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-//===== Hercules Documentation ===============================
-//= Hercules Script Commands
-//===== By: ==================================================
-//= Hercules Dev Team
-//===== Description: =========================================
-//= A reference manual for the Hercules scripting language.
-//= Commands are sorted depending on their functionality.
-//============================================================
-
-This document is a reference manual for all the scripting commands and
-functions available in current Hercules GIT. It is not a simple tutorial.
-When people tell you to "Read The F***ing Manual", they mean this.
-
-The information was mostly acquired through looking up how things actually
-work in the source code of the server, which was written by many people
-over time, and lots of them don't speak English and never left any notes -
-or are otherwise not available for comments. As such, anything written in
-here might not be correct, it is only correct to the best of our
-knowledge, which is limited.
-
-This is not a place to teach you basic programming. This document will not
-teach you basic programming by itself. It's more of a reference for those
-who have at least a vague idea of what they want to do and want to know
-what tools they have available to do it. We've tried to keep it as simple
-as feasible, but if you don't understand it, getting a clear book on
-programming in general will help better than yelling around the forum for
-help.
-
-A little learning never caused anyone's head to explode.
-
-Structure
----------
-
-The commands and functions are listed in no particular order:
-
-*Name of the command and how to call it.
-
-Descriptive text
-
- Small example if possible. Will usually be incomplete, it's there just
- to give you an idea of how it works in practice.
-
-To find a specific command, use Ctrl+F, (or whatever keys call up a search
-function in whatever you're reading this with) put an * followed by the
-command name, and it should find the command description for you.
-
-If you find anything omitted, please tell us. :)
-
-Syntax
-------
-
-Throughout this document, wherever a command wants an argument, it is
-given in <angle brackets>. This doesn't mean you should type the angle
-brackets. :) If an argument of a command is optional, it is given in
-{curly brackets}. You've doubtlessly seen this convention somewhere, if
-you didn't, get used to it, that's how big boys do it. If a command can
-optionally take an unspecified number of arguments, you'll see a list like
-this:
-
-command(<argument>{, <argument>...<argument>})
-
-This still means they will want to be separated by commas.
-
-Where a command wants a string, it will be given in "quotes", if it's a
-number, it will be given without them. Normally, you can put an
-expression, like a bunch of functions or operators returning a value, in
-(round brackets) instead of most numbers. Round brackets will not always
-be required, but they're often a good idea.
-
-Wherever you refer to a map, use 'mapname' instead of 'mapname.gat'.
-
-
-Script loading structure
-------------------------
-
-Scripts are loaded by the map server as referenced in the
-'npc/(pre-)re/scripts_main.conf' configuration file.
-
-The file contains a list of scripts to be loaded (or other configuration files
-to be parsed, through the @include directive), in the following format:
-
-npc_global_list: (
- "npc/path/to/the/script/to/load.txt",
- "npc/other/file.txt",
-@include "npc/other_configuration_file.conf"
-)
-
-Any script will only get loaded once even if specified twice, to prevent
-possible errors.
-
-It's possible to specify scripts to exclude from loading, by inserting them
-(using the same syntax) in the list available in npc/scripts_removed.conf:
-
-npc_removed_list: (
- "npc/path/to/the/file/to/skip.txt",
-)
-
-Script file format
-------------------
-
-Whenever '//' is encountered in a line upon reading, everything beyond
-this on that line is considered to be a comment and is ignored. This works
-wherever you place it.
-
-// This line will be ignored when processing the script.
-
-Block comments can also be used, where you can place /* and */ between any
-text you wish Hercules to ignore.
-
-Example:
-/* This text,
- * no matter which new line you start
- * is ignored, until the following
- * symbol is encountered: */
-
-The asterisks (*) in front of each line is a personal preference, and is
-not required.
-
-Upon loading all the files, the server will execute all the top-level
-commands in them. No variables exist yet at this point, no commands can be
-called other than those given in this section. These commands set up the
-basic server script structure - create NPC objects, spawn monster objects,
-set map flags, etc. No code is actually executed at this point except
-them. The top-level commands the scripting are pretty confusing, since
-they aren't structured like you would expect commands, command name first,
-but rather, normally start with a map name.
-
-What's more confusing about the top-level commands is that most of them
-use a tab symbol to divide their arguments.
-
-To prevent problems and confusion, the tab symbols are written as '%TAB%'
-or '<TAB>' throughout this document, even though this makes the text a bit
-less readable. Using an invisible symbol to denote arguments is one of the
-bad things about this language, but we're stuck with it for now. :)
-
-Here is a list of valid top-level commands:
-
-** Set a map flag:
-
-<map name>%TAB%mapflag%TAB%<flag>
-
-This will, upon loading, set a specified map flag on a map you like. These
-are normally in files inside 'npc/mapflag' and are loaded first, so by the
-time the server's up, all the maps have the flags they should have. Map
-flags determine the behavior of the map regarding various common problems,
-for a better explanation, see 'setmapflag'.
-
-** Create a permanent monster spawn:
-
-<map name>,<x>,<y>,<xs>,<ys>%TAB%monster%TAB%<monster name>%TAB%<mob id>,<amount>,<delay1>,<delay2>,<event>{,<mob size>,<mob ai>}
-
-Map name is the name of the map the monsters will spawn on. X,Y are the
-coordinates where the mob should spawn. If X's and Y's are non-zero, they
-specify the 'radius' of a spawn-rectangle area centered at x,y. Putting
-zeros instead of these coordinates will spawn the monsters randomly. Note
-this is only the initial spawn zone, as mobs random-walk, they are free to
-move away from their specified spawn region.
-
-Monster name is the name the monsters will have on screen, and has no
-relation whatsoever to their names anywhere else. It's the mob id that
-counts, which identifies monster record in 'mob_db.txt' database of
-monsters. If the mob name is given as "--ja--", the 'japanese name' field
-from the monster database is used, (which, in Hercules, actually contains
-an English name) if it's "--en--", it's the 'english name' from the
-monster database (which contains an uppercase name used to summon the
-monster with a GM command).
-
-Amount is the amount of monsters that will be spawned when this command is
-executed, it is affected by spawn rates in 'conf/map/battle.conf'.
-
-Delay1 and delay2 control monster respawn delays - the first one is the
-fixed base respawn time, and the second is random variance on top of the
-base time. Both values are given in milliseconds (1000 = 1 second). Note
-that the server also enforces a minimum respawn delay of 5 seconds.
-
-You can specify a custom level to use for the mob different from the one
-of the database by adjoining the level after the name with a comma. eg:
-"Poring,50" for a name will spawn a monster with name Poring and level 50.
-
-Event is a script event to be executed when the mob is killed. The event
-must be in the form "NPCName::OnEventName" to execute, and the event name
-label should start with "On". As with all events, if the NPC is an
-on-touch NPC, the player who triggers the script must be within 'trigger'
-range for the event to work.
-
-There are two optional fields for monster size and AI. Size can be 0
-(medium), 1 (small), or 2 (big). AI can be 0 (default), 1
-(attack/friendly), 2 (sphere), 3 (flora), or 4 (zanzou).
-
-Alternately, a monster spawned using 'boss_monster' instead of 'monster' is able to be
-detected on the map with the SC_CASH_BOSS_ALARM status (used by Convex Mirror, item ID# 12214).
-
-** NPC names
-
-/!\ WARNING: this applies to warps, NPCs, duplicates and shops /!\
-
-NPC names are kinda special and are formatted this way:
-
-<Display name>{::<Unique name>}
-
-All NPCs need to have a unique name that is used for identification
-purposes. When you have to identify a NPC by it's name, you should use
-<Unique name>. If <Unique name> is not provided, use <Display name>
-instead.
-
-The client has a special feature when displaying names: if the display
-name contains a '#' character, it hides that part of the name.
-Ex: if your NPC is named 'Hunter#hunter1', it will be displayed as 'Hunter'
-
-<Display name> must be at most 24 characters in length.
-<Unique name> must be at most 24 characters in length.
-
-** Define a warp point
-
-<from map name>,<fromX>,<fromY>{,<facing>}%TAB%warp%TAB%<warp name>%TAB%<spanx>,<spany>,<to map name>,<toX>,<toY>
-
-This will define a warp NPC that will warp a player between maps, and
-while most arguments of that are obvious, some deserve special mention.
-
-SpanX and SpanY will make the warp sensitive to a character who didn't
-step directly on it, but walked into a zone which is centered on the warp
-from coordinates and is SpanX in each direction across the X axis and
-SpanY in each direction across the Y axis.
-
-Warp NPC objects also have a name, because you can use it to refer to them
-later with 'enablenpc'/'disablenpc'.
-
-Facing of a warp object is irrelevant, it is not used in the code and all
-current scripts have a zero in there.
-
-** Define an NPC object.
-
-<map name>,<x>,<y>,<facing>%TAB%script%TAB%<NPC Name>%TAB%<sprite>,{<code>}
-<map name>,<x>,<y>,<facing>%TAB%script%TAB%<NPC Name>%TAB%<sprite>,<triggerX>,<triggerY>,{<code>}
-
-This will place an NPC object on a specified map at the specified
-location, and is a top-level command you will use the most in your custom
-scripting. The NPCs are triggered by clicking on them, and/or by walking
-in their trigger area, if defined. See that below.
-
-Facing is a direction the NPC sprite will face in. Not all NPC sprites
-have different images depending on the direction you look from, so for
-some facing will be meaningless. Facings are counted counterclockwise in
-increments of 45 degrees, where 0 means facing towards the top of the map.
-(So to turn the sprite towards the bottom of the map, you use facing 4,
-and to make it look southeast it's facing 5.)
-
-Sprite is the sprite identifier used to display this particular NPC. For a
-full list of sprite numbers see http://kalen.s79.xrea.com/npc/npce.shtml as
-well as db/constants.conf.
-You may also use a monster's ID constant instead to display a monster sprite
-for this NPC, in npcs that have view ids of mobs it's encouraged to use
-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 '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.
-
-TriggerX and triggerY, if given, will define an area, centered on NPC and
-spanning triggerX cells in every direction across X and triggerY in every
-direction across Y. Walking into that area will trigger the NPC. If no
-'OnTouch:' special label is present in the NPC code, the execution will
-start from the beginning of the script, otherwise, it will start from the
-'OnTouch:' label. Monsters can also trigger the NPC, though the label
-'OnTouchNPC:' is used in this case. If player left area npc will called
-if present label 'OnUnTouch'.
-
-The code part is the script code that will execute whenever the NPC is
-triggered. It may contain commands and function calls, descriptions of
-which compose most of this document. It has to be in curly brackets,
-unlike elsewhere where we use curly brackets, these do NOT signify an
-optional parameter.
-
-** Define a 'floating' NPC object.
-
--%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
-exceptions, mostly related to running scripts at specified time, which is
-what these floating NPC objects are for. More on that below.
-
-** Define a shop/cashshop NPC.
-
--%TAB%shop%TAB%<NPC Name>%TAB%<sprite>,<itemid>:<price>{,<itemid>:<price>...}
-<map name>,<x>,<y>,<facing>%TAB%shop%TAB%<NPC Name>%TAB%<sprite>,<itemid>:<price>{,<itemid>:<price>...}
-
-This will define a shop NPC, which, when triggered (which can only be done
-by clicking) will cause a shop window to come up. No code whatsoever runs
-in shop NPCs and you can't change the prices otherwise than by editing the
-script itself (no variables even exist at this point of scripting, so
-don't even bother trying to use them).
-
-The item id is the number of item in the 'item_db.txt' database. If Price
-is set to -1, the 'buy price' given in the item database will be used.
-Otherwise, the price you gave will be used for this item, which is how you
-create differing prices for items in different shops.
-
-You can alternatively use "cashshop" in place of "shop" to use the Cash
-Shop interface, allowing you to buy items with special points (Currently
-stored as account vars in #CASHPOINTS and #KAFRAPOINTS). This
-type of shop will not allow you to sell items at it, you may only purchase
-items here. The layout used to define sale items still count, and
-"<price>" refers to how many points will be spent purchasing the them.
-
-** Define a trader NPC
-<map name>,<x>,<y>,<facing>%TAB%trader%TAB%<NPC Name>%TAB%<sprite>,{<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).
-This will define a trader NPC, which can cause a shop, cashshop or market window
-to come up when clicked or called by other means. Unlike shop/cashshop NPCs this
-type will run a code and can change the items that are being sold over time without
-other NPC objects.
-The types that a trader object can have are the following:
-- NST_ZENY (0) Normal Zeny Shop (shop)
-- NST_CASH (1) Normal Cash Shop (cashshop)
-- NST_MARKET (2) Normal NPC Market Shop (where items have limited availability
- and need to be refurbished)
-- NST_CUSTOM (3) Custom Shop (any currency, item/var/etca, check sample)
-Unless otherwise specified via *tradertype an trader object will be defined as
-NST_ZENY.
-
-Note: NST_MARKET is only available with PACKETVER 20131223 or newer.
-See '12 - NPC Trader-Related Commands' and /doc/sample/npc_trader_sample.txt for
-more information regarding how to use this NPC type.
-
-** Define an warp/shop/cashshop/NPC duplicate.
-
-warp: <map name>,<x>,<y>{,<facing>}%TAB%duplicate(<label>)%TAB%<NPC Name>%TAB%<spanx>,<spany>
-shop/cashshop/npc: -%TAB%duplicate(<label>)%TAB%<NPC Name>%TAB%<sprite>
-shop/cashshop/npc: <map name>,<x>,<y>,<facing>%TAB%duplicate(<label>)%TAB%<NPC Name>%TAB%<sprite>
-npc: -%TAB%duplicate(<label>)%TAB%<NPC Name>%TAB%<sprite>,<triggerX>,<triggerY>
-npc: <map name>,<x>,<y>,<facing>%TAB%duplicate(<label>)%TAB%<NPC Name>%TAB%<sprite>,<triggerX>,<triggerY>
-
-This will duplicate an warp/shop/cashshop/NPC referred to by 'label'.
-Warp duplicates inherit the target location.
-Shop/cashshop duplicates inherit the item list.
-NPC duplicates inherit the script code.
-The rest (name, location, facing, sprite, span/trigger area) is
-obtained from the definition of the duplicate (not inherited).
-
-** Define a function object
-
-function%TAB%script%TAB%<function name>%TAB%{<code>}
-
-This will define a function object, callable with the 'callfunc' command
-(see below). This object will load on every map server separately, so you
-can get at it from anywhere. It's not possible to call the code in this
-object by anything other than the 'callfunc' script command.
-
-The code part is the script code that will execute whenever the function
-is called with 'callfunc'. It has to be in curly brackets, unlike
-elsewhere where we use curly brackets, these do NOT signify an optional
-parameter.
-
-Once an object is defined which has a 'code' field to it's definition, it
-contains script commands which can actually be triggered and executed.
-
-~ RID? GID? ~
-
-What a RID is and why do you need to know
------------------------------------------
-
-Most scripting commands and functions will want to request data about a
-character, store variables referenced to that character, send stuff to the
-client connected to that specific character. Whenever a script is invoked
-by a character, it is passed a so-called RID - this is the account ID
-number of a character that caused the code to execute by clicking on it,
-walking into it's OnTouch zone, or otherwise.
-
-If you are only writing common NPCs, you don't need to bother with it.
-However, if you use functions, if you use timers, if you use clock-based
-script activation, you need to be aware of all cases when a script
-execution can be triggered without a RID attached. This will make a lot of
-commands and functions unusable, since they want data from a specific
-character, want to send stuff to a specific client, want to store
-variables specific to that character, and they would not know what
-character to work on if there's no RID.
-
-Unless you use 'attachrid' to explicitly attach a character to the script
-first (see player-related commands).
-
-Whenever we say 'invoking character', we mean 'the character who's RID is
-attached to the running script. The script function playerattached() can
-be used to check which is the currently attached player to the script (it
-will return 0 if the there is no player attached or the attached player no
-longer is logged on to the map-server).
-
-But what about GID?
---- ---- ----- ----
-
-GID stands for the Game ID of something, this can either be the GID of a
-mob obtained through the monster() script command (if only summoned one),
-the GID of a NPC obtained through the getnpcid() script command or the
-account ID of a character (same as its RID). Another way would be to right
-click on a mob, NPC or char as GM sprited char to view its GID.
-
-Item and pet scripts
---------------------
-
-Each item in the item database has three special fields - Script,
-OnEquip_Script and OnUnequip_Script. The first is script code run every
-time a character equips the item, with the RID of the equipping character.
-Every time they unequip an item, all temporary bonuses given by the script
-commands are cleared, and all the scripts are executed once again to
-rebuild them. This also happens in several other situations (like upon
-login) but the full list is currently unknown.
-
-OnEquip_Script is a piece of script code run whenever the item is used by
-a character by double-clicking on it. OnUnequip_Script runs whenever the
-equipment is unequipped by a character.
-
-Not all script commands work properly in the item scripts. Where commands
-and functions are known to be meant specifically for use in item scripts,
-they are described as such.
-
-Every pet in the pet database has a PetScript field, which determines pet
-behavior. It is invoked wherever a pet of the specified type is spawned
-(hatched from an egg, or loaded from the char server when a character who
-had that pet following them connects). This may occur in some other
-situations as well. Don't expect anything other than commands definitely
-marked as usable in pet scripts to work in there reliably.
-
-Numbers
--------
-
-Beside the common decimal numbers, which are nothing special whatsoever
-(though do not expect to use fractions, since ALL numbers are integer in
-this language), the script engine also handles hexadecimal numbers, which
-are otherwise identical. Writing a number like '0x<hex digits>' will make
-it recognized as a hexadecimal value. Notice that 0x10 is equal to 16.
-Also notice that if you try to 'mes 0x10' it will print '16'.
-
-Number values can't exceed the limits of an integer variable: Any number
-greater than INT_MAX (2147483647) or smaller than INT_MIN (-2147483648) will
-be capped to those values and will cause a warning to be reported.
-
-Variables
----------
-
-The meat of every programming language is variables - places where you
-store data.
-
-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
-name - an identifier consisting of '_' and alphanumeric characters
-postfix - determines the type of the variable: integer or string
-
-Scope can be:
-global - global to all servers
-local - local to the server
-account - attached to the account of the character identified by RID
-character - attached to the character identified by RID
-npc - attached to the NPC
-scope - attached to the scope of the instance
-
-Extent can be:
-permanent - They still exist when the server resets.
-temporary - They cease to exist when the server resets.
-
-Prefix: scope and extent
-nothing - A permanent variable attached to the character, the default
- variable type.
-"@" - A temporary variable attached to the character.
- They disappear when the character logs out.
-"$" - A global permanent variable.
- They are stored in database table `mapreg`.
-"$@" - A global temporary variable.
- They are important for scripts which are called with no RID
- attached, that is, not triggered by a specific character object.
-"." - A NPC variable.
- They exist in the NPC and disappear when the server restarts or
- the NPC is reloaded. Can be accessed from inside the NPC or by
- calling 'getvariableofnpc'. Function objects can also have
- .variables which are accessible from inside the function,
- however 'getvariableofnpc' does NOT work on function objects.
-".@" - A scope variable.
- They are unique to the character, script and scope. Each script
- execution has its own scope that ends when the script ends.
- Calling a function with callsub()/callfunc() starts a new scope,
- returning from the function ends it. When a scope ends, its
- variables are converted to values ('return .@var;' returns a
- value, not a reference).
-"'" - An instance variable.
- These are used with the instancing system, and are unique to
- each instance.
-"#" - A permanent local account variable.
-"##" - A permanent global account variable stored by the login server.
- The only difference you will note from normal # variables is
- when you have multiple char-servers connected to the same
- login-server. The # variables are unique to each char-server,
- while the ## variables are shared by all these char-servers.
-
-Postfix: integer or string
-nothing - integer variable, can store positive and negative numbers, but
- only whole numbers (so don't expect to do any fractional math).
-'$' - string variable, can store text.
-
-Examples:
- name - permanent character integer variable
- name$ - permanent character string variable
- @name - temporary character integer variable
- @name$ - temporary character string variable
- $name - permanent global integer variable
- $name$ - permanent global string variable
-$@name - temporary global integer variable
-$@name$ - temporary global string variable
- .name - NPC integer variable
- .name$ - NPC string variable
-.@name - scope integer variable
-.@name$ - scope string variable
- 'name - instance integer variable
- 'name$ - instance string variable
- #name - permanent local account integer variable
- #name$ - permanent local account string variable
-##name - permanent global account integer variable
-##name$ - permanent global account string variable
-
-If a variable was never set, it is considered to equal zero for integer
-variables or an empty string ("", nothing between the quotes) for string
-variables. Once you set it to that, the variable is as good as forgotten
-forever, and no trace remains of it even if it was stored with character
-or account data. The maximum length of variable name including prefix and
-suffix is 32.
