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authorInkfish <Inkfish@54d463be-8e91-2dee-dedb-b68131a5f0ec>2009-11-26 12:01:19 +0000
committerInkfish <Inkfish@54d463be-8e91-2dee-dedb-b68131a5f0ec>2009-11-26 12:01:19 +0000
commit476222257ace810a1e69d552c969f36c4687f4d9 (patch)
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* NPC event code cleanups.
- removed the 'OnMyMobDead' dead code. It's never supported though documented. - removed the 'feature' that events only trigger when the player is in the OnTouch area IF it's specified. It's never documented and breaks official scripts. - some cleanups and bug fixes to OnTouch_. git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@14173 54d463be-8e91-2dee-dedb-b68131a5f0ec
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diff --git a/doc/script_commands.txt b/doc/script_commands.txt
index c6b892311..57b777096 100644
--- a/doc/script_commands.txt
+++ b/doc/script_commands.txt
@@ -4832,9 +4832,6 @@ attached at this execution will be the RID of the killing character.
monster "place",60,100,"Poring",1002,1,"NPCNAME::OnLabel";
-If you do not specify any event label, a label in the NPC object that ran this
-command, called 'OnMyMobDead:' will execute anyway, if present.
-
The coordinates of 0,0 will spawn the monster on a random place on the map.
The 'areamonster' command works much like the 'monster' command and is not