changed, 8 insertions, 8 deletions
diff --git a/doc/script_commands.txt b/doc/script_commands.txt index c6ee8fc76..e5663f7bf 100644 --- a/doc/script_commands.txt +++ b/doc/script_commands.txt @@ -249,7 +249,7 @@ OnTouch events with a 2,2 range and with an 'end' after the header to avoid bugs (for more info on why see npc_click@map/npc.c). It is possible to use a job sprite as well, but you must first define it as a monster sprite in 'mob_avail.txt', a full description on how to do this is not in the scope of this manual. -A '-1' sprite will make the NPC invisible (and unclickable). +A 'FAKE_NPC' sprite will make the NPC invisible (and unclickable). A 'HIDDEN_NPC' sprite will make an NPC which does not have a sprite, but is still clickable, which is useful if you want to make a clickable object of the 3D terrain. @@ -271,7 +271,7 @@ optional parameter. ** Define a 'floating' NPC object. --%TAB%script%TAB%<NPC Name>%TAB%-1,{<code>} +-%TAB%script%TAB%<NPC Name>%TAB%FAKE_NPC,{<code>} This will define an NPC object not triggerable by normal means. This would normally mean it's pointless since it can't do anything, but there are @@ -303,7 +303,7 @@ items here. The layout used to define sale items still count, and ** Define a trader NPC <map name>,<x>,<y>,<facing>%TAB%trader%TAB%<NPC Name>%TAB%<sprite>,{<code>} --%TAB%trader%TAB%<NPC Name>%TAB%-1,{<code>} +-%TAB%trader%TAB%<NPC Name>%TAB%FAKE_NPC,{<code>} All the standards that are valid to script objects are also valid for trader objects (see ** Define an NPC object for more information). @@ -1922,7 +1922,7 @@ Example: dothat; } - - script test -1,{ + - script test FAKE_NPC,{ .@try = is_function("try"); // 1 .@not = is_function("not"); // 0 } @@ -6694,7 +6694,7 @@ and source flags are ignored. *callshop "<name>",<option>; These are a series of commands used to create dynamic shops. -The callshop function calls an invisible shop (view -1) as if the player +The callshop function calls an invisible shop (FAKE_NPC) as if the player clicked on it. For the options on callShop: @@ -7464,7 +7464,7 @@ Usage example: When a user types the command "@test", an angel effect will be shown. -- script atcmd_example -1,{ +- script atcmd_example FAKE_NPC,{ OnInit: bindatcmd "test",strnpcinfo(3)+"::OnAtcommand"; end; @@ -7502,7 +7502,7 @@ Parameter splitting example: The called event label needs to take care of joining arguments together, in case it expects spaces. For example: -- script atcmd_example -1,{ +- script atcmd_example FAKE_NPC,{ OnInit: bindatcmd "test",strnpcinfo(3)+"::OnAtcommand"; end; @@ -7613,7 +7613,7 @@ configuration, it will eventually return to that cycle. Example: -- script DayNight -1,{ +- script DayNight FAKE_NPC,{ OnClock0600: day; end; |