-
-Some variables are special, that is, they are already defined for you by
-the scripting engine. You can see the full list somewhere in
-'db/constants.conf', which is a file you should read, since it also
-allows you to replace lots of numbered arguments for many commands with
-easier to read text. The special variables most commonly used are all
-permanent character-based variables:
-
-Zeny - Amount of Zeny in the inventory.
-BankVault - Amount of Zeny in the bank.
-Hp - Current amount of hit points.
-MaxHp - Maximum amount of hit points.
-Sp - Current spell points.
-MaxSp - Maximum amount of spell points.
-StatusPoint - Amount of status points remaining.
-SkillPoint - Amount of skill points remaining.
-BaseLevel - Character's base level.
-JobLevel - Character's job level.
-BaseExp - Amount of base experience points.
-JobExp - Amount of job experience points.
-NextBaseExp - Amount of base experience points needed to reach next level.
-NextJobExp - Amount of job experience points needed to reach next level.
-Weight - Amount of weight the character currently carries.
- Display as in Weight/10.
-MaxWeight - Maximum weight the character can carry.
- Display as in MaxWeight/10.
-Sex - Character's gender (SEX_MALE or SEX_FEMALE).
-Class - Character's job.
-Upper - 0 if the character is normal class, 1 if advanced, 2 if baby.
-BaseClass - The character's 1-1 'normal' job, regardless of Upper value.
- For example, this will return Job_Acolyte for Acolyte,
- Priest/Monk, High Priest/Champion, and Arch Bishop/Sura.
- If the character has not reached a 1-1 class, it will return
- Job_Novice.
-BaseJob - The character's 'normal' job, regardless of Upper value.
- For example, this will return Job_Acolyte for Acolyte,
- Baby Acolyte, and High Acolyte.
-Karma - The character's karma. Karma system is not fully functional,
- but this doesn't mean this doesn't work at all. Not tested.
-Manner - The character's manner rating. Becomes negative if the
- player utters words forbidden through the use of
- 'manner.txt' client-side file.
-
-While these behave as variables, do not always expect to just set them -
-it is not certain whether this will work for all of them. Whenever there
-is a command or a function to set something, it's usually preferable to
-use that instead. The notable exception is Zeny, which you can and often
-will address directly - setting it will make the character own this number
-of Zeny. If you try to set Zeny to a negative number, the script will be
-terminated with an error.
-
-Assigning variables
---------- ---------
-
-Variables can be accessed and assigned values directly without the use of
-the built-in 'set' function. This means that variables can be accessed and
-modified much like other programming languages.
-
- .@x = 100;
- .@x = .@y = 100;
-
-Support for modifying variable values using 'set' is still supported (and
-required to exist for this method to work) so previous scripts will
-continue working. Its usage, though, is deprecated, and it should never be
-used in new scripts unless there are special reasons to do so.
-
-When assigning values, all operator methods are supported which exist in
-the below 'Operators' section. For instance:
-
- .@x += 100;
- .@x -= 100;
- .@x *= 2;
- .@x /= 2;
- .@x %= 5;
- .@x >>= 2;
- .@x <<= 2;
-
-Will all work. For more information on available operators, see the
-Operators section described below. All operators listed there may be
-placed in-front of the '=' sign when modifying variables to perform the
-action as required.
-
-Increment and decrement operators are also provided, for your convenience.
-Pre-increment and pre-decrement operators:
-
- ++.@x; // same as .@x = .@x + 1
- --.@x; // same as .@x = .@x - 1
-
-Post-increment and post-decrement operators:
-
- .@x++; // similar to .@x = .@x + 1
- .@x--; // similar to .@x = .@x - 1
-
-The difference between pre- and post- increment/decrement operators is that,
-when used in an expression, the pre- ones will be executed before evaluating
-the expression, while the post- ones will be executed after. For example:
-
- .@x = 1;
- .@y = ++.@x; // After this line is executed, both .@y and .@x will be 2
- .@x = 1;
- .@y = .@x++; // After this line is executed, .@y will be 1, .@x will be 2
-
-Note: The pre-increment/pre-decrement operators are, by design, faster (or at
-least not slower) than their respective post- equivalent.
-
-Note:
-
- !! Currently the scripting engine does not support directly copying array
- !! variables. In order to copy arrays between variables the use of
- !! 'copyarray' function is still required.
-
-Strings
--------
-
-Strings are enclosed in "double quotes". To include the literal double
-quote symbol (") in a string you need to escape it with a blackslash:
-
- .@string$ = "This string contains some \"double quote\" symbols";
-
-Arrays
-------
-
-Arrays (in Hercules at least) are essentially a set of variables going
-under the same name. You can tell between the specific variables of an
-array with an 'array index', a number of a variable in that array:
-
-<variable name>[<array index>]
-
-All variable types can be used as arrays.
-
-Variables stored in this way, inside an array, are also called 'array
-elements'. Arrays are specifically useful for storing a set of similar
-data (like several item IDs for example) and then looping through it. You
-can address any array variable as if it was a normal variable:
-
- .@arrayofnumbers[0] = 1;
-
-You can use a variable (or an expression, or even a value from an another
-array) as array index:
-
- .@x = 100;
- .@arrayofnumbers[.@x] = 10;
-
-This will make .@arrayofnumbers[100] equal to 10.
-
-Index numbering always starts with 0 and arrays can hold over 2 billion
-variables. As such, the (guaranteed) allowed values for indices are in the
-range 0 ~ 2147483647.
-
-If the array index is omitted, it defaults to zero. Writing
-.@arrayofnumbers is perfectly equivalent to writing .@arrayofnumbers[0].
-
-Arrays can naturally store strings:
-
-.@menulines$[0] is the 0th element of the .@menulines$ array of strings.
-Notice the '$', normally denoting a string variable, before the square
-brackets that denotes an array index.
-
-Variable References
--------------------
-
-//##TODO
-
-Hard-coded constants
---------------------
-Most of the constants defined by the scripting engine can be found in
-'db/constants.conf' and have the same value independently of settings
-that are core related, but there are constants that can be used to
-retrieve core information that's set when the server is compiled.
-
-PACKETVER - Server packet version
-MAX_LEVEL - Maximum level
-MAX_STORAGE - Maximum storage items
-MAX_GUILD_STORAGE - Maximum guild storage items
-MAX_CART - Maximum cart items
-MAX_INVENTORY - Maximum inventory items
-MAX_ZENY - Maximum Zeny in the inventory
-MAX_BANK_ZENY - Maximum Zeny in the bank
-MAX_BG_MEMBERS - Maximum BattleGround members
-MAX_CHAT_USERS - Maximum Chat users
-MAX_REFINE - Maximum Refine level
-
-Send targets and status options are also hard-coded and can be found
-in src/map/script.c::script_hardcoded_constants or in functions that
-currently use them.
-
-Operators
----------
-
-Operators are things you can do to variables and numbers. They are either
-the common mathematical operations or conditional operators:
-
-+ - will add two numbers. If you try to add two strings, the result will
- be a string glued together at the +. You can add a number to a string,
- and the result will be a string. No other math operators work with
- strings.
-- - will subtract two numbers.
-* - will multiply two numbers.
-** - will raise the first number to the power of the second number.
-/ - will divide two numbers. Note that this is an integer division, i.e.
- 7/2 is not equal 3.5, it's equal 3.
-% - will give you the remainder of the division. 7%2 is equal to 1.
-
-There are also conditional operators. This has to do with the conditional
-command 'if' and they are meant to return either 1 if the condition is
-satisfied and 0 if it isn't. That's what they call 'boolean' variables. 0
-means 'False'. Anything except the zero is 'True'. Odd as it is, -1 and -5
-and anything below zero will also be True.)
-
-You can compare numbers to each other and you compare strings to each
-other, but you can not compare numbers to strings.
-
- == - Is true if both sides are equal. For strings, it means they contain
- the same value.
- >= - True if the first value is equal to, or greater than, the second
- value.
- <= - True if the first value is equal to, or less than, the second value.
- > - True if the first value greater than the second value.
- < - True if the first value is less than the second value.
- != - True if the first value IS NOT equal to the second one.
- ~= - True if the second value (as regular expression) matches the first
- value. Both values must be strings. See the script function pcre_match()
- for more details and advanced features.
- ~! - True if the second value (as regular expression) DOES NOT match the
- first value. Both values must be strings. See script function pcre_match()
- for more details and advanced features.
-
-Examples:
-
- 1==1 is True.
- 1<2 is True while 1>2 is False.
- .@x>2 is True if .@x is equal to 3. But it isn't true if .@x is 2.
-
-Only '==', '!=', '~=' and '~!' have been tested for comparing strings. Since
-there's no way to code a seriously complex data structure in this language,
-trying to sort strings by alphabet would be pointless anyway.
-
-Comparisons can be stacked in the same condition:
-
- && - Is True if and only if BOTH sides are true.
- ('1==1 && 2==2' is true. '2==1 && 1==1' is false.)
- || - Is True if either side of this expression is True.
-
- 1==1 && 2==2 is True.
- 1==1 && 2==1 is False.
- 1==1 || 2==1 is True.
-
-Logical bitwise operators work only on numbers, and they are the following:
-
- << - Left shift.
- >> - Right shift.
- Left shift moves the binary 1(s) of a number n positions to the left,
- which is the same as multiplying by 2, n times.
- In the other hand, Right shift moves the binary 1(s) of a number n
- positions to the right, which is the same as dividing by 2, n times.
- Example:
- b = 2;
- a = b << 3;
- mes(a);
- a = a >> 2;
- mes(a);
- The first mes() command would display 16, which is the same as:
- 2 x (2 x 2 x 2) = 16.
- The second mes() command would display 4, which is the same as:
- 16 / 2 = 8; 8 / 2 = 4.
- & - And.
- | - Or.
- The bitwise operator AND (&) is used to test two values against each
- other, and results in setting bits which are active in both arguments.
- This can be used for a few things, but in Hercules this operator is
- usually used to create bit-masks in scripts.
-
- The bitwise operator OR (|) sets to 1 a binary position if the binary
- position of one of the numbers is 1. This way a variable can hold
- several values we can check, known as bit-mask. A variable currently
- can hold up to 32 bit-masks (from position 0 to position 1). This is a
- cheap(skate) and easy way to avoid using arrays to store several
- checks that a player can have.
-
- A bit-mask basically is (ab)using the variables bits to set various
- options in one variable. With the current limit in variables it is
- possible to store 32 different options in one variable (by using the
- bits on position 0 to 31).
-
- Example(s):
- - Basic example of the & operator, bit example:
- 10 & 2 = 2
- Why? :
- 10 = 2^1 + 2^3 (2 + 8), so in bits, it would be 1010
- 2 = 2^1 (2), so in bits (same size) it would be 0010
- The & (AND) operator sets bits which are active (1) in both
- arguments, so in the example 1010 & 0010, only the 2^1 bit is
- active (1) in both. Resulting in the bit 0010, which is 2.
- - Basic example of creating and using a bit-mask:
- .@options = 2|4|16; // (note: this is the same as 2+4+16, or 22)
- if (.@options & 1)
- mes("Option 1 is activated");
- if (.@options & 2)
- mes("Option 2 is activated");
- if (.@options & 4)
- mes("Option 3 is activated");
- if (.@options & 8)
- mes("Option 4 is activated");
- if (.@options & 16)
- mes("Option 5 is activated");
- This would print the messages about option 2, 3 and 5 (since we've set
- the 2,4 and 16 bit to 1).
- ^ - Xor.
- The bitwise operator XOR (eXclusive OR) sets a binary position to 0 if
- both numbers have the same value in the said position. On the other
- hand, it sets to 1 if they have different values in the said binary
- position. This is another way of setting and unsetting bits in
- bit-masks.
-
- Example:
- - First let's set the quests that are currently in progress:
- inProgress = 1|8|16; // quest 1,8 and 16 are in progress
- - After playing for a bit, the player starts another quest:
- if (inProgress&2 == 0) {
- // this will set the bit for quest 2 (inProgress has that bit set to 0)
- inProgress = inProgress^2;
- mes("Quest 2: find a newbie and be helpful to him for an hour.");
- close();
- }
- - After spending some time reading info on Xor's, the player finally
- completes quest 1:
- if (inProgress&1 && isComplete) {
- // this will unset the bit for quest 1 (inProgress has that bit set to 1)
- inProgress = inProgress^1;
- mes("Quest 1 complete!! You unlocked the secrets of the Xor dynasty, use them wisely.");
- close();
- }
-
-Unary operators with only with a single number, which follows the
-operator, and are the following:
-
- - - Negation.
- The sign of the number will be reversed. If the number was positive,
- it will become negative and vice versa.
-
- Example:
- .@myvar = 10;
- mes("Negative 10 is "+(-.@myvar));
-
- ! - Logical Not.
- Reverses the boolean result of an expression. True will become false
- and false will become true.
-
- Example:
- if (!callfunc("F_dosomething")) {
- mes("Doing something failed.");
- close();
- }
-
- ~ - Bitwise Not.
- Reverses each bit in a number, also known as one's complement. Cleared
- bits are set, and set bits are cleared.
-
- Example:
- - Ensure, that quest 2 is disabled, while keeping all other active, if
- they are.
- inProgress = inProgress&(~2);
- // same as set inProgress, inProgress&0xfffffffd
-
-Ternary operators take three expressions (numbers, strings or boolean),
-and are the following:
-
- ?: - Conditional operator
- Very useful e.g. to replace
-
- if (Sex == SEX_MALE)
- mes("You're Male.");
- else
- mes("You're Female.");
-
- clauses with simple
-
- mes("Welcome, " + (Sex == SEX_MALE ? "Mr." : "Mrs.") + " " + strcharinfo(PC_NAME));
-
- or to replace any other simple if-else clauses. It might be worth
- mentioning that ?: has low priority and has to be enclosed with
- parenthesis in most (if not all) cases.
-
-Operator Precedence and Associativity
-
-Operator precedence and associativity work more or less like they do in
-mathematics. The rules can be summarized with the following table:
-
-Precedence | Description | Associativity
----------------------------------------------------------------------------
-1 (highest) | [] Array subscripting | None
----------------------------------------------------------------------------
-2 | ++ Increment | None
- | -- Decrement |
----------------------------------------------------------------------------
-2 | - Unary minus | Right to left
- | ! Logical NOT |
- | ~ Bitwise NOT (One's Complement) |
----------------------------------------------------------------------------
-3 | ** Exponentiation | Left to right
----------------------------------------------------------------------------
-4 | * Multiplication | Left to right
- | / Division |
- | % Modulo (remainder) |
----------------------------------------------------------------------------
-5 | + Addition | Left to right
- | - Subtraction |
----------------------------------------------------------------------------
-6 | << Bitwise left shift | Left to right
- | >> Bitwise right shift |
----------------------------------------------------------------------------
-7 | < Less than | Left to right
- | <= Less than or equal to |
- | > Greater than |
- | >= Greater than or equal to |
----------------------------------------------------------------------------
-8 | == Equal to | Left to right
- | != Not equal to |
- | ~= Regexp match |
- | ~! Regexp non-match |
----------------------------------------------------------------------------
-9 | & Bitwise AND | Left to right
----------------------------------------------------------------------------
-10 | ^ Bitwise XOR (exclusive or) | Left to right
----------------------------------------------------------------------------
-11 | | Bitwise OR (inclusive or) | Left to right
----------------------------------------------------------------------------
-12 | && Logical AND | Left to right
----------------------------------------------------------------------------
-13 | || Logical OR | Left to right
----------------------------------------------------------------------------
-14 | ?: Ternary conditional | Right to left
----------------------------------------------------------------------------
-15 | = Direct assignment | Right to left
-(lowest) | += Assignment by sum |
- | -= Assignment by difference |
- | *= Assignment by product |
- | **= Assignment by power |
- | /= Assignment by quotient |
- | %= Assignment by remainder |
- | <<= Assignment by bitwise left shift |
- | >>= Assignment by bitwise right shift |
- | &= Assignment by bitwise AND |
- | ^= Assignment by bitwise XOR |
- | |= Assignment by bitwise OR |
-
-Operator precedence means some operators are evaluated before others. For
-example, in 2 + 4 * 5 , the multiplication has higher precedence so 4 * 5 is
-evaluated first yielding 2 + 20 == 22 and not 6 * 5 == 30 .
-
-Operator associativity defines what happens if a sequence of the same
-operators is used one after another: whether the evaluator will evaluate the
-left operations first or the right. For example, in 8 - 4 - 2 , subtraction is
-left associative so the expression is evaluated left to right. 8 - 4 is
-evaluated first making the expression 4 - 2 == 2 and not 8 - 2 == 6 .
-
-Labels
-------
-
-Within executable script code, some lines can be labels:
-
-<label name>:
-
-Labels are points of reference in your script, which can be used to route
-execution with 'goto' and 'menu' commands, invoked with 'doevent', 'donpcevent'
-and 'callsub' commands and are otherwise essential. A label's name may not be
-longer than 23 characters. (24th is the ':'.) It may only contain alphanumeric
-characters and underscore. In addition to labels you name yourself, there are
-also some special labels which the script engine will start execution from if
-a special event happens:
-
-OnClock<hour><minute>:
-OnMinute<minute>:
-OnHour<hour>:
-On<weekday><hour><minute>:
-OnDay<month><day>:
-
-This will execute when the server clock hits the specified date or time.
-Hours and minutes are given in military time. ('0105' will mean 01:05 AM).
-Weekdays are Sun, Mon, Tue, Wed, Thu, Fri, Sat. Months are 01 to 12, days are
-01 to 31. Remember the zero. :)
-
-OnInit:
-OnInterIfInit:
-OnInterIfInitOnce:
-
-OnInit will execute every time the scripts loading is complete, including
-when they are reloaded with @reloadscript command. OnInterIfInit will
-execute when the map server connects to a char server, OnInterIfInitOnce
-will only execute once and will not execute if the map server reconnects
-to the char server later. Note that all those events will be executed upon
-scripts reloading.
-
-OnAgitStart:
-OnAgitEnd:
-OnAgitInit:
-OnAgitStart2:
-OnAgitEnd2:
-OnAgitInit2:
-
-OnAgitStart will run whenever the server shifts into WoE mode, whether it
-is done with @agitstart GM command or with 'AgitStart' script command.
-OnAgitEnd will do likewise for the end of WoE.
-
-OnAgitInit will run when data for all castles and all guilds that hold a
-castle is received by map-server from the char-server after initial
-connect.
-
-No RID will be attached while any of the above mentioned labels are
-triggered, so no character or account-based variables will be accessible,
-until you attach a RID with 'attachrid' (see below).
-
-The above also applies to, the last three labels, the only difference is
-that these labels are used exclusively for WoE SE, and are called
-independently.
-
-OnInstanceInit:
-
-This label will be executed when an instance is created and initialized through
-the 'instance_init' command. It will run again if @reloadscript is used while
-an instance is in progress.
-
-OnTouch:
-
-This label will be executed if a trigger area is defined for the NPC
-object it's in. If it isn't present, the execution will start from the
-beginning of the NPC code. The RID of the triggering character object will
-be attached.
-
-OnTouch_:
-
-Similar to OnTouch, but will only run one instance. Another character is
-chosen once the triggering character leaves the area.
-
-OnUnTouch:
-
-This label will be executed if plater leave trigger area is defined for the NPC
-object it's in. If it isn't present, nothing will happend.
-The RID of the triggering character object will be attached.
-
-OnPCLoginEvent:
-OnPCLogoutEvent:
-OnPCBaseLvUpEvent:
-OnPCJobLvUpEvent:
-
-It's pretty obvious when these four special labels will be invoked.
-
-OnPCDieEvent:
-
-This special label triggers when a player dies. The variable 'killerrid'
-is set to the ID of the killer.
-
-OnPCKillEvent:
-
-This special label triggers when a player kills another player. The
-variable 'killedrid' is set to the ID of the player killed.
-
-OnNPCKillEvent:
-
-This special label triggers when a player kills a monster. The variable
-'killedrid' is set to the Class of the monster killed.
-
-OnPCLoadMapEvent:
-
-This special label will trigger once a player steps in a map marked with
-the 'loadevent' mapflag and attach its RID. The fact that this label
-requires a mapflag for it to work is because, otherwise, it'd be
-server-wide and trigger every time a player would change maps. Imagine the
-server load with 1,000 players (oh the pain...)
-
-Only the special labels which are not associated with any script command
-are listed here. There are other kinds of labels which may be triggered in
-a similar manner, but they are described with their associated commands.
-
-OnCountFunds:
-
-This special label is triggered when a player opens a trader NPC object that
-is NST_CUSTOM. It is used to define different currency types to the trader via
-setcurrency(). Should be used along with OnPayFunds, see
-doc/sample/npc_trader_sample.txt for more information.
-
-OnPayFunds:
-
-This special label is triggered when a purchase is made on a trader NPC object
-that is NST_CUSTOM. Receives @price, total cost and @points, secondary input
-field for cash windows. It is used to remove items that are set as currency.
-Should be used along with OnCountFunds, see /doc/sample/npc_trader_sample.txt
-for more information.
-
-On<label name>:
-
-These special labels are used with Mob scripts mostly, and script commands
-that requires you to point/link a command to a mob or another NPC, giving
-a label name to start from. The label name can be any of your liking, but
-must be started with "On".
-
-Example:
-
-monster("prontera", 123, 42, "Poringz0rd", 2341, 23, "Master::OnThisMobDeath");
-
-amatsu,13,152,4 script Master 767,{
- mes("Hi there");
- close();
-
-OnThisMobDeath:
- announce("Hey, "+strcharinfo(PC_NAME)+" just killed a Poringz0rd!", bc_blue|bc_all);
- end;
-}
-
-Each time you kill one, that announce will appear in blue to everyone.
-
-"Global" labels
-
-There's a catch with labels and doevent(). If you call a label (using
-doevent()) and called label is in NPC that has trigger area, that label must
-end with "Global" to work globally (i.e. if RID is outside of the trigger area,
-which usually happens since otherwise there would be no point calling the label
-with doevent(), because OnTouch would do the job). For further reference look
-for npc_event in npc.c.
-
-Scripting commands and functions
---------------------------------
-
-The commands and functions are listed here in no particular order. There's
-a difference between commands and functions - commands leave no 'return
-value' which might be used in a conditional statement, as a command
-argument, or stored in a variable.
-
-All instructions must end with a ';'. Actually, you may expect to have multiple
-instructions on one line if you properly terminate them with a ';', but it's
-consider ill practice, since it impairs legibility of the script.
-
-Please note that command and function names are case sensitive.
-
--------------------------
-
-
-From here on, we will have the commands sorted as followed:
-
-1 - Basic Commands
-2 - Information-Retrieving Commands
- -- 2.1 - Item-Related Commands
- -- 2.2 - Guild-Related Commands
-3 - Checking Commands
- -- 3.1 - Checking Item-Related Commands
-4 - Player-Related Commands
- -- 4.1 - Player Item-Related Commands
- -- 4.2 - Guild-Related Commands
- -- 4.3 - Marriage-Related Commands
-5 - Mob / NPC Related commands
- -- 5.1 - Time-Related Commands
- -- 5.2 - Guild-Related Commands
-6 - Other Commands
-7 - Instance-Related Commands
-8 - Quest Log Commands
-9 - Battleground Commands
-10 - Mercenary Commands
-11 - Queue Commands
-12 - NPC Trader Commands
-
-
----------------------------------------
-//=====================================
-1 - Basic Commands
-//=====================================
----------------------------------------
-
-*mes("<string>")
-
-This command will displays a box on the screen for the invoking character,
-if no such box is displayed already, and will print the string specified
-into that box. There is normally no 'close' or 'next' button on this box,
-unless you create one with 'close' or 'next', and while it's open the
-player can't do much else, so it's important to create a button later. If
-the string is empty, it will show up as an empty line.
-
- mes("Text that will appear in the box");
-
-Inside the string you may put color codes, which will alter the color of
-the text printed after them. The color codes are all '^<R><G><B>' and
-contain three hexadecimal numbers representing colors as if they were
-HTML colors - ^FF0000 is bright red, ^00FF00 is bright green, ^0000FF is
-bright blue, ^000000 is black. ^FF00FF is a pure magenta, but it's also
-a color that is considered transparent whenever the client is drawing
-windows on screen, so printing text in that color will have kind of a
-weird effect. You may also use C_ constants accompany with "F_MesColor"
-function for the color effect, see the full list of the available ones
-in 'db/constants.conf' under 'C_'. Once you've set a text's color to something,
-you have to set it back to black unless you want all the rest of the text be in
-that color:
-
- mes("This is ^FF0000 red ^000000 and this is ^00FF00 green, ^000000 so.");
- mes(callfunc("F_MesColor", C_BLUE) +"This message is now in BLUE");
-
-Notice that the text coloring is handled purely by the client. If you use
-non-English characters, the color codes might get screwed if they stick to
-letters with no intervening space. Separating them with spaces from the
-letters on either side solves the problem.
-
-If you're using a client from 2011-10-10aRagexe.exe onwards, you can also
-use automatic navigation and open URLs in browser by using some HTML-like
-labels. For example:
-
- mes("go to <NAVI>[Hat Maker]<INFO>izlude,131,148,</INFO></NAVI> to make hats");
-
-Will make the [Hat Maker] text clickable in the client and start a navigation
-to that point.
-
- mes("You can <URL>Google<INFO>http://www.google.com/</INFO></URL> anything");
-
-This will allow you to visit 'Google' with the in-game browser using default dimensions.
-
- mes("You can <URL>Bing!<INFO>http://www.bing.com/,800,600</INFO></URL> anything");
-
-Clicking 'Bing!' will open the in-game browser using the specified dimensions. (800x600)
-
----------------------------------------
-
-*mesf("<format>"{, <param>{, <param>{, ...}}})
-
-This command will display a box on the screen for the invoking character,
-if no such box is displayed already, and will print the string specified
-into that box, after applying the same format-string replacements as sprintf().
-
-Example:
-
- mesf("Hello, I'm %s, a level %d %s", strcharinfo(PC_NAME), BaseLevel, jobname(Class));
- // is equivalent to:
- mes(sprintf("Hello, I'm %s, a level %d %s", strcharinfo(PC_NAME), BaseLevel, jobname(Class)));
-
-This command is a combination of mes() and sprintf(). See their documentation
-for more details.
-
----------------------------------------
-
-*next()
-
-This command will display a 'next' button in the message window for the
-invoking character. Clicking on it will cause the window to clear and
-display a new one. Used to segment NPC-talking, next() is often used in
-combination with mes() and close().
-
-If no window is currently on screen, one will be created, but once the
-invoking character clicks on it, a warning is thrown on the server console
-and the script will terminate.
-
- mes("[Woman]");
- mes("This would appear on the page");
- next();
- mes("[Woman]"); // This is needed since it is a new page and the top will now be blank
- mes("This would appear on the 2nd page");
-
----------------------------------------
-
-*close()
-
-This command will create a 'close' button in the message window for the
-invoking character. If no window is currently on screen, the script
-command 'end;' must be used. This is one of the ways to end a speech from
-an NPC. Once the button is clicked, the NPC script execution will end, and
-the message box will disappear.
-
- mes("[Woman]");
- mes("I am finished talking to you, click the close button.");
- close();
- mes("This command will not run at all, since the script has ended.");
-
----------------------------------------
-
-*close2()
-
-This command will create a 'close' button in the message window for the
-invoking character. WARNING: If no window is currently on screen, the
-script execution will halt indefinitely! See 'close'. There is one
-important difference, though - even though the message box will have
-closed, the script execution will not stop, and commands after 'close2'
-will still run, meaning an 'end' has to be used to stop the script, unless
-you make it stop in some other manner.
-
- mes("[Woman]");
- mes("I will warp you now.");
- close2();
- warp("place", 50, 50);
- end;
-
-Don't expect things to run smoothly if you don't make your scripts 'end'.
-
----------------------------------------
-
-*end
-
-This instruction will stop the execution for this particular script.
-Note that this is to be considered a special instruction (not a regular
-command or function), and as such doesn't require parentheses.
-
- if (BaseLevel <= 10) {
- npctalk("Look at that you are still a n00b");
- end;
- }
- if (BaseLevel <= 20) {
- npctalk("Look at that you are getting better, but still a n00b");
- end;
- }
- if (BaseLevel <= 30) {
- npctalk("Look at that you are getting there, you are almost 2nd profession now right???");
- end;
- }
- if (BaseLevel <= 40) {
- npctalk("Look at that you are almost 2nd profession");
- end;
- }
-
-Without the use of 'end' it would travel through the ifs until the end
-of the script. If you were lvl 10 or less, you would see all the speech
-lines, the use of 'end' stops this, and ends the script.
-
----------------------------------------
-
-*set(<variable>, <expression>)
-
-This command will set a variable to the value that the expression results
-in. This isn't the only way to set a variable directly: you can set them
-much like any other programming language as stated before (refer to the
-'Assigning variables' section).
-
-This command is deprecated and it shouldn't be used in new scripts, except
-some special cases (mostly, set(getvariableofnpc(), <value>)). Use direct value
-assignment instead.
-
----------------------------------------
-
-*setd("<variable name>", <value>)
-
-Works almost identically as set(), except the variable name is
-identified as a string and can thus be constructed dynamically.
-
-This command is equivalent to:
- set(getd("variable name"), <value>);
-
-Examples:
-
- setd(".@var$", "Poporing");
- mes(.@var$); // Displays "Poporing".
-
- setd(".@" + .@var$ + "123$", "Poporing is cool");
- mes(.@Poporing123$); // Displays "Poporing is cool".
-
----------------------------------------
-
-*getd("<variable name>")
-
-Returns a reference to a variable, the name can be constructed dynamically.
-Refer to setd() for usage.
-
-This can also be used to set an array dynamically:
- setarray(getd(".array[0]"), 1, 2, 3, 4, 5);
-
-Examples:
-
- mes("The value of $varReference is: " + getd("$varRefence"));
- set(.@i, getd("$" + "pikachu"));
-
----------------------------------------
-
-*getvariableofnpc(<variable>, "<npc name>")
-
-Returns a reference to a NPC variable (. prefix) from the target NPC.
-This can only be used to get . variables.
-
-Examples:
-
-//This will return the value of .var, note that this can't be used, since
-//the value isn't caught.
- getvariableofnpc(.var, "TargetNPC");
-
-//This will set the .@v variable to the value of the TargetNPC's .var
-//variable.
- .@v = getvariableofnpc(.var, "TargetNPC");
-
-//This will set the .var variable of TargetNPC to 1.
- set(getvariableofnpc(.var, "TargetNPC"), 1);
-
-Note: even though function objects can have .variables,
-getvariableofnpc() should not be used on them.
-
----------------------------------------
-
-*getvariableofpc(<variable>, <account id>{, <default value>})
-
-Returns a reference to a PC variable from the target player.
-If <default value> is passed, it will return this value if the player is
-not found.
-
-Examples:
-
-//This will return the value of @var, note that this can't be used, since
-//the value isn't caught.
- getvariableofpc(@var, getcharid(CHAR_ID_ACCOUNT, "player"));
-
-//This will set the .@v variable to the value of the player's @var
-//variable.
- .@v = getvariableofpc(@var, getcharid(CHAR_ID_ACCOUNT, "player"));
-
-//This will set the @var variable of the player to 1.
- set(getvariableofpc(@var, getcharid(CHAR_ID_ACCOUNT, "player")), 1);
-
----------------------------------------
-
-*goto(<label>)
-
-This command will make the script jump to a label, usually used in
-conjunction with other instructions, such as "if", but often used on its own.
-
- ...
- goto(Label);
- mes("This will not be seen");
-Label:
- mes("This will be seen");
-
-Gotos are considered to be harmful and should be avoided whenever possible.
-
----------------------------------------
-
-*menu("<option_text>", <target_label>{, "<option_text>", <target_label>, ...})
-
-This command will create a selectable menu for the invoking character.
-Only one menu can be on screen at the same time.
-
-Depending on what the player picks from the menu, the script execution
-will continue from the corresponding label. It's string-label pairs, not
-label-string.
-
-This command is deprecated and it should not be used in new scripts, as it
-is likely to be removed at a later time. Please consider using select() or
-prompt() instead.
-
-Options can be grouped together, separated by the character ':'.
-
- menu("A:B", L_Wrong, "C", L_Right);
-
-It also sets a special temporary character variable @menu, which contains
-the number of option the player picked. Numbering of options starts at 1.
-This number is consistent with empty options and grouped options.
-
- menu("A::B", L_Wrong, "", L_Impossible, "C", L_Right);
- L_Wrong:
- // If they click "A" or "B" they will end up here
- // @menu == 1 if "A"
- // @menu == 2 will never happen because the option is empty
- // @menu == 3 if "B"
- L_Impossible:
- // Empty options are not displayed and therefore can't be selected
- // this label will never be reached from the menu command
- L_Right:
- // If they click "C" they will end up here
- // @menu == 5
-
-If a label is '-', the script execution will continue right after the menu
-command if that option is selected, this can be used to save you time, and
-optimize big scripts.
-
- menu("A::B:", -, "C", L_Right);
- // If they click "A" or "B" they will end up here
- // @menu == 1 if "A"
- // @menu == 3 if "B"
- L_Right:
- // If they click "C" they will end up here
- // @menu == 5
-
-Both these examples will perform the exact same task.
-
-If you give an empty string as a menu item, the item will not display.
-This can effectively be used to script dynamic menus by using empty string
-for entries that should be unavailable at that time.
-
-You can do it by using arrays, but watch carefully - this trick isn't high
-wizardry, but minor magic at least. You can't expect to easily duplicate
-it until you understand how it works.
-
-Create a temporary array of strings to contain your menu items, and
-populate it with the strings that should go into the menu at this
-execution, making sure not to leave any gaps. Normally, you do it with a
-loop and an extra counter, like this:
-
- setarray(.@possiblemenuitems$[0], <list of potential menu items>);
- .@j = 0; // That's the menu lines counter.
-
- // We loop through the list of possible menu items.
- // .@i is our loop counter.
- for (.@i = 0; .@i < getarraysize(.@possiblemenuitems$); ++.@i) {
- // That 'condition' is whatever condition that determines whether
- // a menu item number .@i actually goes into the menu or not.
-
- if (<condition>) {
- // We record the option into the list of options actually
- // available.
- .@menulist$[.@j] = .@possiblemenuitems$[.@i];
-
- // We just copied the string, we do need it's number for later
- // though, so we record it as well.
- .@menureference[.@j] = .@i;
-
- // Since we've just added a menu item into the list, we
- // increment the menu lines counter.
- ++.@j;
- }
-
- // We go on to the next possible menu item.
- }
-
-This will create you an array .@menulist$ which contains the text of all
-items that should actually go into the menu based on your condition, and
-an array .@menureference, which contains their numbers in the list of
-possible menu items. Remember, arrays start with 0. There's less of them
-than the possible menu items you've defined, but the menu() command can
-handle the empty lines - only if they are last in the list, and if it's
-made this way, they are. Now comes a dirty trick:
-
- // X is whatever the most menu items you expect to handle.
- menu(.@menulist$[0], -, .@menulist$[1], -, ..., .@menulist$[<X>], -);
-
-This calls up a menu of all your items. Since you didn't copy some of the
-possible menu items into the list, it's end is empty and so no menu items
-will show up past the end. But this menu() call doesn't jump anywhere, it
-just continues execution right after the menu() command. (And it's a good
-thing it doesn't, cause you can only explicitly define labels to jump to,
-and how do you know which ones to define if you don't know beforehand
-which options will end up where in your menu?)
-But how do you figure out which option the user picked? Enter the @menu.
-
-@menu contains the number of option that the user selected from the list,
-starting with 1 for the first option. You know now which option the user
-picked and which number in your real list of possible menu items it
-translated to:
-
- mes("You selected "+.@possiblemenuitems$[.@menureference[@menu-1]]+"!");
-
-@menu is the number of option the user picked.
-@menu-1 is the array index for the list of actually used menu items that
-we made.
-.@menureference[@menu-1] is the number of the item in the array of possible
-menu items that we've saved just for this purpose.
-
-And .@possiblemenuitems$[.@menureference[@menu-1]] is the string that we
-used to display the menu line the user picked. (Yes, it's a handful, but
-it works.)
-
-You can set up a bunch of 'if (.@menureference[@menu-1]==X) goto(Y)'
-statements to route your execution based on the line selected and still
-generate a different menu every time, which is handy when you want to, for
-example, make users select items in any specific order before proceeding,
-or make a randomly shuffled menu.
-
-Kafra code bundled with the standard distribution uses a similar
-array-based menu technique for teleport lists, but it's much simpler and
-doesn't use @menu, probably since that wasn't documented anywhere.
-
-See also 'select', which is probably better in this particular case.
-Instead of menu(), you could use select() like this:
-
- .@dummy = select(.@menulist$[0], .@menulist$[1], ..., .@menulist$[<X>]);
-
-For the purposes of the technique described above these two statements are
-perfectly equivalent.
-
----------------------------------------
-
-*select("<option>"{, "<option>", ...})
-*prompt("<option>"{, "<option>", ...})
-
-This function is a handy replacement for 'menu' that doesn't use a complex
-label structure. It will return the number of menu option picked,
-starting with 1. Like 'menu', it will also set the variable @menu to
-contain the option the user picked.
-
- if (select("Yes:No") == 1)
- mes("You said yes, I know.");
-
-And like 'menu', the selected option is consistent with grouped options
-and empty options.
-
-'prompt' works almost the same as select, except that when a character
-clicks the Cancel button, this function will return 255 instead.
-
----------------------------------------
-
-*input(<variable>{, <min>{, <max>}})
-
-This command will make an input box pop up on the client connected to the
-invoking character, to allow entering of a number or a string. This has
-many uses, one example would be a guessing game, also making use of the
-'rand' function:
-
- mes("[Woman]");
- mes("Try and guess the number I am thinking of.");
- mes("The number will be between 1 and 10.");
- next();
- .@number = rand(1, 10);
- input(.@guess);
- if (.@guess == .@number) {
- mes("[Woman]");
- mes("Well done that was the number I was thinking of");
- close();
- } else {
- mes("[Woman]");
- mes("Sorry, that wasn't the number I was thinking of.");
- close();
- }
-
-If you give the input() command a string variable to put the input in, it
-will allow the player to enter text. Otherwise, only numbers will be
-allowed.
-
- mes("[Woman]");
- mes("Please say HELLO");
- next();
- input(.@var$);
- if (.@var$ == "HELLO") {
- mes("[Woman]");
- mes("Well done you typed it correctly");
- close();
- } else {
- mes("[Woman]");
- mes("Sorry you got it wrong");
- close();
- }
-
-Normally you may not input a negative number with this command.
-This is done to prevent exploits in badly written scripts, which would let
-people, for example, put negative amounts of Zeny into a bank script and
-receive free Zeny as a result.
-
-The command has two optional arguments and a return value.
-The default value of 'min' and 'max' can be set with 'input_min_value' and
-'input_max_value' in conf/map/script.conf.
-For numeric inputs the value is capped to the range [min, max]. Returns 1
-if the value was higher than 'max', -1 if lower than 'min' and 0 otherwise.
-For string inputs it returns 1 if the string was longer than 'max', -1 is
-shorter than 'min' and 0 otherwise.
-
----------------------------------------
-
-*callfunc("<function>"{, <argument>, ...<argument>})
-
-This command lets you call up a function NPC. A function NPC can be called
-from any script on any map server. Using the 'return' instruction it
-will come back to the place that called it.
-
- place,50,50,6%TAB%script%TAB%Woman%TAB%115,{
- mes("[Woman]");
- mes("Lets see if you win");
- callfunc("funcNPC");
- mes("Well done you have won");
- close();
- }
- function%TAB%script%TAB%funcNPC%TAB%{
- .@win = rand(2);
- if (.@win == 0)
- return;
- mes("Sorry you lost");
- end;
- }
-
-You can pass arguments to your function - values telling it what exactly
-to do - which will be available there with getarg() (see 'getarg').
-Notice that returning is not mandatory, you can end execution right there.
-
-If you want to return a real value from inside your function NPC, you
-may do so:
-
- place,50,50,6%TAB%script%TAB%Man%TAB%115,{
- mes("[Man]");
- mes("Gimme a number!");
- next();
- input(.@number);
- if (callfunc("OddFunc", .@number))
- mes("It's Odd!");
- close();
- }
- function%TAB%script%TAB%OddFunc%TAB%{
- if (getarg(0)%2==0)
- return 0;// it's even
- return 1;// it's odd
- }
-
-Alternately, user-defined functions may be called directly without the use
-of the callfunc() script command.
-
- function<TAB>script<TAB>SayHello<TAB>{
- mes("Hello " + getarg(0));
- return 0;
- }
-
- place,50,50,6<TAB>script<TAB>Man<TAB>115,{
- mes("[Man]");
- SayHello(strcharinfo(PC_NAME));
- close();
- }
-
-Note:
-
- !! A user-defined function must be declared /before/ a script attempts to
- !! call it. That is to say, any functions should be placed above scripts
- !! or NPCs (or loaded in a separate file first) before attempting to call
- !! them directly.
-
----------------------------------------
-
-*callsub(<label>{, <argument>, ...<argument>})
-
-This command will go to a specified label within the current script (do
-NOT use quotes around it) coming in as if it were a 'callfunc' call, and
-pass it arguments given, if any, which can be recovered there with
-'getarg'. When done there, you should use the 'return' command to go back
-to the point from where this label was called. This is used when there is
-a specific thing the script will do over and over, this lets you use the
-same bit of code as many times as you like, to save space and time,
-without creating extra NPC objects which are needed with 'callfunc'. A
-label is not callable in this manner from another script.
-
-Example 1: callsub for checking (if checks pass, return to script)
- callsub(S_CheckFull, "guild_vs2", 50);
- switch (rand(4)) {
- case 0:
- warp("guild_vs2", 9, 50);
- end;
- case 1:
- warp("guild_vs2", 49, 90);
- end;
- case 2:
- warp("guild_vs2", 90, 50);
- end;
- case 3:
- warp("guild_vs2", 49, 9);
- end;
- }
- end;
-
-S_CheckFull:
- if (getmapusers(getarg(0)) >= getarg(1)) {
- mes("I'm sorry, this arena is full. Please try again later.");
- close();
- }
- return;
-
-Example 2: callsub used repeatedly, with different arguments
-// notice how the Zeny check/delete is reused, instead of copy-pasting for
-// every warp.
- switch (select("Abyss Lake", "Amatsu Dungeon", "Anthell", "Ayothaya Dungeon", "Beacon Island, Pharos")) {
- case 1:
- callsub(S_DunWarp, "hu_fild05", 192, 207);
- break;
- case 2:
- callsub(S_DunWarp, "ama_in02", 119, 181);
- break;
- case 3:
- callsub(S_DunWarp, "moc_fild20", 164, 145);
- break;
- case 4:
- callsub(S_DunWarp, "ayo_fild02", 279, 150);
- break;
- case 5:
- callsub(S_DunWarp, "cmd_fild07", 132, 125);
- break;
- // etc
- }
-
-// ...
-
-S_DunWarp:
-// getarg(0) = "mapname"
-// getarg(1) = x
-// getarg(2) = y
- if (Zeny >= 100) {
- Zeny -= 100;
- warp(getarg(0), getarg(1), getarg(2));
- } else {
- mes("Dungeon warp costs 100 Zeny.");
- }
- close();
-
----------------------------------------
-
-*getarg(<index>{, <default_value>})
-
-This function is used when you use the 'callsub' or 'callfunc' commands.
-In the call you can specify variables that will make that call different
-from another one. This function will return an argument the function or
-subroutine was called with, and is the normal way to get them.
-This is another thing that can let you use the same code more than once.
-
-Argument numbering starts with 0, i.e. the first argument you gave is
-number 0. If no such argument was given, a zero is returned.
-
- place,50,50,6%TAB%script%TAB%Woman1%TAB%115,{
- mes("[Woman]");
- mes("Lets see if you win");
- callfunc("funcNPC", 2);
- mes("Well done you have won");
- // ...
- }
-
- place,52,50,6%TAB%script%TAB%Woman2%TAB%115,{
- mes("[Woman]");
- mes("Lets see if you win");
- callfunc("funcNPC", 5);
- mes("Well done you have won");
- // ...
- }
-
- function%TAB%script%TAB%funcNPC%TAB%{
- .@win = rand(getarg(0));
- if (.@win == 0)
- return;
- mes("Sorry you lost");
- close();
- }
-
-"woman1" NPC object calls the funcNPC. The argument it gives in this call
-is stated as 2, so when the random number is generated by the 'rand'
-function, it can only be 0 or 1. Whereas "woman2" gives 5 as the argument
-number 0 when calling the function, so the random number could be 0, 1, 2,
-3 or 4, this makes "woman2" less likely to say the player won.
-
-You can pass multiple arguments in a function call:
-
- callfunc("funcNPC", 5, 4, 3);
-
-getarg(0) would be 5, getarg(1) would be 4 and getarg(2) would be 3.
-
-Getarg also has an optional argument:
-If the target argument exists, it is returned.
-Otherwise, if <default_value> is present it is returned instead, if not
-the script terminates immediately.
-
-In previous example getarg(2, -1) would be 3 and getarg(3, -1) would be -1.
-
----------------------------------------
-
-*getargcount()
-
-This function is used when you use the 'callsub' or 'callfunc' commands.
-In the call you can specify arguments. This function will return the
-number of arguments provided.
-
-Example:
- callfunc("funcNPC", 5, 4, 3);
- // ...
- function%TAB%script%TAB%funcNPC%TAB%{
- .@count = getargcount(); // 3
- //...
- }
-
----------------------------------------
-
-*return {<value>}
-
-This instruction causes the script execution to leave previously called
-function with callfunc() or script with callsub() and return to the
-location, where the call originated from. Optionally a return value can
-be supplied.
-
-Using this command outside of functions or scripts referenced by callsub
-will result in error and termination of the script.
-
- callfunc("<your function>"); // when nothing is returned
- <variable> = callfunc("<your function>"); // when a value is being returned
-
----------------------------------------
-
-*function <function name>;
-*<function name>{(<argument>, ...<argument>)};
-*function <function name> {
-<code>
-}
-
-This works like callfunc(), and is used for cleaner and faster scripting.
-The function must be defined and used within a script, and works like a
-label with arguments.
-Note that the name may only contain alphanumeric characters and underscore.
-
-Usage:
-
- 1. Declare the function.
- function <function name>;
- 2. Call the function anywhere within the script.
- It can also return a value when used with parentheses.
- <function name>;
- 3. Define the function within the script.
- <function name> {<code>}
-
-Example:
-
-prontera,154,189,4 script Item Seller 767,{
- /* Function declaration */
- function SF_Selling;
-
- if (Zeny > 50) {
- mes("Welcome!");
- /* Function call */
- SF_Selling();
- } else {
- mes("You need 50z, sorry!");
- }
- close();
-
- /* Function definition */
- function SF_Selling {
- mes("Would you like to buy a phracon for 50z?");
- next();
- if (select("Yes", "No, thanks") == 1) {
- Zeny -= 50;
- getitem(Phracon, 1);
- mes("Thank you!");
- }
- return;
- }
-}
-
-Example with parameters and return value:
-
-prontera,150,150,0 script TestNPC 123,{
- /* Function declaration */
- function MyAdd;
-
- mes("Enter two numbers.");
- next();
- input(.@a);
- input(.@b);
- /* Function call */
- mes(.@a+" + "+.@b+" = "+MyAdd(.@a, .@b));
- close();
-
- /* Function definition */
- function MyAdd {
- return(getarg(0)+getarg(1));
- }
-}
-
-
----------------------------------------
-
-*is_function("<function name>")
-
-This command checks whether a function exists.
-It returns 1 if function is found, or 0 if it isn't.
-
-Example:
-
- function script try {
- dothat();
- }
-
- - script test FAKE_NPC,{
- .@try = is_function("try"); // 1
- .@not = is_function("notafunction"); // 0
- }
-
----------------------------------------
-
-*if (<condition>) <statement or block>
-
-This is the basic conditional command.
-
-The condition can be any expression. All expressions resulting in a
-non-zero value will be considered True, including negative values. All
-expressions resulting in a zero are false.
-
-If the expression results in True, the statement will be executed. If it
-isn't true, nothing happens and we move on to the next line of the script.
-
- if (true)
- mes("This will always print.");
- if (0)
- mes("And this will never print.");
- if (5)
- mes("This will also always print.");
- if (-1)
- mes("Funny as it is, this will also print just fine.");
-
-For more information on conditional operators see the operators section
-above.
-Anything that is returned by a function can be used in a condition check
-without bothering to store it in a specific variable:
-
- if (strcharinfo(PC_NAME) == "Daniel Jackson")
- mes("It is true, you are Daniel!");
-
-More examples of using the 'if' command in the real world:
-
-Example 1:
-
- .@var1 = 1;
- input(.@var2);
- if (.@var1 == .@var2)
- close();
- mes("Sorry that is wrong");
- close();
-
-Example 2:
-
- .@var1 = 1;
- input(.@var2);
- if (.@var1 != .@var2)
- mes("Sorry that is wrong");
- close();
-
-(Notice examples 1 and 2 have the same effect.)
-
-Example 3:
-
- ++@var1;
- mes("[Forgetfull Man]");
- if (@var == 1)
- mes("This is the first time you have talked to me");
- if (@var == 2)
- mes("This is the second time you have talked to me");
- if (@var == 3)
- mes("This is the third time you have talked to me");
- if (@var == 4)
- mes("This is the forth time you have talked to me, but I think I am getting amnesia, I have forgotten about you");
- if (@var == 4)
- @var = 0;
- close();
-
-Example 4:
-
- mes("[Quest Person]");
- // The (AegisName) constant Apple comes from item_db, it is the item number 512.
- if (countitem(Apple) >= 1) {
- mes("Oh an apple, I didn't want it, I just wanted to see one");
- close();
- }
- mes("Can you please bring me an apple?");
- close();
-
-Example 5: Using complex conditions.
-
- mes("[Multi Checker]");
- if ((queststarted == 1) && (countitem(Apple) >= 5)) {
- // Executed only if the quest has been started AND You have 5 apples
- mes("[Multi Checker]");
- mes("Well done you have started the quest of got me 5 apples");
- mes("Thank you");
- queststarted = 0;
- delitem(Apple, 5);
- close();
- }
- mes("Please get me 5 apples");
- queststarted = 1;
- close();
-
-If the condition doesn't meet, it'll do the action following the else.
-We can also group several actions depending on a condition, this way:
-
-if (<condition>) {
- dothis1();
- dothis2();
-} else {
- dothat1();
- dothat2();
- dothat3();
-}
-
-Example 6:
-
- mes("[Person Checker]");
- if ($name$ == "") {
- mes("Please tell me someone's name");
- next();
- input($name$);
- $name2$ = strcharinfo(PC_NAME);
- mes("[Person Checker]");
- mes("Thank you");
- close();
- }
- if ($name$ == strcharinfo(PC_NAME)) {
- mes("You are the person that " +$name2$+ " just mentioned");
- mes("nice to meet you");
- } else {
- mes("You are not the person that " +$name2$+ " mentioned");
- }
- $name$ = "";
- $name2$ = "";
- close();
-
-See strcharinfo() for explanation of what this function does.
-
-Remember that if you plan to do several actions upon the condition being
-false, and you forget to use the curly braces (the { } ), the second
-action will be executed regardless the output of the condition, unless of
-course, you stop the execution of the script if the condition is true
-(that is, in the first grouping using a return, and end or a close()).
-
-Also, you can have multiple conditions nested or chained, and don't worry
-about limits as to how many nested if you can have, there is no spoon ;).
-
-...
-if (<condition 1>) {
- dothis();
-} else if (<condition 2>) {
- dotheother();
- do_that();
- end;
-} else {
- do_this();
-}
-...
-
----------------------------------------
-
-*while (<condition>) <statement or block>
-
-This is probably the simplest and most frequently used loop structure. The
-'while' statement can be interpreted as "while <condition> is true,
-perform <statement>". It is a pretest loop, meaning the conditional
-expression is tested before any of the statements in the body of the loop
-are performed. If the condition evaluates to false, the statement(s) in
-the body of the loop is/are never executed. If the condition evaluates to
-true, the statement(s) are executed, then control transfers back to the
-conditional expression, which is reevaluated and the cycle continues.
-
-Multiple statements can be grouped with { }, curly braces, just like with
-the 'if' statement.
-
-Example 1:
- while (switch(select("Yes", "No") == 2))
- mes("You picked no.");
-
-Example 2: multiple statements
- while (switch(select("Yes", "No") == 2 )) {
- mes("Why did you pick no?");
- mes("You should pick yes instead!");
- }
-
-Example 3: counter-controlled loop
- .@i = 1;
- while (.@i <= 5) {
- mes("This line will print 5 times.");
- ++.@i;
- }
-
-Example 4: sentinel-controlled loop
- mes("Input 0 to stop");
- input(.@num);
- while (.@num != 0) {
- mes("You entered " + .@num);
- input(.@num);
- }
- close();
-
----------------------------------------
-
-*for (<variable initialization>; <condition>; <variable update>) <statement or block>
-
-Another pretest looping structure is the 'for' statement. It is considered
-a specialized form of the 'while' statement, and is usually associated
-with counter-controlled loops. Here are the steps of the 'for' statement:
-the initialize statement is executed first and only once. The condition
-test is performed. When the condition evaluates to false, the rest of the
-for statement is skipped. When the condition evaluates to true, the body
-of the loop is executed, then the update statement is executed (this
-usually involves incrementing a variable). Then the condition is
-reevaluated and the cycle continues.
-
-Example 1:
- for (.@i = 0; .@i < 5; ++.@i)
- mes("This line will print 5 times.");
-
-Example 2:
- mes("This will print the numbers 1 - 5.");
- for (.@i = 1; .@i <= 5; ++.@i)
- mes(.@i);
-
----------------------------------------
-
-*do { <statements>; } while (<condition>)
-
-The 'do...while' is the only post-test loop structure available in this
-script language. With a post-test, the statements are executed once before
-the condition is tested. When the condition is true, the statement(s) are
-repeated. When the condition is false, control is transferred to the
-statement following the 'do...while' loop expression.
-
-Example 1: sentinel-controlled loop
- mes("This menu will keep appearing until you pick Cancel");
- do {
- .@choice = select("One:Two:Three:Cancel");
- } while (.@choice != 4);
-
-Example 2: counter-controlled loop
- mes("This will countdown from 10 to 1.");
- .@i = 10;
- do {
- mes(.@i--);
- } while (.@i > 0);
-
----------------------------------------
-
-*freeloop(<toggle>)
-
-Toggling this to enabled (true) allows the script instance to bypass the
-infinite loop protection, allowing your script to loop as much as it may
-need. Disabling (false) may warn you if an infinite loop is detected if your
-script is looping too many times.
-
-Please note, once again, that this isn't a solution to all problems, and by
-disabling this protection your Hercules server may become laggy or
-unresponsive if the script it is used in is performing lenghty loop
-operations.
-
-Example:
- freeloop(true); // enable script to loop freely
-
- //Be aware with what you do here.
- for (.@i = 0; .@i < .@bigloop; ++.@i) {
- dothis();
- // will sleep the script for 1ms when detect an infinity loop to
- // let Hercules do what it need to do (socket, timer, process,
- // etc.)
- }
-
- freeloop(false); // disable
-
- for (.@i = 0; .@i < .@bigloop; ++.@i) {
- dothis();
- // throw an infinity loop error
- }
-
----------------------------------------
-
-*setarray(<array name>[<first value>], <value>{, <value>...<value>})
-
-This command will allow you to quickly fill up an array in one go. Check
-the Kafra scripts in the distribution to see this used a lot.
-
- setarray(.@array[0], 100, 200, 300, 400, 500, 600);
-
-The index of the first element of the array to alter can be omitted if
-zero. For example:
-
- setarray(.@array, 200, 200, 200);
- setarray(.@array[1], 300, 150);
-
-will produce:
-
- .@array[0] = 200
- .@array[1] = 300
- .@array[2] = 150
-
----------------------------------------
-
-*cleararray(<array name>[<first value to alter>], <value>, <number of values to set>)
-
-This command will change many array values at the same time to the same
-value.
-
- setarray(.@array, 100, 200, 300, 400, 500, 600);
- // This will make all 6 values 0
- cleararray(.@array[0], 0, 6);
- // This will make array element 0 change to 245
- cleararray(.@array[0], 245, 1);
- // This is equivalent to the above
- cleararray(.@array, 245, 1);
- // This will make elements 1 and 2 change to 345
- cleararray(.@array[1], 345, 2);
-
-See 'setarray'.
-
----------------------------------------
-
-*copyarray(<destination array>[<first value>], <source array>[<first value>], <amount of data to copy>)
-
-This command lets you quickly shuffle a lot of data between arrays, which
-is in some cases invaluable.
-
- setarray(.@array, 100, 200, 300, 400, 500, 600);
- // So we have made .@array[]
- copyarray(.@array2[0], .@array[2], 2);
-
- // Now, .@array2[0] will be equal to .@array[2] (300) and
- // .@array2[1] will be equal to .@array[3].
-
-So using the examples above:
- .@array[0] = 100
- .@array[1] = 200
- .@array[2] = 300
- .@array[3] = 400
- .@array[4] = 500
- .@array[5] = 600
-
-New Array:
- .@array2[0] = 300
- .@array2[1] = 400
- .@array2[2] = 0
- .@array2[3] = 0
-
-Notice that .@array[4] and .@array[5] won't be copied to the second array,
-and it will return a 0.
-
----------------------------------------
-
-*deletearray(<array name>[<first value>], <how much to delete>)
-
-This command will delete a specified number of array elements totally from
-an array, shifting all the elements beyond this towards the beginning.
-
- // This will delete array element 0, and move all the other array
- // elements up one place.
- deletearray(.@array[0], 1);
-
- // This would delete array elements numbered 1, 2 and 3, leave element 0
- // in its place, and move the other elements ups, so there are no gaps.
- deletearray(.@array[1], 3);
-
-If the amount of items to delete is not specified, all elements of the
-array starting from the specified one to the end, are deleted. If no
-starting element is specified either, the the entire array will be
-deleted.
-
- // This would delete all elements of the array starting from 2, leaving
- // element 0 and 1
- deletearray(.@array[2]);
-
- // This would delete all elements of the array
- deletearray(.@array);
-
----------------------------------------
-//=====================================
-1 - End of Basic-Related Commands
-//=====================================
----------------------------------------
-
-
----------------------------------------
-//=====================================
-2 - Information-retrieving Related Commands
-//=====================================
----------------------------------------
-
-*strcharinfo(<type>{, <default value>{, <GID>}})
-
-This function will return either the name, party name or guild name for
-the invoking character. Whatever it returns is determined by type.
-(0) PC_NAME - Character's name.
-(1) PC_PARTY - The name of the party they're in if any.
-(2) PC_GUILD - The name of the guild they're in if any.
-(3) PC_MAP - The name of the map the character is in.
-
-If <GID> is passed, it will return the value of the specified player instead
-the attached player. If the player is not found, it will return
-<default value>, if any, or else return an empty string.
-
-If a character is not a member of any party or guild, an empty string will
-be returned when requesting that information.
-
-Note: Numbers can also be used in <type>, but their usage is disncouraged as
-using only numbers reduces script readability
-
----------------------------------------
-
-*strnpcinfo(<type>{, <default value>{, <GID>}})
-
-This function will return the various parts of the name of the calling NPC.
-Whatever it returns is determined by type.
-
-(0) NPC_NAME - The NPC's display name (visible#hidden)
-(1) NPC_NAME_VISIBLE - The visible part of the NPC's display name
-(2) NPC_NAME_HIDDEN - The hidden part of the NPC's display name
-(3) NPC_NAME_UNIQUE - The NPC's unique name (::name)
-(4) NPC_MAP - The name of the map the NPC is in.
-
-If <GID> is passed, it will return the value of the specified NPC instead of
-the attached NPC. If the NPC is not found, it will return <default value>,
-if any, or else return an empty string.
-
----------------------------------------
-
-*charid2rid(<char id>)
-
-This function returns the RID of the character with the given character ID.
-
-If the character is offline or doesn't exist, 0 is returned.
-
----------------------------------------
-
-*getarraysize(<array name>)
-
-This function returns highest index of the array that is filled.
-Notice that zeros and empty strings at the end of this array are not
-counted towards this number.
-
-For example:
-
- setarray(.@array, 100, 200, 300, 400, 500, 600);
- .@arraysize = getarraysize(.@array);
-
-This will make .@arraysize == 6. But if you try this:
-
- setarray(.@array, 100, 200, 300, 400, 500, 600, 0);
- .@arraysize = getarraysize(.@array);
-
-.@arraysize will still equal 6, even though you've set 7 values.
-
-If you do this:
-
- .@array[1000] = 1;
- .@arraysize = getarraysize(.@array);
-
-.@arraysize will be 1000, even though only one element has been set.
-
----------------------------------------
-
-*getarrayindex(<array name>)
-
-This command returns the index of the passed array. This is useful when
-used in combination with getarg()
-
-Example:
-
- getarrayindex(.@foo[42]) // 42
-
----------------------------------------
-
-*getelementofarray(<array name>, <index>)
-
-This command retrieves the value of the element of given array at given
-index. This is equivalent to using:
-
- <array name>[<index>]
-
-Also useful when passing arrays to functions or accessing another npc's
-arrays:
- getelementofarray(getarg(0), <index>)
- getelementofarray(getvariableofnpc(.var, "testNPC"), <index>)
-
----------------------------------------
-
-*readparam(<parameter number>{, "<player name>"})
-
-This function will return the basic stats of an invoking character,
-referred to by the parameter number. Instead of a number, you can use a
-parameter name if it is defined in 'db/constants.conf'.
-
-Example parameters:
-
-StatusPoint, BaseLevel, SkillPoint, Class, Upper, Zeny, Sex, Weight,
-MaxWeight, JobLevel, BaseExp, JobExp, NextBaseExp, NextJobExp, Hp, MaxHp,
-Sp, MaxSp, BaseJob, Karma, Manner, bVit, bDex, bAgi, bStr, bInt, bLuk
-
-All of these also behave as variables, but don't expect to be able to just
-'set' them - some will not work for various internal reasons.
-
-Example 1:
-
- // Returns how many status points you haven't spent yet.
- mes("Unused status points: "+readparam(9)); // [!]
-
-Using this particular information as a function call is not required.
-Typing this will return the same result:
-
- mes("Unused status points: "+StatusPoint);
-
-Example 2:
-
-You can also use this command to get stat values.
-
- if (readparam(bVit) > 77)
- mes("Only people with over 77 Vit are reading this!");
-
-Example 3:
-
- // Display your current weight
- mes("Your current weight is "+ (Weight/10) + "/" + (MaxWeight/10));
-
----------------------------------------
-
-*getcharid(<type>{, "<character name>"})
-
-This function will return a unique ID number of the invoking character,
-or, if a character name is specified, of that player.
-
-Type is the kind of associated ID number required:
-
-(0) CHAR_ID_CHAR - Character ID number.
-(1) CHAR_ID_PARTY - Party ID number.
-(2) CHAR_ID_GUILD - Guild ID number.
-(3) CHAR_ID_ACCOUNT - Account ID number.
-(4) CHAR_ID_BG - Battle ground ID
-
-For most purposes other than printing it, a number is better to have than
-a name (people do horrifying things to their character names).
-
-If the character is not in a party or not in a guild, the function will
-return 0 if guild or party number is requested. If a name is specified and
-the character is not found, 0 is returned.
-
-If getcharid(CHAR_ID_CHAR) returns a zero, the script got called not by a character
-and doesn't have an attached RID. Note that this will cause the map server
-to print "player not attached!" error messages, so it is preferred to use
-playerattached() to check for the character attached to the script.
-
- if (getcharid(CHAR_ID_GUILD) == 0)
- mes("Only members of a guild are allowed here!");
-
----------------------------------------
-
-*getnpcid(<type>{, "<npc name>"})
-
-Retrieves IDs of the currently invoked NPC. If a unique npc name is given,
-IDs of that NPC are retrieved instead. Type specifies what ID to retrieve
-and can be one of the following:
-
- 0 - Unit ID (GID)
-
-If an invalid type is given or the NPC does not exist, 0 is returned.
-
----------------------------------------
-
-*getchildid()
-*getmotherid()
-*getfatherid()
-
-These functions return the character ID of the attached player's child,
-mother, mother, or father, respectively. It returns 0 if no ID is found.
-
- if (getmotherid() != 0)
- mes("Your mother's ID is: "+getmotherid());
-
----------------------------------------
-
-*ispartneron()
-
-This function returns true if the invoking character's marriage partner
-is currently online and false if they are not or if the character has no
-partner.
-
----------------------------------------
-
-*getpartnerid()
-
-This function returns the character ID of the invoking character's
-marriage partner, if any. If the invoking character is not married, it
-will return 0, which is a quick way to see if they are married:
-
- if (getpartnerid() == 0)
- mes("I'm not going to be your girlfriend!");
- else
- mes("You're married already!");
-
----------------------------------------
-
-*getpartyname(<party id>)
-
-This function will return the name of a party that has the specified ID
-number. If there is no such party ID, "null" will be returned.
-
-Lets say the ID of a party was saved as a global variable:
-
- // This would return the name of the party from the ID stored in a
- // variable
- mes("You're in the '"+getpartyname($@var)+"' party, I know!");
-
----------------------------------------
-
-*getpartymember(<party id>{, <type>})
-
-This command will find all members of a specified party and returns their
-names (or character id or account id depending on the value of "type")
-into an array of temporary global variables. There's actually quite a few
-commands like this which will fill a special variable with data upon
-execution and not do anything else.
-
-Upon executing this,
-
-$@partymembername$[] is a global temporary string array which contains all
- the names of these party members.
- (only set when type is 0 or not specified)
-
-$@partymembercid[] is a global temporary number array which contains the
- character id of these party members.
- (only set when type is 1)
-
-$@partymemberaid[] is a global temporary number array which contains the
- account id of these party members.
- (only set when type is 2)
-
-$@partymembercount is the number of party members that were found.
-
-The party members will (apparently) be found regardless of whether they
-are online or offline. Note that the names come in no particular order.
-
-Be sure to use $@partymembercount to go through this array, and not
-'getarraysize', because it is not cleared between runs of 'getpartymember'.
-If someone with 7 party members invokes this script, the array would have
-7 elements. But if another person calls up the NPC, and he has a party of
-5, the server will not clear the array for you, overwriting the values
-instead. So in addition to returning the 5 member names, the 6th and 7th
-elements from the last call remain, and you will get 5+2 members, of which
-the last 2 don't belong to the new guy's party. $@partymembercount will
-always contain the correct number, (5) unlike 'getarraysize()' which will
-return 7 in this case.
-
-Example 1: list party member names
-
- // get the party member names
- getpartymember(getcharid(CHAR_ID_PARTY), 0);
-
- // It's a good idea to copy the global temporary $@partymember*****
- // variables to your own scope variables because if you have pauses in
- // this script (sleep, sleep2, next, close2, input, menu, select, or
- // prompt), another player could click this NPC, trigger
- // 'getpartymember', and overwrite the $@partymember***** variables.
- .@count = $@partymembercount;
- copyarray(.@name$[0], $@partymembername$[0], $@partymembercount);
-
- // list the party member names
- for (.@i = 0; .@i < .@count; ++.@i) {
- mes((.@i +1) + ". ^0000FF" + .@name$[.@i] + "^000000");
- }
- close();
-
-
-Example 2: check party count (with a next() pause), before warping to event
-
- .register_num = 5; // How many party members are required?
-
- // get the charID and accountID of character's party members
- getpartymember(getcharid(CHAR_ID_PARTY), 1);
- getpartymember(getcharid(CHAR_ID_PARTY), 2);
-
- if ($@partymembercount != .register_num) {
- mes("Please form a party of "+ .register_num +" to continue");
- close();
- }
-
- // loop through both and use 'isloggedin' to count online party members
- for (.@i = 0; .@i < $@partymembercount; ++.@i)
- if (isloggedin($@partymemberaid[.@i], $@partymembercid[.@i]))
- .@count_online++;
- // We search accountID & charID because a single party can have
- // multiple characters from the same account. Without searching
- // through the charID, if a player has 2 characters from the same
- // account inside the party but only 1 char online, it would count
- // their online char twice.
-
- if (.@count_online != .register_num) {
- mes("All your party members must be online to continue");
- close();
- }
-
- // copy the array to prevent players cheating the system
- copyarray(.@partymembercid, $@partymembercid, .register_num);
-
- mes("Are you ready?");
- next(); // careful here
- select("Yes");
-
- // When a script hits a next, menu, sleep or input that pauses the
- // script, players can invite or /leave and make changes in their
- // party. To prevent this, we call getpartymember again and compare
- // with the original values.
-
- getpartymember(getcharid(CHAR_ID_PARTY), 1);
- if ($@partymembercount != .register_num) {
- mes("You've made changes to your party !");
- close();
- }
- for (.@i = 0; .@i < $@partymembercount; ++.@i) {
- if (.@partymembercid[.@i] != $@partymembercid[.@i]) {
- mes("You've made changes to your party !");
- close();
- }
- }
-
- // Finally, it's safe to start the event!
- warpparty("event_map", 0, 0, getcharid(CHAR_ID_PARTY), true);
-
----------------------------------------
-
-*getpartyleader(<party id>{, <type>})
-
-This function returns some information about the given party-id's leader.
-When type is omitted, the default information retrieved is the leader's
-name. Possible types are:
-
- 1: Leader account id
- 2: Leader character id
- 3: Leader's class
- 4: Leader's current map name
- 5: Leader's current level as stored on the party structure (may not be
- current level if leader leveled up recently).
-
-If retrieval fails (leader not found or party does not exist), this
-function returns "null" instead of the character name, and -1 for the
-other types.
-
----------------------------------------
-
-*getlook(<type>)
-
-This function will return the number for the current character look value
-specified by type. See 'setlook' for valid look types.
-
-This can be used to make a certain script behave differently for
-characters dressed in black. :)
-
----------------------------------------
-
-*getsavepoint(<information type>)
-
-This function will return information about the invoking character's save
-point. You can use it to let a character swap between several recorded
-save points. Available information types are:
-
- 0 - Map name (a string)
- 1 - X coordinate
- 2 - Y coordinate
-
----------------------------------------
-
-*getcharip({"<character name>"|<account id>|<char id>})
-
-This function will return the IP address of the invoking character, or, if
-a player is specified, of that character. A blank string is returned if no
-player is attached.
-
-Examples:
-
-// Outputs IP address of attached player.
- mes("Your IP: " + getcharip());
-
-// Outputs IP address of character "Silver".
- mes("Silver's IP: " + getcharip("Silver"));
-
----------------------------------------
-
-*sit({"<character name>"})
-*stand({"<character name>"})
-
-This function will force a character to sit/stand if it is standing/sitting.
-If no player is specified, the attached player will be used.
-
----------------------------------------
-
-*issit({"<character name>"})
-
-This function will return a number depending on the character's sitting state.
-If the character is sitting, it will return true, otherwise (standing) it will return false.
-In case no player is specified, the function will return the state of the attached player.
-
----------------------------------------
-//=====================================
-2.1 - Item-Related Commands
-//=====================================
----------------------------------------
-
-*getequipid(<equipment slot>)
-
-This function returns the item ID of the item equipped in the equipment
-slot specified on the invoking character. If nothing is equipped there, it
-returns -1. Valid equipment slots are:
-
-EQI_HEAD_TOP (1) - Upper head gear
-EQI_ARMOR (2) - Armor (Where you keep your Jackets and Robes)
-EQI_HAND_L (3) - What is in your Left hand.
-EQI_HAND_R (4) - What is in your Right hand.
-EQI_GARMENT (5) - The garment slot (Mufflers, Hoods, Manteaus)
-EQI_SHOES (6) - What foot gear the player has on.
-EQI_ACC_L (7) - Accessory 1.
-EQI_ACC_R (8) - Accessory 2.
-EQI_HEAD_MID (9) - Middle Headgear (masks and glasses)
-EQI_HEAD_LOW (10) - Lower Headgear (beards, some masks)
-EQI_COSTUME_HEAD_LOW (11) - Lower Costume Headgear
-EQI_COSTUME_HEAD_MID (12) - Middle Costume Headgear
-EQI_COSTUME_HEAD_TOP (13) - Upper Costume Headgear
-EQI_COSTUME_GARMENT (14) - Costume Garment
-EQI_SHADOW_ARMOR (15) - Shadow Armor
-EQI_SHADOW_WEAPON (16) - Shadow Weapon
-EQI_SHADOW_SHIELD (17) - Shadow Shield
-EQI_SHADOW_SHOES (18) - Shadow Shoes
-EQI_SHADOW_ACC_R (19) - Shadow Accessory 2
-EQI_SHADOW_ACC_L (20) - Shadow Accessory 1
-
-Notice that a few items occupy several equipment slots, and if the
-character is wearing such an item, 'getequipid' will return it's ID number
-for either slot.
-
-Can be used to check if you have something equipped, or if you haven't got
-something equipped:
-
- if (getequipid(EQI_HEAD_TOP) == Tiara) {
- mes("What a lovely Tiara you have on");
- close();
- }
- mes("Come back when you have a Tiara on");
- close();
-
-You can also use it to make sure people don't pass a point before removing
-an item totally from them. Let's say you don't want people to wear Legion
-Plate armor, but also don't want them to equip if after the check, you
-would do this:
-
- if (getequipid(EQI_ARMOR) == Full_Plate_Armor || getequipid(EQI_ARMOR) == Full_Plate_Armor_) {
- mes("You are wearing some Legion Plate Armor, please drop that in your stash before continuing");
- close();
- }
- if (countitem(Full_Plate_Armor) > 0 || countitem(Full_Plate_Armor_) > 0) {
- mes("You have some Legion Plate Armor in your inventory, please drop that in your stash before continuing");
- close();
- }
- mes("I will lets you pass");
- close2();
- warp("place", 50, 50);
- end;
-
----------------------------------------
-
-*getequipname(<equipment slot>)
-
-Returns the jname of the item equipped in the specified equipment slot on
-the invoking character, or an empty string if nothing is equipped in that
-position.
-Does the same thing as getitemname(getequipid()). Useful for an NPC to
-state what your are wearing, or maybe saving as a string variable.
-See getequipid() for a full list of valid equipment slots.
-
- if (getequipid(EQI_HEAD_TOP) != 0)
- mes("So you are wearing a "+getequipname(EQI_HEAD_TOP)+" on your head");
- else
- mes("You are not wearing a head gear");
-
----------------------------------------
-
-*getitemname(<item id>)
-
-Given the database ID number of an item, this function will return the
-text stored in the 'japanese name' field (which, in Hercules, stores an
-English name the players would normally see on screen).
-Return "null" if no such item exist.
-
----------------------------------------
-
-*getbrokenid(<number>)
-
-This function will search the invoking character's inventory for any
-broken items, and will return their item ID numbers. Since the character
-may have several broken items, 1 given as an argument will return the
-first one found, 2 will return the second one, etc. Will return 0 if no
-such item is found.
-
- // Let's see if they have anything broken:
- if (getbrokenid(1) == 0)
- mes("You don't have anything broken, quit bothering me.");
- else // They do, so let's print the name of the first broken item:
- mes("Oh, I see you have a broken "+getitemname(getbrokenid(1))+" here!");
-
----------------------------------------
-
-*getbrokencount()
-
-This function will return the total amount of broken equipment on the
-invoking character.
-
----------------------------------------
-
-*getequipisequiped(<equipment slot>)
-
-This functions will return 1 if there is an equipment placed on the
-specified equipment slot and 0 otherwise. For a list of equipment slots
-see 'getequipid'. Function originally used by the refining NPCs:
-
- if (getequipisequiped(EQI_HEAD_TOP)) {
- mes("[Refiner]");
- mes("That's a fine hat you are wearing there...");
- close();
- }
- mes("[Refiner]");
- mes("Do you want me to refine your dumb head?");
- close();
-
----------------------------------------
-
-*getequipisenableref(<equipment slot>)
-
-Will return true if the item equipped on the invoking character in the
-specified equipment slot is refinable, and false if it isn't. For a list
-of equipment slots see getequipid().
-
- if (getequipisenableref(EQI_HEAD_TOP)) {
- mes("[Refiner]");
- mes("Ok I can refine this");
- close();
- }
- mes("[Refiner]");
- mes("I can't refine this hat!...");
- close();
-
----------------------------------------
-
-*getequiprefinerycnt(<equipment slot>)
-
-Returns the current number of pluses for the item in the specified
-equipment slot. For a list of equipment slots see 'getequipid'.
-
-Can be used to check if you have reached a maximum refine value, default
-for this is +10:
-
- if (getequiprefinerycnt(EQI_HEAD_TOP) < 10)
- mes("I will now upgrade your "+getequipname(EQI_HEAD_TOP));
- else
- mes("Sorry, it's not possible to refine hats better than +10");
-
----------------------------------------
-
-*getequipweaponlv(<equipment slot>)
-
-This function returns the weapon level for the weapon equipped in the
-specified equipment slot on the invoking character. For a list of
-equipment slots see 'getequipid'.
-
-Only EQI_HAND_L and EQI_HAND_R normally make sense, since only weapons
-have a weapon level. You can, however, probably, use this field for other
-equippable custom items as a flag or something.
-
-If no item is equipped in this slot, or if it doesn't have a weapon level
-according to the database, 0 will be returned.
-
-Examples:
-
-// Right hand can only contain a weapon.
- switch (getequipweaponlv(EQI_HAND_R)) {
- case 1:
- mes("You are holding a lvl 1 weapon.");
- break;
- case 2:
- mes("You are holding a lvl 2 weapon.");
- break;
- case 3:
- mes("You are holding a lvl 3 weapon.");
- break;
- case 4:
- mes("You are holding a lvl 4 weapon.");
- break;
- case 5:
- mes("You are holding a lvl 5 weapon, hm, must be a custom design...");
- break;
- default:
- mes("Seems you don't have a weapon on.");
- break;
- }
-
-// Left hand can hold either a weapon or shield.
- if (getequipid(EQI_HAND_R) == 0) {
- mes("Seems you have nothing equipped here.");
- close();
- }
- switch (getequipweaponlv(EQI_HAND_L)) {
- case 0:
- mes("You are holding a shield, so it doesn't have a level.");
- break;
- case 1:
- mes("You are holding a lvl 1 weapon.");
- break;
- case 2:
- mes("You are holding a lvl 2 weapon.");
- break;
- case 3:
- mes("You are holding a lvl 3 weapon.");
- break;
- case 4:
- mes("You are holding a lvl 4 weapon.");
- break;
- case 5:
- mes("You are holding a lvl 5 weapon, hm, must be a custom design...");
- break;
- }
-
----------------------------------------
-
-*getequippercentrefinery(<equipment slot>{, <type>})
-
-This function calculates and returns the percent value chance to
-successfully refine the item found in the specified equipment slot of the
-invoking character by +1. Refine rates are defined in the db/<re/pre-re>/refine_db.conf
-files. For a list of equipment slots see getequipid().
-
-These values can be displayed for the player to see, or used to calculate
-the random change of a refine succeeding or failing and then going through
-with it (which is what the official NPC refinery scripts use it for).
-
-Refine Chance Type Constants -
-REFINE_CHANCE_TYPE_NORMAL: 0 (Normal Ores)
-REFINE_CHANCE_TYPE_ENRICHED: 1 (Enriched Ores)
-REFINE_CHANCE_TYPE_E_NORMAL: 2 (Event Normal Ores)
-REFINE_CHANCE_TYPE_E_ENRICHED: 3 (Event Enriched Ores)
-
-Refine rate information -
-Normal Ores: http://ro.gnjoy.com/news/probability/View.asp?category=4&seq=1941553&curpage=1
-Enriched Ores: http://ro.gnjoy.com/news/probability/View.asp?category=4&seq=1941565&curpage=1
-Event Normal Ores: http://ro.gnjoy.com/news/probability/View.asp?category=4&seq=1941558&curpage=1
-Event Enriched Ores: http://ro.gnjoy.com/news/probability/View.asp?category=4&seq=1941567&curpage=1
-
-// This will find a random number from 0 - 99 and if that is equal to or
-// more than the value recovered by this command it will show a message
- if (getequippercentrefinery(EQI_HAND_L, REFINE_CHANCE_TYPE_NORMAL) <= rand(100))
- mes("Aww");
-
----------------------------------------
-
-*getareadropitem("<map name>", <x1>, <y1>, <x2>, <y2>, <item>)
-
-This function will count all the items with the specified ID number lying
-on the ground on the specified map within the x1/y1-x2/y2 square on it and
-return that number.
-
-This is the only function around where a parameter may be either a string
-or a number! If it's a number, it means that only the items with that item
-ID number will be counted. If it is a string, it is assumed to mean the
-'english name' field from the item database. If you give it an empty
-string, or something that isn't found from the item database, it will
-count items number 512 (Apple).
-
----------------------------------------
-
-*getequipcardcnt(<equipment slot>)
-
-This function will return the number of cards that have been compounded
-onto a specific equipped item for the invoking character. See 'getequipid'
-for a list of possible equipment slots.
-
----------------------------------------
-
-*getinventorylist()
-
-This command sets a bunch of arrays with a complete list of whatever the
-invoking character has in its inventory, including all the data needed to
-recreate these items perfectly if they are destroyed. Here's what you get:
-
-@inventorylist_id[] - array of item ids.
-@inventorylist_amount[] - their corresponding item amounts.
-@inventorylist_equip[] - will return the slot the item is equipped on, if at all.
-@inventorylist_refine[] - for how much it is refined.
-@inventorylist_identify[] - whether it is identified.
-@inventorylist_attribute[] - whether it is broken.
-@inventorylist_card1[] - These four arrays contain card data for the
-@inventorylist_card2[] items. These data slots are also used to store
-@inventorylist_card3[] names inscribed on the items, so you can
-@inventorylist_card4[] explicitly check if the character owns an item
- made by a specific craftsman.
-@inventorylist_expire[] - expire time (Unix time stamp). 0 means never
- expires.
-@inventorylist_bound - whether it is an account bounded item or not.
-@inventorylist_count - the number of items in these lists.
-
-This could be handy to save/restore a character's inventory, since no
-other command returns such a complete set of data, and could also be the
-only way to correctly handle an NPC trader for carded and named items who
-could resell them - since NPC objects cannot own items, so they have to
-store item data in variables and recreate the items.
-
-Notice that the variables this command generates are all temporary,
-attached to the character, and integer.
-
-Be sure to use @inventorylist_count to go through these arrays, and not
-getarraysize(), because the arrays are not automatically cleared between
-runs of getinventorylist().
-
----------------------------------------
-
-*getcartinventorylist()
-
-This command sets a bunch of arrays with a complete list of whatever the
-invoking character has in its cart_inventory, including all the data needed to
-recreate these items perfectly if they are destroyed. Here's what you get:
-
-@cartinventorylist_id[] - array of item ids.
-@cartinventorylist_amount[] - their corresponding item amounts.
-@cartinventorylist_refine[] - for how much it is refined.
-@cartinventorylist_identify[] - whether it is identified.
-@cartinventorylist_attribute[] - whether it is broken.
-@cartinventorylist_card1[] - These four arrays contain card data for the
-@cartinventorylist_card2[] items. These data slots are also used to store
-@cartinventorylist_card3[] names inscribed on the items, so you can
-@cartinventorylist_card4[] explicitly check if the character owns an item
- made by a specific craftsman.
-@cartinventorylist_expire[] - expire time (Unix time stamp). 0 means never
- expires.
-@cartinventorylist_bound - whether it is an account bound item or not.
-@cartinventorylist_count - the number of items in these lists.
-
-This could be handy to save/restore a character's cart_inventory, since no
-other command returns such a complete set of data, and could also be the
-only way to correctly handle an NPC trader for carded and named items who
-could resell them - since NPC objects cannot own items, so they have to
-store item data in variables and recreate the items.
-
-Notice that the variables this command generates are all temporary,
-attached to the character, and integer.
-
-Be sure to use @cartinventorylist_count to go through these arrays, and not
-getarraysize(), because the arrays are not automatically cleared between
-runs of getcartinventorylist().
-
----------------------------------------
-
-*cardscnt()
-
-This function will return the number of cards inserted into the weapon
-currently equipped on the invoking character.
-While this function was meant for item scripts, it will work outside them:
-
- if (cardscnt() == 4)
- mes("So you've stuck four cards into that weapon, think you're cool now?");
-
----------------------------------------
-
-*getrefine()
-
-This function will return the refine count of the equipment from which
-the function is called. This function is intended for use in item scripts.
-
- if (getrefine() == 10)
- mes("Wow. That's a murder weapon.");
-
----------------------------------------
-
-*getitemslots(<item ID>)
-
-This function will look up the item with the specified ID number in the
-database and return the number of slots this kind of items has - 0 if they
-are not slotted. It will also be 0 for all non-equippable items,
-naturally, unless someone messed up the item database. It will return -1
-if there is no such item.
-
-Example:
-
-//.@slots now has the amount of slots of the item with ID 1205.
- .@slots = getitemslots(1205);
-
----------------------------------------
-
-*getiteminfo(<item ID>, <type>)
-
-This function will look up the item with the specified ID number in the
-database and return the info set by TYPE argument.
-It will return -1 if there is no such item.
-
-Valid types are:
- 0 - Buy Price; 1 - Sell Price; 2 - Item Type;
- 3 - maxchance (Max drop chance of this item e.g. 1 = 0.01% , etc..
- if = 0, then monsters don't drop it at all (rare or a quest item)
- if = 10000, then this item is sold in NPC shops only
- 4 - sex; 5 - equip; 6 - weight; 7 - atk; 8 - def; 9 - range;
- 10 - slot; 11 - look; 12 - elv; 13 - wlv; 14 - view id
-
- If RENEWAL is defined, 15 - matk
-
-Check sample in doc/sample/getiteminfo.txt
-
----------------------------------------
-
-*getequipisenableopt(<equipment slot>)
-
-This function checks if the equipped item allows the use of bonus options.
-
-Returns 1 if allowed, 0 if not.
-
----------------------------------------
-
-*getequippedoptioninfo(<info_type>);
-
-This function is to be used with the scripts of contents listed in
-db/item_options.conf only.
-
-Returns the value of the current equipment being parsed.
-If the equip was not found or the type is invalid, -1 is returned.
-
----------------------------------------
-
-*getequipoptioninfo(<equip_index>,<slot>,<type>);
-
-Gets the option information of an equipment.
-
-<equipment_index> For a list of equipment indexes see getequipid().
-<option_slot> can range from 1 to MAX_ITEM_OPTIONS
-<type> can be IT_OPT_INDEX (the ID of the option bonus, @see "Id" or "Name" in db/item_options.conf)
- or IT_OPT_VALUE (the value of the bonus script of the equipment, @see "Script" in db_item_options.conf).
-
-returns the value of the slot if exists or -1 for invalid slot, type or slots.
-
----------------------------------------
-
-*setequipoption(<equip_index>,<slot>,<opt_index>,<value>);
-
-Set an equipment's option index or value for the specified option slot.
-
-<equipment_index> For a list of equipment indexes see getequipid().
-<option_slot> can range from 1 to MAX_ITEM_OPTIONS
-<type> can be IT_OPT_INDEX (the ID of the option bonus, @see "Id" or "Name" in db/item_options.conf)
-<value> The value of the type to be set.
-
-returns 0 if value couldn't be set, 1 on success.
-
----------------------------------------
-
-*getequipcardid(<equipment slot>, <card slot>)
-
-Returns value for equipped item slot in the indicated slot (0, 1, 2, or 3).
-
-This function returns CARD ID, 255, 254, -255 (for card 0, if the item is
-produced). It's useful for when you want to check whether an item contains
-cards or if it's signed.
-
----------------------------------------
-//=====================================
-2.1 - End of Item-Related Commands
-//=====================================
----------------------------------------
-
-*getmapxy("<variable for map name>", <variable for x>, <variable for y>, <type>{, "<search parameter>"})
-
-This function will locate a character object, NPC object or pet's
-coordinates and place their coordinates into the variables specified when
-calling it. It will return 0 if the search was successful, and -1 if the
-parameters given were not variables or the search was not successful.
-
-Type is the type of object to search for:
-
- UNITTYPE_PC - Character object
- UNITTYPE_NPC - NPC object
- UNITTYPE_PET - Pet object
- UNITTYPE_MOB - Monster object
- UNITTYPE_HOM - Homunculus object
- UNITTYPE_MER - Mercenary object
- UNITTYPE_ELEM - Elemental object
-
-To look for a monster object, monster GID is required. The function will
-always return -1 when search using string.
-
-The search parameter is optional. If it is not specified, the location of the
-invoking character will always be returned for UNITTYPE_PC, the location of the
-NPC running this function for UNITTYPE_NPC. If a search parameter is specified,
-for UNITTYPE_PC and UNITTYPE_NPC, the character or NPC with the specified name
-or GID will be located.
-
-If type is UNITTYPE_PET, UNITTYPE_HOM, UNITTYPE_MER or UNITTYPE_ELEM the search
-will locate the owner's pet/homun/mercenary/elementals if the search parameter
-is not provided. It will NOT locate these object by name, but can be done if GID
-is provided.
-
-What a mess. Example, a working and tested one now:
-
- prontera,164,301,3%TAB%script%TAB%Meh%TAB%730,{
- mes("My name is Meh. I'm here so that Nyah can find me.");
- close();
- }
-
- prontera,164,299,3%TAB%script%TAB%Nyah%TAB%730,{
- mes("My name is Nyah.");
- mes("I will now search for Meh all across the world!");
- if (getmapxy(.@mapname$, .@mapx, .@mapy, UNITTYPE_NPC, "Meh") != 0) {
- mes("I can't seem to find Meh anywhere!");
- close();
- }
- mes("And I found him on map "+.@mapname$+" at X:"+.@mapx+" Y:"+.@mapy+" !");
- close();
- }
-
-Notice that NPC objects disabled with disablenpc() will still be located.
-
----------------------------------------
-
-*getunits(<type>, <variable>, <limit>, "<map>"{, <x1>, <y1>, <x2>, <y2>})
-
-This function searches a whole map or area for units and adds their GID to
-the provided <variable> array. It filters units by <type> and stops searching
-after <limit> units have been found. Set <limit> to false (0) if you wish to
-disable the limit altogether.
-
-Type is the type of unit to search for:
-
- BL_PC - Character object
- BL_MOB - Monster object
- BL_PET - Pet object
- BL_HOM - Homunculus object
- BL_MER - Mercenary object
- BL_IEM - Item object (item drops)
- BL_SKILL - Skill object (skill fx & sfx)
- BL_NPC - NPC object
- BL_CHAT - Chat object
- BL_ELEM - Elemental object
- BL_CHAR - Shorthand for (BL_PC|BL_MOB|BL_HOM|BL_MER|BL_ELEM)
- BL_ALL - Any kind of object
-
-** Do NOT use UNITTYPE_ constants here, they have different values.
-
-Example:
-
- .@count = getunits((BL_PC | BL_NPC), .@units, false, "prontera");
-
-The above example would search the map "prontera" for all PC and NPC units and
-add them to the .@units array, while setting .@count to the amount of units
-added to the array (useful in for() loops).
-
----------------------------------------
-
-*getgmlevel()
-
-This function will return the (GM) level of player group the account to
-which the invoking character belongs. If this is somehow executed from a
-console command, 99 will be returned, and 0 will be returned if the
-account has no GM level.
-
-This allows you to make NPC's only accessible for certain GM levels, or
-behave specially when talked to by GMs.
-
- if (getgmlevel() > 0)
- mes("What is your command, your godhood?");
- if (getgmlevel() < 99)
- end;
-
----------------------------------------
-
-*setgroupid(<new group id>{, "<character name>"|<account id>})
-
-This function will temporary adjust the id of player group the account to which the
-player specified if the new group id is available.
-Return true if successful, otherwise it will return false.
-
----------------------------------------
-
-*getgroupid()
-
-This function will return the id of player group the account to which the
-invoking player belongs.
-
----------------------------------------
-
-*gettimetick(<type>)
-
-Valid types are :
- 0 - server's tick (milleseconds), unsigned int, loops every ~50 days
- 1 - time since the start of the current day in seconds
- 2 - UNIX epoch time (number of seconds elapsed since 1st of January 1970)
-
----------------------------------------
-
-*gettime(<type>)
-
-This function returns specified information about the current system time.
-
-Valid types:
- 1 - GETTIME_SECOND - Seconds (of a minute)
- 2 - GETTIME_MINUTE - Minutes (of an hour)
- 3 - GETTIME_HOUR - Hour (of a day)
- 4 - GETTIME_WEEKDAY - Week day (0 for Sunday, 6 is Saturday)
- - Additional: SUNDAY, MONDAY, TUESDAY, WEDNESDAY, THURSDAY, FRIDAY, SATURDAY
- 5 - GETTIME_DAYOFMONTH - Day of the month.
- 6 - GETTIME_MONTH - Number of the month.
- - Additional: JANUARY, FEBRUARY, MARCH, APRIL, MAY, JUNE, JULY, AUGUST, SEPTEMBER, OCTOBER, NOVEMBER, DECEMBER
- 7 - GETTIME_YEAR - Year
- 8 - GETTIME_DAYOFYEAR - Day of the year.
-
-It will only return numbers based on types.
-Example :
- if (gettime(GETTIME_WEEKDAY) == SATURDAY) {
- mes("It's a Saturday. I don't work on Saturdays.");
- } else if (gettime(GETTIME_MONTH) == JANUARY) {
- mes("It's January. I don't work on January.");
- } else if (gettime(GETTIME_MONTH) == OCTOBER && gettime(GETTIME_DAYOFMONTH) == 31) {
- mes("It's Halloween.");
- }
-
----------------------------------------
-
-*gettimestr(<format string>, <max length>)
-
-This function will return a string containing time data as specified by
-the format string.
-
-This uses the C function 'strfmtime', which obeys special format
-characters. For a full description see, for example, the description of
-'strfmtime' at http://www.delorie.com/gnu/docs/glibc/libc_437.html
-All the format characters given in there should properly work.
-Max length is the maximum length of a time string to generate.
-
-The example given in Hercules sample scripts works like this:
-
- mes(gettimestr("%Y-%m/%d %H:%M:%S", 21));
-
-This will print a full date and time like 'YYYY-MM/DD HH:MM:SS'.
-
----------------------------------------
-
-*getusers(<type>)
-
-This function will return a number of users on a map or the whole server.
-What it returns is specified by Type.
-
-Type can be one of the following values, which control what is returned:
-
- 0 - Count of all characters on the map of the invoking character.
- 1 - Count of all characters in the entire server.
- 8 - Count of all characters on the map of the NPC the script is
- running in.
-
----------------------------------------
-
-*getmapusers("<map name>")
-
-This function will return the number of users currently located on the
-specified map.
-
-Currently being used in the PVP scripts to check if a PVP room is full of
-not, if the number returned it equal to the maximum allowed it will not
-let you enter.
-
-Return -1 if the map name is invalid.
-
----------------------------------------
-
-*getareausers({"<map name>", }{<x1>, <y1>, <x2>, <y2>})
-*getareausers({"<map name>", }{<radius>})
-
-This function will return the count of connected characters which are
-located within the specified area. Area can be x1/y1-x2/y2 square,
-or radius from npc position. If map name missing, used attached player map.
-
-This is useful for maps that are split into many buildings, such as all
-the "*_in" maps, due to all the shops and houses.
-
-Examples:
- // return players in area npc area on current map.
- .@num = getareausers();
- // return players in square (1, 1) - (10, 10)
- .@num = "players: " + getareausers(1, 1, 10, 10);
-
----------------------------------------
-
-*getusersname();
-
-This command will give the invoking character a list of names of the
-connected characters (including themselves) into an NPC script message
-window (see 'mes') paging it by 10 names as if with the next() command.
-
-You need to put a 'close' after that yourself.
-
----------------------------------------
-//=====================================
-2.2 - Guild-Related Commands
-//=====================================
----------------------------------------
-
-*getguildname(<guild id>)
-
-This function returns a guild's name given an ID number. If there is no
-such guild, "null" will be returned;
-
- // Would print whatever guild 10007 name is.
- mes("The guild "+getguildname(10007)+" are all nice people.");
-
- // This will do the same as above:
- .@var = 10007;
- mes("We have some friends in "+getguildname(.@var)+", you know.");
-
-This is used all over the WoE controlling scripts. You could also use it
-for a guild-based event.
-
----------------------------------------
-
-*getguildmaster(<guild id>)
-
-This function return the name of the master of the guild which has the
-specified ID number. If there is no such guild, "null" will be returned.
-
-// Would return the guild master of guild 10007, whatever that might be.
- mes(getguildmaster(10007)+" runs "+getguildname(10007));
-
-Can be used to check if the character is the guild master of the specified
-guild.
-
-Maybe you want to make a room only guild masters can enter:
-
- .@GID = getcharid(CHAR_ID_GUILD);
- if (.@GID == 0) {
- mes("Sorry you are not in a guild");
- close();
- }
- if (strcharinfo(PC_NAME) == getguildmaster(.@GID)) {
- mes("Welcome guild master of "+getguildname(.@GID));
- close();
- }
- mes("Sorry you don't own the guild you are in");
- close();
-
----------------------------------------
-
-*getguildmasterid(<guild id>)
-
-This function will return the character ID number of the guild master of
-the guild specified by the ID. 0 if the character is not a guild master of
-any guild.
-
----------------------------------------
-
-*getcastlename("<map name>")
-
-This function returns the name of the castle when given the map name for
-that castle. The data is read from 'db/castle_db.txt'.
-
----------------------------------------
-
-*getcastledata("<map name>", <type of data>)
-*setcastledata("<map name>", <type of data>, <value>);
-
-This function returns the castle ownership information for the castle
-referred to by its map name. Castle information is stored in
-`guild_castle` SQL table.
-
-Types of data correspond to `guild_castle` table columns:
-
- 1 - `guild_id` - Guild ID.
- 2 - `economy` - Castle Economy score.
- 3 - `defense` - Castle Defense score.
- 4 - `triggerE` - Number of times the economy was invested in today.
- 5 - `triggerD` - Number of times the defense was invested in today.
- 6 - `nextTime` - unused
- 7 - `payTime` - unused
- 8 - `createTime` - unused
- 9 - `visibleC` - Is 1 if a Kafra was hired for this castle, 0 otherwise.
-10 - `visibleG0` - Is 1 if the 1st guardian is present (Soldier Guardian)
-11 - `visibleG1` - Is 1 if the 2nd guardian is present (Soldier Guardian)
-12 - `visibleG2` - Is 1 if the 3rd guardian is present (Soldier Guardian)
-13 - `visibleG3` - Is 1 if the 4th guardian is present (Archer Guardian)
-14 - `visibleG4` - Is 1 if the 5th guardian is present (Archer Guardian)
-15 - `visibleG5` - Is 1 if the 6th guardian is present (Knight Guardian)
-16 - `visibleG6` - Is 1 if the 7th guardian is present (Knight Guardian)
-17 - `visibleG7` - Is 1 if the 8th guardian is present (Knight Guardian)
-
-All types of data have their meaning determined by War of Emperium
-scripts, with exception of:
- - `guild_id` that is always the ID of the guild that owns the castle,
- - `defense` that is used in Guardians & Emperium HP calculations,
- - `visibleG` that is always considered to hold guardian presence bits.
-
-The setcastledata() command will behave identically, but instead of
-returning values for the specified types of accessible data, it will alter
-them and cause them to be sent to the char-server for storage.
-
-Changing Guild ID or Castle Defense will trigger additional actions, like
-recalculating guardians' HP.
-
----------------------------------------
-
-*getgdskilllv(<guild id>, <skill id>)
-*getgdskilllv(<guild id>, "<skill name>")
-
-This function returns the level of the skill <skill id> of the guild
-<guild id>.
-If the guild does not have that skill, 0 is returned.
-If the guild does not exist, -1 is returned.
-Refer to 'db/(pre-)re/skill_db.txt' for the full list of skills.
-GD_* are guild skills
-
----------------------------------------
-
-*requestguildinfo(<guild id>{, "<event label>"});
-
-This command requests the guild data from the char server and merrily
-continues with the execution. Whenever the guild information becomes
-available (which happens instantly if the guild information is already in
-memory, or later, if it isn't and the map server has to wait for the char
-server to reply) it will run the specified event as in a 'doevent' call.
-
----------------------------------------
-
-*getmapguildusers(<mapname>, <guild id>)
-
-Returns the amount of characters from the specified guild on the given map.
-
-Example:
-
- mes("You have "+getmapguildusers("prontera", getcharid(CHAR_ID_GUILD))+" guild members in Prontera.");
-
----------------------------------------
-
-*getguildmember(<guild id>{, <type>});
-
-This command will find all members of a specified guild and returns their names
-(or character id or account id depending on the value of "type") into an array
-of temporary global variables.
-
-Upon executing this,
-
-$@guildmembername$[] is a global temporary string array which contains all the
- names of these guild members.
- (only set when type is 0 or not specified)
-
-$@guildmembercid[] is a global temporary number array which contains the
- character id of these guild members.
- (only set when type is 1)
-
-$@guildmemberaid[] is a global temporary number array which contains the
- account id of these guild members.
- (only set when type is 2)
-
-$@guildmembercount is the number of guild members that were found.
-
-The guild members will be found regardless of whether they are online or offline.
-Note that the names come in no particular order.
-
-Be sure to use $@guildmembercount to go through this array, and not
-getarraysize(), because it is not cleared between runs of getguildmember().
-
-For usage examples, see getpartymember().
-
----------------------------------------
-//=====================================
-2.2 - End of Guild-Related Commands
-//=====================================
----------------------------------------
-
-*getskilllv(<skill id>)
-*getskilllv("<skill name>")
-
-This function returns the level of the specified skill that the invoking
-character has. If they don't have the skill, 0 will be returned. The full
-list of character skills is available in 'db/(pre-)re/skill_db.txt'.
-
-There are two main uses for this function, it can check whether the
-character has a skill or not, and it can tell you if the level is high
-enough.
-
-Example 1:
-
- if (getskilllv(TF_THROWSTONE)) {
- // TF_THROWSTONE is defined in skill_db.txt and its value is 152
- mes("You have got the skill Throw Stone");
- close();
- }
- mes("You don't have Throw Stone");
- close();
-
-Example 2:
-
- if (getskilllv(AL_HEAL) == 10) {
- mes("Your heal lvl has been maxed");
- close();
- }
- if (getskilllv(AL_HEAL) >= 5) {
- mes("Your heal lvl is 5 or more");
- close();
- }
- mes("You heal skill is below lvl 5");
- close();
-
----------------------------------------
-
-*getskilllist();
-
-This command sets a bunch of arrays with a complete list of skills the
-invoking character has. Here's what you get:
-
-@skilllist_id[] - skill ids.
-@skilllist_lv[] - skill levels.
-@skilllist_flag[] - see 'skill' for the meaning of skill flags.
-@skilllist_count - number of skills in the above arrays.
-
-While getskilllv() is probably more useful for most situations, this is the
-easiest way to store all the skills and make the character something else
-for a while. Advanced job for a day? :) This could also be useful to see
-how many skills a character has.
-
----------------------------------------
-
-*getpetinfo(<type>)
-
-This function will return pet information for the pet the invoking
-character currently has active. Valid types are:
-
- 0 - Unique pet ID number as stored by the char server and distinguishing
- it from all other pets the characters actually have. This value is
- currently useless, at most you can use it to tell pets apart reliably.
- 1 - Pet class number as per 'db/pet_db.txt' - will tell you what kind of
- a pet it is.
- 2 - Pet name. Will return "null" if there's no pet.
- 3 - Pet friendly level (intimacy score). 1000 is full loyalty.
- 4 - Pet hungry level. 100 is completely full.
- 5 - Pet rename flag. 0 means this pet has not been named yet.
-
-If the invoking player doesn't own a pet, this command will return
-"null" for type 2, and return 0 for other types.
-
----------------------------------------
-
-*petstat(<flag>)
-
-Returns current pet status, all are integers except name.
-Returns 0 or "" if the player doesn't have pets.
-
-Flags usable:
-PET_CLASS
-PET_NAME
-PET_LEVEL
-PET_HUNGRY
-PET_INTIMATE
-
-Example:
- .@i = petstat(PET_CLASS);
-
----------------------------------------
-
-*getmonsterinfo(<mob ID>, <type>)
-
-This function will look up the monster with the specified ID number in the
-mob database and return the info set by TYPE argument.
-It will return -1 if there is no such monster (or the type value is
-invalid), or "null" if you requested the monster's name.
-
-Valid types are listed in constants.conf:
- MOB_NAME 0
- MOB_LV 1
- MOB_MAXHP 2
- MOB_BASEEXP 3
- MOB_JOBEXP 4
- MOB_ATK1 5
- MOB_ATK2 6
- MOB_DEF 7
- MOB_MDEF 8
- MOB_STR 9
- MOB_AGI 10
- MOB_VIT 11
- MOB_INT 12
- MOB_DEX 13
- MOB_LUK 14
- MOB_RANGE 15
- MOB_RANGE2 16
- MOB_RANGE3 17
- MOB_SIZE 18
- MOB_RACE 19
- MOB_ELEMENT 20
- MOB_MODE 21
- MOB_MVPEXP 22
-
-Check sample in doc/sample/getmonsterinfo.txt
-
----------------------------------------
-
-*addmonsterdrop(<mob id or name>, <item id>, <rate>)
-
-This command will temporarily add a drop to an existing monster. If the
-monster already drops the specified item, its drop rate will be updated to the
-given value.
-
-Both the monster and the item must be valid. Acceptable values for the drop
-rate are in the range [1:10000].
-
-Return value will be 1 in case of success (the item was added or its drop rate
-was updated), and 0 otherwise (there were no free item drop slots).
-
-Example:
- // Add Poring Doll (741) to the Poring's (1002) drops, with 1% (100) rate
- addmonsterdrop(PORING, Poring_Doll, 100);
-
----------------------------------------
-
-*delmonsterdrop(<mob id or name>, <item id>)
-
-This command will temporarily remove a drop from an existing monster.
-
-Both the monster and the item must be valid.
-
-Return value will be true in case of success (the item was removed), and
-false otherwise (the monster didn't have the specified item in its drop
-list).
-
-Example:
- // Remove Jellopy (909) from the Poring's (1002) drops
- delmonsterdrop(PORING, Jellopy);
-
----------------------------------------
-
-*getmobdrops(<mob id>)
-
-This command will find all drops of the specified mob and return the item
-IDs and drop percentages into arrays of temporary global variables.
-getmobdrops() returns true if successful and false if the mob ID doesn't
-exist.
-
-Upon executing this,
-
-$@MobDrop_item[] is a global temporary number array which contains the
- item IDs of the monster's drops.
-
-$@MobDrop_rate[] is a global temporary number array which contains the
- drop percentages of each item. (1 = .01%)
-
-$@MobDrop_count is the number of item drops found.
-
-Be sure to use $@MobDrop_count to go through the arrays, and not
-'getarraysize', because the temporary global arrays are not cleared
-between runs of 'getmobdrops'. If a mob with 7 item drops is looked up,
-the arrays would have 7 elements. But if another mob is looked up and it
-only has 5 item drops, the server will not clear the arrays for you,
-overwriting the values instead. So in addition to returning the 5 item
-drops, the 6th and 7th elements from the last call remain, and you will
-get 5+2 item drops, of which the last 2 don't belong to the new mob.
-$@MobDrop_count will always contain the correct number (5), unlike
-getarraysize() which would return 7 in this case.
-
-Example:
-
- // get a Mob ID from the user
- input(.@mob_id);
-
- if (getmobdrops(.@mob_id)) { // getmobdrops() returns true on success
- // immediately copy global temporary variables into scope
- // variables, since we don't know when getmobdrops() will get
- // called again for another mob, overwriting your global temporary
- // variables.
- .@count = $@MobDrop_count;
- copyarray(.@item[0], $@MobDrop_item[0], .@count);
- copyarray(.@rate[0], $@MobDrop_rate[0], .@count);
-
- mes(getmonsterinfo(.@mob_id, MOB_NAME) + " - " + .@count + " drops found:");
- for (.@i = 0; .@i < .@count; ++.@i) {
- mes(.@item[.@i] + " (" + getitemname(.@item[.@i]) + ") " + .@rate[.@i]/100 + ((.@rate[.@i]%100 < 10) ? ".0":".") + .@rate[.@i]%100 + "%");
- }
- } else {
- mes("Unknown monster ID.");
- }
- close();
-
----------------------------------------
-
-*skillpointcount()
-
-Returns the total amount of skill points a character possesses
-(SkillPoint + skill points used in skills) This command can be used to
-check the currently attached characters total amount of skill points.
-This means the skill points used in skill are counted, and added to
-SkillPoints (number of skill points not used).
-
-Example:
-
-//This will set the temp character variable @skill_points to the amount of
-//skill points, and then tell the player the value.
- @skill_points = skillpointcount();
- mes("You have "+@skill_points+" skill points in total!");
-
-//Self-explanatory... :P
- if (skillpointcount() > 20)
- mes("Wow, you have more then 20 Skill Points in total!");
-
-This command does not count skills which are set as flag 3 (permamently
-granted) (e.g. ALL_BUYING_STORE/ALL_INCCARRY).
----------------------------------------
-
-*getscrate(<effect type>, <base rate>{, <GID>})
-
-This function will return the chance of a status effect affecting the
-invoking character, in percent, modified by the their current defense
-against said status. The 'base rate' is the base chance of the status
-effect being inflicted, in percent.
-
- if (rand(100) > getscrate(Eff_Blind, 50)) {
- // do something
- }
-
-You can see the full list of available effect types you can possibly
-inflict in 'db/constants.conf' under 'Eff_'.
-
----------------------------------------
-//=====================================
-3 - Checking-Related Commands
-//=====================================
----------------------------------------
-
-*playerattached()
-
-Returns the ID of the player currently attached to the script. It will
-return 0 if no one is attached, or if the attached player no longer exists
-on the map server. It is wise to check for the attached player in script
-functions that deal with timers as there's no guarantee the player will
-still be logged on when the timer triggers. Note that the ID of a player
-is actually their account ID.
-
----------------------------------------
-
-*isloggedin(<account id>{, <char id>})
-
-This function returns true if the specified account is logged in and
-false if they aren't. You can also pass the char_id to check for both
-account and char id.
-
----------------------------------------
-
-*checkweight(<item id>, <amount>{, <item id>, <amount>, <item id>, <amount>, ...})
-*checkweight("<item name>", <amount>{, "<item name>", <amount>, "<item name>", <amount>, ...})
-*checkweight2(<id_array>, <amount_array>)
-
-These functions will compute and return true if the total weight of the
-specified number of specific items does not exceed the invoking
-character's carrying capacity, and false otherwise. It is important to
-see if a player can carry the items you expect to give them, failing to
-do that may open your script up to abuse or create some very unfair
-errors.
-
-The second function will check an array of items and amounts, and also
-returns true on success and false on failure.
-
-The functions, in addition to checking to see if the player is capable of
-holding a set amount of items, also ensure the player has room in their
-inventory for the item(s) they will be receiving.
-
-Like getitem(), this function will also accept an 'english name' from
-the database as an argument.
-
-Example 1:
-
- if (checkweight(Apple, 10)) {
- getitem(Apple, 10);
- } else {
- mes("Sorry, you cannot hold this amount of apples!");
- }
-
-Example 2:
-
- setarray(.@item[0], 512, 513, 514);
- setarray(.@amount[0], 10, 5, 5);
- if (!checkweight(.@item, .@amount)) {
- mes("Sorry, you cannot hold this amount of fruit!");
- }
-
----------------------------------------
-
-*basicskillcheck()
-
-This function will return the state of the configuration option
-'basic_skill_check' in 'conf/map/battle.conf'. Returns true if the
-option is enabled and false if it isn't. If the 'basic_skill_check'
-option is enabled, which it is by default, characters must have a
-certain number of basic skill levels to sit, request a trade, use
-emotions, etc. Making your script behave differently depending on
-whether the characters must actually have the skill to do all these
-things might in some cases be required.
-
----------------------------------------
-
-*checkoption(<option number>{, <account id>})
-*checkoption1(<option number>{, <account id>})
-*checkoption2(<option number>{, <account id>})
-*setoption(<option number>{, <flag>{, <account id>}});
-
-The setoption() series of functions check for a so-called option that is
-set on the invoking character. 'Options' are used to store status
-conditions and a lot of other non-permanent character data of the yes-no
-kind. For most common cases, it is better to use checkcart(),
-checkfalcon(), checkmount() and other similar functions, but there are
-some options which you cannot get at this way. If <account id> is given,
-this player will be used instead of the invoking character.
-
-Option numbers valid for the first (option) version of this command are:
-
-0x000000 Option_Nothing - No options
-0x000001 Option_Sight - Sight in effect.
-0x000002 Option_Hide - Hide in effect.
-0x000004 Option_Cloak - Cloaking in effect.
-0x000008 - Cart number 1 present.
-0x000010 Option_Falcon - Falcon present.
-0x000020 Option_Riding - Peco Peco present.
-0x000040 Option_Invisible - GM Perfect Hide in effect.
-0x000080 - Cart number 2 present.
-0x000100 - Cart number 3 present.
-0x000200 - Cart number 4 present.
-0x000400 - Cart number 5 present.
-0x000800 Option_Orcish - Orc head present.
-0x001000 Option_Wedding - The character is wearing a wedding sprite.
-0x002000 - Ruwach is in effect.
-0x004000 Option_Chasewalk - Chasewalk in effect.
-0x008000 Option_Flying - Flying or Xmas suit.
-0x010000 - Sighttrasher.
-0x100000 Option_Wug - Warg present.
-0x200000 Option_Wugrider - The character is riding a warg.
-
-Option numbers valid for the second version (opt1) of this command are:
-
-1 - Petrified.
-2 - Frozen.
-3 - Stunned.
-4 - Sleeping.
-6 - Petrifying (the state where you can still walk)
-
-Option numbers valid for the third version (opt2) of this command are:
-
-0x01 - Poisoned.
-0x02 - Cursed.
-0x04 - Silenced.
-0x08 - Signum Crucis (plays a howl-like sound effect, but otherwise no
- visible effects are displayed)
-0x10 - Blinded.
-0x80 - Deadly poisoned.
-
-Option numbers (except for opt1) are bit-masks - you can add them up to
-check for several states, but the functions will return true if at least
-one of them is in effect.
-
-setoption() will set options on the invoking character. There are no
-second and third versions of this command, so you can only change the
-values in the first list (cloak, cart, ruwach, etc). If flag is 1 (default
-when omitted), the option will be added to what the character currently
-has; if 0, the option is removed.
-
-This is definitely not a complete list of available option flag numbers.
-Ask a core developer (or read the source: src/map/status.h) for the full
-list.
-
----------------------------------------
-
-*setcart({<type>})
-*checkcart()
-
-If <type> is 0 this command will remove the cart from the character.
-Otherwise it gives the invoking character a cart. The cart given will be
-cart number <type> and will work regardless of whether the character is a
-merchant class or not.
-Note: the character needs to have the skill MC_PUSHCART to gain a cart.
-
-The accompanying function will return true if the invoking character has a
-cart (any kind of cart) and false if they don't.
-
- if (checkcart())
- mes("But you already have a cart!");
-
----------------------------------------
-
-*setfalcon({<flag>})
-*checkfalcon()
-
-If <flag> is 0 this command will remove the falcon from the character.
-Otherwise it gives the invoking character a falcon. The falcon will be
-there regardless of whether the character is a hunter or not. It will
-(probably) not have any useful effects for non-hunters though.
-Note: the character needs to have the skill HT_FALCON to gain a falcon.
-
-The accompanying function will return true if the invoking character has a
-falcon and false if they don't.
-
- if (checkfalcon())
- mes("But you already have a falcon!");
-
----------------------------------------
-
-*setmount({<flag>})
-*checkmount()
-
-If <flag> is MOUNT_NONE this command will remove the mount from the
-character.
-
-Otherwise it gives the invoking character the desired combat mount, where
-allowed by their class and skills.
-
-If no flag is specified, the mount is automatically chosen according to the
-character's class and skills.
-
-The following flag values are accepted:
-
- MOUNT_NONE:
- - Dismount
- MOUNT_PECO:
- - PecoPeco (Knight series class)
- - GrandPeco (Crusader series class)
- - Gryphon (Royal Guard)
- MOUNT_WUG:
- - Warg (Ranger)
- MOUNT_MADO:
- - Mado Gear (Mechanic)
- MOUNT_DRAGON:
- MOUNT_DRAGON_GREEN:
- MOUNT_DRAGON_BROWN:
- MOUNT_DRAGON_GRAY:
- MOUNT_DRAGON_BLUE:
- MOUNT_DRAGON_RED:
- - Dragon (Rune Knight)
- if MOUNT_DRAGON is specified, a the default (green) dragon will be used.
-
-Unlike 'setfalcon' and 'setcart' this will not work at all if they aren't of a
-class which can ride a mount.
-
-The accompanying function will return MOUNT_NONE if the invoking
-character is not on a mount, and a non-zero value (according to the
-above constants) if they are.
-Note: in case of dragons, the returned value will always be MOUNT_DRAGON,
-regardless of color.
-
- if (checkmount())
- mes("Leave your mount outside! No riding mounts on the floor here!");
-
- if (checkmount() == MOUNT_DRAGON)
- mes("Wow, your dragon is cool! Can I pet it?");
-
----------------------------------------
-
-*setcashmount()
-*hascashmount()
-
-The 'setcashmount' function toggles cash mount for the invoking character.
-It will return true if successful, false otherwise.
-
-Note: Character must not be mounting a non-cash mount (eg. dragon, peco,
- wug, etc.)
-
-The accompanying function will return true if the invoking character has a
-cash mount and false if they don't.
-
----------------------------------------
-
-*checkwug()
-
-This function will return true if the invoking character has a warg and false if
-they don't.
-
----------------------------------------
-
-*checkvending({"<Player Name>"})
-*checkchatting({"<Player Name>"})
-
-Checks if the player is vending or in a chatroom.
-Name is optional, and defaults to the attached player if omitted.
-
-Return values for 'checkvending' are
- 0 = not vending
- 1 = normal vending
- 2 = vending using @autotrade
-
-checkchatting() returns true if they are in a chat room, false if they are not.
-
-Examples:
- //This will check if Aaron is vending, and if so, put a message in
- //front of the attached player saying Aaron is vending.
- if (checkvending("Aaron"))
- mes("Aaron is currently vending!");
-
- //This will check if the attached player in a chat room or not.
- if (checkchatting())
- mes("You are currently in a chat room!");
-
----------------------------------------
-
-*checkidle({"<Player Name>"})
-
-Returns the time, in seconds, that the specified player has been idle.
-Name is optional, and defaults to the attached player if omitted.
-
----------------------------------------
-
-*agitcheck()
-*agitcheck2()
-
-These function will let you check whether the server is currently in WoE
-mode (or WoE SE mode if the second function is called) and will return true
-if War of Emperium is on and false if it isn't.
-
----------------------------------------
-
-*isnight()
-
-This functions will return true or false depending on whether the server is in
-night mode or day mode:
-
- if (!isnight())
- mes("I only prowl in the night.");
-
----------------------------------------
-//=====================================
-3.1 - Checking Item-Related Commands
-//=====================================
----------------------------------------
-
-*isequipped(<item id>{, <item id>{, <item id>{, <item id>}}})
-
-This function will return true if the invoking character has all of the item
-IDs given equipped (if card IDs are passed, then it checks if the cards
-are inserted into slots in the equipment they are currently wearing).
-Theoretically there is no limit to the number of items that may be tested
-for at the same time.
-If even one of the items given is not equipped, false will be returned.
-
- // (Poring, Santa Poring, Poporing, Marin)
- if (isequipped(Poring_Card, Poring__Card, Poporing_Card, Marin_Card))
- mes("Wow! You're wearing a full complement of possible poring cards!");
- // (Poring)
- if (isequipped(Poring_Card))
- mes("A poring card is useful, don't you think?");
- // (Earring)
- if (isequipped(Earring_))
- mes("You got a pair of nice Earring.");
-
-The function was meant for item scripts to support the cards released by
-Gravity in February 2005, but it will work just fine in normal NPC scripts.
-
----------------------------------------
-
-*isequippedcnt(<item id>{, <item id>{, <item id>{, <item id>}}})
-
-This function is similar to isequipped(), but instead of true or false, it will
-return the number of equipped items/cards in the list given that were found on the
-invoking character.
-
- if (isequippedcnt(Poring_Card, Poring__Card, Poporing_Card, Marin_Card) == 4)
- mes("Finally got all four poring cards?");
- if (isequippedcnt(Helm_Of_Sun_, Earring_) == 2)
- mes("You equipped both Helm of Sun and Earring.");
-
----------------------------------------
-
-*checkequipedcard(<card id>)
-
-This function will return true if the card specified by it's item ID number
-is inserted into any equipment they have in their inventory, currently
-equipped or not.
-
----------------------------------------
-
-*getequipisidentify(<equipment slot>)
-
-This function will return true if an item in the specified equipment slot is
-identified and false if it isn't. Since you can't even equip unidentified
-equipment, there's a question of whether it can actually end up there, and
-it will normally return true all the time if there is an item in this
-equipment slot, which makes this script command kinda pointless.
-For a list of equipment slots see getequipid().
-
----------------------------------------
-//=====================================
-3.0 & 3.1 - End of Checking/Item-Related Commands
-//=====================================
----------------------------------------
-
----------------------------------------
-//=====================================
-4 - Player-Related Commands
-//=====================================
----------------------------------------
-
-*attachrid(<account ID>)
-*detachrid()
-
-These commands allow the manipulation of the script's currently attached
-player. While attachrid() allows attaching of a different player by using
-its account id for the parameter rid, detachrid() makes the following
-commands run as if the script was never invoked by a player.
-
-In case, that the player cannot be attached, such as, when the player went
-offline in the mean time, attachrid() returns false, otherwise true.
-
----------------------------------------
-
-*rid2name(<rid>)
-
-Converts rid to name. Note: The player/monster/NPC must be online/enabled.
-Good for PCKillEvent where you can convert 'killedrid' to the name of the
-player.
-
-Note: rid2name() may not produce correct character names since RID means
- account id.
- It will return the current online character of the account only.
-
----------------------------------------
-
-*message(<account ID>, "<message>")
-*message("<character name>", "<message>")
-
-That command will send a message to the chat window of the character
-specified by account ID or name. The text will also appear above the head
-of that character. It will not be seen by anyone else.
-
----------------------------------------
-
-*dispbottom("<message>"{, <color>})
-
-This command will send the given message into the invoking character's
-chat window. The color format is in RGB (0xRRGGBB), and default to green
-if <color> field is left out.
-
----------------------------------------
-
-*showscript("<message>"{, <GID>})
-
-Makes the attached player or GID, display a message similiar to a chat,
-this will be seen by everyone near the invoking character but will not
-be displayed in the chat window.
-
----------------------------------------
-
-*warp("<map name>", <x>, <y>{, <flag>})
-
-This command will take the invoking character to the specified map, and if
-wanted, specified coordinates too, but these can be random.
-
- warp("place", 50, 55);
-
-This would take them to X 50 Y 55 on the map called "place". If your X and
-Y coordinates land on an unwalkable map square, it will send the warped
-character to a random place. Same will happen if they are both zero:
-
- warp("place", 0, 0);
-
-Notice that while warping people to coordinates 0,0 will normally get them
-into a random place, it's not certain to always be so. Darned if I know
-where this is actually coded, it might be that this happens because square
-0,0 is unwalkable on all official maps. Beware if you're using custom maps.
-
-There are also three special 'map names' you can use:
-
-"Random" will warp the player randomly on the current map.
-"Save" and "SavePoint" will warp the player back to their save point.
-
-If flag parameter is set to 0, after player warped will be not stopped
-currend running npc script. Running script after warp can be issue for
-Gravity client if warp to other maps.
-
----------------------------------------
-
-*areawarp("<from map name>", <x1>, <y1>, <x2>, <y2>, "<to map name>", <x3>, <y3>{, <x4>, <y4>})
-
-This command is similar to 'warp', however, it will not refer to the
-invoking character, but instead, all characters within a specified area,
-defined by the x1/y1-x2/y2 square, will be warped. Nobody outside the area
-will be affected, including the activating character, if they are outside
-the area.
-
- areawarp("place", 10, 10, 120, 120, "place2", 150, 150);
-
-Everyone that is in the area between X 10 Y 10 and X 120 Y 120, in a
-square shape, on the map called "place", will be affected, and warped to
-"place2" X 150 Y 150.
-
- areawarp("place", 10, 10, 120, 120, "place2", 0, 0);
-
-By using 0,0; as the destination coordinates it will take all the
-characters in the affected area to a random set of co-ordinates on the
-"place2" map.
-
- areawarp("place", 10, 10, 120, 120, "place2", 150, 150, 200, 200);
-
-By using the optional x4 and y4 parameters, the destination coordinates
-will be a random place within the defined x3/y3-x4/y4 square.
-
-Like warp(), areawarp() will also explicitly warp characters randomly into
-the current map if you give the 'to map name' as "Random".
-
-See also warp().
-
----------------------------------------
-
-*warpparty("<to_mapname>", <x>, <y>, <party_id>, "<from_mapname>", <include_leader>)
-
-Warps a party to specified map and coordinate given the party ID, which
-you can get with getcharid(CHAR_ID_PARTY). You can also request another party id given
-a member's name with getcharid(CHAR_ID_PARTY, <player_name>).
-
-You can use the following "map names" for special warping behavior:
-Random: All party members are randomly warped in their current map
- (as if they all used a fly wing).
-SavePointAll: All party members are warped to their respective save point.
-SavePoint: All party members are warped to the save point of the
- currently attached player (will fail if there's no player
- attached).
-Leader: All party members are warped to the leader's position. The
- leader must be online and in the current map-server for
- this to work.
-
-If you specify a from_mapname, warpparty() will only affect those on
-that map.
-
-You can exclude Party leader from warping, by keeping include_leader option as false.
-
-Example:
-
- mes("[Party Warper]");
- mes("Here you go!");
- close2();
- .@id = getcharid(CHAR_ID_PARTY);
- warpparty("prontera", 150, 100, .@id, true);
- close();
-
----------------------------------------
-
-*warpchar("<mapname>", <x>, <y>, <char_id>)
-
-Warps another player to specified map and coordinate given the char id,
-which you can get with getcharid(CHAR_ID_CHAR, <player_name>). Obviously this is
-useless if you want to warp the same player that is executing this script,
-unless it's some kind of "chosen" script.
-
-Example:
-
- warpchar("prontera", 150, 100, 150001);
-
----------------------------------------
-
-*warpguild("<mapname>", <x>, <y>, <guild_id>, {"<from_mapname>"})
-
-Warps a guild to specified map and coordinate given the guild id, which
-you can get with getcharid(CHAR_ID_GUILD). You can also request another guild id given
-the member's name with getcharid(CHAR_ID_GUILD, <player_name>).
-
-You can use the following "map names" for special warping behavior:
-Random: All guild members are randomly warped in their current map
- (as if they all used a fly wing)
-SavePointAll: All guild members are warped to their respective save point.
-SavePoint: All guild members are warped to the save point of the
- currently attached player (will fail if there's no player
- attached).
-
-If you specify a from_mapname, warpguild() will only affect those on that map.
-
-Example:
-
- warpguild("prontera", x, y, Guild_ID);
- warpguild("prontera", x, y, Guild_ID, "payon"); // warp member from Payon map only.
-
----------------------------------------
-
-*warppartner("<map name>", <x>, <y>)
-
-This function will find the invoking character's marriage partner, if any,
-and warp them to the map and coordinates given. Go kidnap that spouse. :)
-It will return true upon success and false if the partner is not online,
-the character is not married, or if there's no invoking character (no
-RID).
-0,0 will, as usual, normally translate to random coordinates.
-
----------------------------------------
-
-*savepoint("<map name>", <x>, <y>)
-
-This command saves where the invoking character will return to upon
-'return to save point', if dead or in some other cases. The two versions
-are equivalent. Map name, X coordinate and Y coordinate should be
-perfectly obvious. This ignores any and all map flags, and can make a
-character respawn where no teleportation is otherwise possible.
-
- savepoint("place", 350, 75);
-
----------------------------------------
-
-*heal(<hp>, <sp>)
-
-This command will heal a set amount of HP and/or SP on the invoking
-character.
-
- heal(30000, 0) // This will heal 30,000 HP
- heal(0, 30000) // This will heal 30,000 SP
- heal(300, 300) // This will heal 300 HP and 300 SP
-
-This command just alters the hit points and spell points of the invoking
-character and produces no other output whatsoever.
-
----------------------------------------
-
-*itemheal(<hp>, <sp>)
-
-This command heals given relative amounts of HP and/or SP on the invoking
-character. Unlike heal, this command is intended for use in item scripts.
-It applies potion-related bonuses, such as alchemist ranking, cards,
-status changes.
-It also applies a sp/vit-related bonus that is calculated by:
- heal = heal*[(100+STATUS*2)/100]
-So if a player has 99 vit and the script is 'itemheal 5, 0':
- heal(hp) = 5*[(100+99*2)/100]
- heal(hp) = 14.9
- heal(hp) = 14
- heal(sp) = 0
-
-When used inside an NPC script, potion-related bonuses are omitted.
-
-There is also a nice example on using this with the rand() function, to
-give you a random amount of healing.
-
- // If the player has 50 vit and no bonuses this will heal
- // anything from 200 to 300 HP and 5 SP
- itemheal(rand(100, 150), 5);
-
----------------------------------------
-
-*percentheal(<hp>, <sp>)
-
-This command will heal the invoking character. It heals the character, but
-not by a set value - it adds percent of their maximum HP/SP.
-
- percentheal(100, 0); // This will heal 100% HP
- percentheal(0, 100); // This will heal 100% SP
- percentheal(50, 50); // This will heal 50% HP and 50% SP
-
-So the amount that this will heal will depend on the total amount of HP or
-SP you have maximum. Like heal(), this will not call up any animations or
-effects.
-
----------------------------------------
-
-*recovery()
-*recovery(<account id>)
-*recovery("<map name>"{, <x1>, <y1>, <x2>, <y2>})
-
-In its first form, this command will revive and restore full HP and SP to all
-characters currently connected to the server. In its second form, it will only
-affect the target player. In its third form it will affect a whole map or area.
-
----------------------------------------
-
-*jobchange(<job number>{, <upper flag>})
-
-This command will change the job class of the invoking character.
-
- jobchange(Job_Swordman); // This would change your player into a Swordman
- jobchange(Job_Swordman_High); // This would change your player into a Swordman High
-
-This command does work with numbers, but you can also use job names. The
-full list of job names and the numbers they correspond to can be found in
-'db/constants.conf'.
-
-'upper flag' can alternatively be used to specify the type of job one
-changes to. For example, jobchange(Job_Swordman, 1); will change the
-character to a high swordsman. The upper values are:
--1 (or when omitted): preserves the current job type.
-0: Normal/standard classes
-1: High/Advanced classes
-2: Baby classes
-
-This command will also set a permanent character-based variable
-'jobchange_level' which will contain the job level at the time right
-before changing jobs, which can be checked for later in scripts.
-
----------------------------------------
-
-*jobname(<job number>)
-
-This command retrieves the name of the given job using the names defined
-in messages.conf.
-
- mes("[Kid]");
- mes("I never thought I'd met a "+jobname(Class)+" here of all places.");
- close();
-
----------------------------------------
-
-*eaclass({<job number>})
-
-This commands returns the "eA job-number" corresponding to the given
-class, and uses the invoking player's class if none is given. The eA
-job-number is also a class number system, but it's one that comes with
-constants which make it easy to convert among classes. The command will
-return -1 if you pass it a job number which doesn't have an eA job-number
-equivalent.
-
- .@eac = eaclass();
- if ((.@eac&EAJ_BASEMASK) == EAJ_SWORDMAN)
- mes("Your base job is Swordman.");
- if (.@eac&EAJL_UPPER)
- mes("You are a rebirth job.");
- if ((.@eac&EAJ_UPPERMASK) == EAJ_SWORDMAN)
- mes("You must be a Swordman, Baby Swordman or High Swordman.");
-
-For more information on the eA Job System, see the docs/ea_job_system.txt
-file.
-
----------------------------------------
-*roclass(<job number> {, <gender>})
-
-Does the opposite of eaclass(). That is, given an eA job-number, it returns
-the corresponding RO class number. A gender is required because both Bard
-and Dancers share the same eA job-number (EAJ_BARDDANCER), and uses the
-invoking player's gender if none is given (if no player is attached,
-male will be used by default). The command will return -1 if there is no
-valid class to represent the specified job (for example, if you try to get
-the baby version of a Taekwon class).
-
- .@eac = eaclass();
- //Check if class is already rebirth
- if (.@eac&EAJL_UPPER) {
- mes("You look strong.");
- close();
- }
- .@eac = roclass(.@eac|EAJL_UPPER);
- //Check if class has a rebirth version
- if (.@eac != -1) {
- mes("Bet you can't wait to become a "+jobname(.@eac)+"!");
- close();
- }
-
----------------------------------------
-
-*changebase(<job ID number>)
-
-This command will change the appearance of the invoking character to that
-of a specified job class. Nothing but appearance will change.
-
-Examples:
-
- /* This example is an item script in the item db */
- {
- Id: 2338
- AegisName: "Wedding_Dress"
- Name: "Wedding Dress"
- Type: 5
- Buy: 43000
- Weight: 500
- Job: 0xFFFFFFFE
- Loc: 16
- Script: <"
- bonus(bMdef, 15);
- changebase(Job_Wedding);
- ">
- },
-
-changebase(Job_Novice); // Changes player to Novice sprite.
-
-changebase(Class); // Changes player back to default sprite.
-
----------------------------------------
-
-*classchange(<view id>, <type> {, <char id>})
-
-This command is very ancient, it's origins are clouded in mystery.
-It will send a 'display id change' packet to player with given char ID
-or to everyone in the immediate area of the NPC object if char ID is 0 or
-not passed, which will make the NPC look like a different sprite, an NPC
-sprite ID, or a monster ID. This effect is not stored anywhere and will
-not persist.
-Note that you can't send a Job sprite ID
-
-type is not used and should always be 0.
-
----------------------------------------
-
-*changesex()
-
-This command will change the gender for the attached character's account.
-If it was male, it will become female, if it was female, it will become
-male. The change will be written to the character server, the player will
-receive the message: "Need disconnection to perform change-sex request..."
-and the player will be immediately kicked to the login screen. When they
-log back in, they will be the opposite sex.
-
-If there are any Dancer/Gypsy or Bard/Clown characters on the account,
-they will also have their skills reset upon 'changesex'.
-
----------------------------------------
-
-*changecharsex()
-
-This command is exactly same as changesex(), with an exception that,
-character sex will be changed instead of account sex.
-Requires client 2014-10-22 or greater.
-
----------------------------------------
-
-*getexp(<base xp>, <job xp>)
-
-This command will give the invoking character a specified number of base
-and job experience points. Should be used as a quest reward. Negative values
-won't work.
-Is subject to EXP bonuses and to the `quest_exp_rate` config option.
-
- getexp(10000, 5000);
-
-You can also assign directly to the parameters defined in
-'db/constants.conf':
-
- BaseExp += 10000;
- JobExp += 5000;
-
-You can also reduce the amount of experience points:
-
- BaseExp -= 10000;
-
-When setting the parameters directly no bonuses or config options are applied.
-
----------------------------------------
-
-*setlook(<look type>, <look value>)
-*changelook(<look type>, <look value>)
-
-'setlook' will alter the look data for the invoking character. It is used
-mainly for changing the palette used on hair and clothes: you specify
-which look type you want to change, then the palette you want to use. Make
-sure you specify a palette number that exists/is usable by the client you
-use. 'changelook' works the same, but is only client side (it doesn't save
-the look value).
-
- // This will change your hair(6), so that it uses palette 8, what ever
- // your palette 8 is, your hair will use that color.
-
- setlook(LOOK_HAIR_COLOR, 8);
-
- // This will change your clothes(7), so they are using palette 1,
- // whatever your palette 1 is, your clothes will then use that set of
- // colors.
-
- setlook(LOOK_CLOTHES_COLOR, 1);
-
-Here are the possible look types:
-
- 0 - LOOK_BASE Base sprite
- 1 - LOOK_HAIR Hairstyle
- 2 - LOOK_WEAPON Weapon
- 3 - LOOK_HEAD_BOTTOM Head bottom
- 4 - LOOK_HEAD_TOP Head top
- 5 - LOOK_HEAD_MID Head mid
- 6 - LOOK_HAIR_COLOR Hair color
- 7 - LOOK_CLOTHES_COLOR Clothes color
- 8 - LOOK_SHIELD Shield
- 9 - LOOK_SHOES Shoes
- 10 - LOOK_BODY Body(N/A)
- 11 - LOOK_FLOOR FLOOR(N/A)
- 12 - LOOK_ROBE Robe
- 13 - LOOK_BODY2 Body style
-
-Whatever 'shoes' means is anyone's guess, ask Gravity - the client does
-nothing with this value. It still wants it from the server though, so it
-is kept, but normally doesn't do a thing.
-
-Only the look data for hairstyle, hair color and clothes color are saved
-to the char server's database and will persist. The rest freely change as
-the character puts on and removes equipment, changes maps, logs in and out
-and otherwise you should not expect to set them. In fact, messing with
-them is generally hazardous, do it at your own risk, it is not tested
-what will this actually do - it won't cause database corruption and
-probably won't cause a server crash, but it's easy to crash the client
-with just about anything unusual.
-
-However, it might be an easy way to quickly check for empty view IDs for
-sprites, which is essential for making custom headgear.
-
-Since a lot of people have different palettes for hair and clothes, it's
-impossible to tell you what all the color numbers are. If you want a
-serious example, there is a Stylist script inside the default Hercules
-installation that you can look at: 'npc/custom/stylist.txt'
-
----------------------------------------
-
-*pushpc(<direction>, <cells>)
-
-This command will push the currently attached player to given direction by
-given amount of square cells. Direction is the same as used when declaring
-NPCs, and can be specified by using one of the DIR_* constants
-(db/constants.conf).
-
-The knock-back is not restricted by items or map flags, only obstacles are
-taken into account. If there is not enough space to perform the push (e.g.
-due to a wall), the character is pushed only up to the obstacle.
-
- // pushes the character 5 cells in 3 o'clock direction from it's
- // current position.
- pushpc(DIR_EAST, 5);
-
----------------------------------------
-
-*montransform(<monster id>, <duration>{, <sc_type>{, <val1>{, <val2>{, <val3>{, <val4>}}}}})
-*montransform("<monster name>", <duration>{, <sc_type>{, <val1>{, <val2>{, <val3>{, <val4>}}}}})
-
-This command can transform your character into monster and you can still
-use all your skills like a normal character.
-Can only be removed when your killed or if you die or if duration is over.
-
-for sc_type, val1, val2, val3, val4, see sc_start(), sc_start2(), sc_start4() commands.
-
----------------------------------------
-//=====================================
-4.1 - Player Item-Related Commands
-//=====================================
----------------------------------------
-
-*getitem(<item id>, <amount>{, <account ID>})
-*getitem("<item name>", <amount>{, <account ID>})
-
-This command will give a specific amount of specified items to the target
-character. If the character is not online, nothing will happen.
-If <account ID> is not specified, items will be created in the invoking
-character inventory instead.
-
-In the first and most commonly used version of this command, items are
-referred to by their database ID number found in 'db/(pre-)re/item_db.txt'.
-
- getitem(Apple, 10); // The person will receive 10 apples
- getitem(Old_Violet_Box, 1); // The person will receive 1 Old Violet Box
-
-Giving an item ID of -1 will give a specified number of random items from
-the list of those that fall out of Old Blue Box. Unlike in all other
-cases, these will be unidentified, if they turn out to be equipment. This
-is exactly what's written in the Old Blue Box's item script.
-
-Other negative IDs also correspond to other random item generating item
-tables:
-
-Giving an item ID of -2 will produce the effects of Old Violet Box.
-Giving an item ID of -3 will produce the effects of Old Card Album.
-Giving an item ID of -4 will produce the effects of Gift Box.
-Giving an item ID of -5 will produce the effects of Worn Out Scroll,
-which, in current Git, drops only Jellopies anyway.
-
-This transaction is logged if the log script generated transactions option
-is enabled.
-
-You may also create an item by it's name in the 'english name' field in
-the item database:
-
- getitem("Red_Potion", 10); // Not recommended, use Red_Potion instead of "Red_Potion"
-
-Which will do what you'd expect. If it can't find that name in the
-database, apples will be created anyway.
-
-This is used in pretty much all NPC scripts that have to do with items and
-quite a few item scripts. For more examples check just about any official
-script.
-
----------------------------------------
-
-*getitem2(<item id>, <amount>, <identify>, <refine>, <attribute>, <card1>, <card2>, <card3>, <card4>{, <account ID>})
-*getitem2("<item name>", <amount>, <identify>, <refine>, <attribute>, <card1>, <card2>, <card3>, <card4>{, <account ID>})
-
-This command will give an amount of specified items to the invoking
-character. If an optional account ID is specified, and the target
-character is currently online, items will be created in their inventory
-instead. If they are not online, nothing will happen. It works essentially
-the same as 'getitem' (it even works for negative ID numbers the same way)
-but is a lot more flexible.
-
-Those parameters that are different from getitem() are:
-
-identify - Whether you want the item to be identified (1) or not (0).
-refine - For how many pluses will it be refined. It will not let you
- refine an item higher than the max refine.
-attribute - Whether the item is broken (1) or not (0).
-card1,2,3,4 - If you want a card compound to it, place the card ID number
- into the specific card slot.
-
-Card1-card4 values are also used to store name information for named
-items, as well as the elemental property of weapons and armor. You can
-create a named item in this manner, however, if you just need a named
-piece of standard equipment, it is much easier to the 'getnameditem'
-function instead.
-
-You will need to keep these values if you want to destroy and then
-perfectly recreate a named item, for this see getinventorylist().
-
-If you still want to try creating a named item with this command because
-'getnameditem' won't do it for you cause it's too limited, you can do it
-like this. Careful, minor magic ahead.
-
- // First, let's get an ID of a character who's name will be on the
- // item. Only an existing character's name may be there.
- // Let's assume our character is 'Adam' and find his ID.
-
- .@charid = getcharid(CHAR_ID_CHAR, "Adam");
-
- // Now we split the character ID number into two portions with a
- // binary shift operation. If you don't understand what this does,
- // just copy it.
-
- .@card3 = .@charid & 65535;
- .@card4 = .@charid >> 16;
-
- // If you're inscribing non-equipment, .@card1 must be 254.
- // Arrows are also not equipment. :)
- .@card1 = 254;
-
- // For named equipment, card2 means the Star Crumbs and elemental
- // crystals used to make this equipment. For everything else, it's 0.
-
- .@card2 = 0;
-
- // Now, let's give the character who invoked the script some
- // Adam's Apples:
-
- getitem2(Apple, 1, 1, 0, 0, .@card1, .@card2, .@card3, .@card4);
-
-This wasn't tested with all possible items, so I can't give any promises,
-experiment first before relying on it.
-
-To create equipment, continue this example it like this:
-
- // We've already have card3 and card4 loaded with correct
- // values so we'll just set up card1 and card2 with data
- // for an Ice Stiletto.
-
- // If you're inscribing equipment, .@card1 must be 255.
- .@card1 = 255;
-
- // That's the number of star crumbs in a weapon.
- .@sc = 2;
-
- // That's the number of elemental property of the weapon.
- .@ele = 1;
-
- // And that's the wacky formula that makes them into
- // a single number.
- .@card2 = .@ele+((.@sc*5)<<8);
-
- // That will make us an Adam's +2 VVS Ice Stiletto:
-
- getitem2(Stiletto, 1, 1, 2, 0, .@card1, .@card2, .@card3, .@card4);
-
-Experiment with the number of star crumbs - I'm not certain just how much
-will work most and what it depends on. The valid element numbers are:
-
- 1 - Ice, 2 - Earth 3 - Fire 4 - Wind.
-
-You can, apparently, even create duplicates of the same pet egg with this
-command, creating a pet which is the same, but simultaneously exists in
-two eggs, and may hatch from either, although, I'm not sure what kind of a
-mess will this really cause.
-
----------------------------------------
-*getitembound(<item id>, <amount>, <bound type>{, <account ID>})
-*getitembound("<item name>", <amount>, <bound type>{, <account ID>})
-
-This command behaves identically to getitem(), but the items created will be
-bound to the target character as specified by the bound type. All items created
-in this manner cannot be dropped, sold, vended, auctioned, or mailed, and in
-some cases cannot be traded or stored.
-
-Valid bound types are:
- 1 - Account Bound
- 2 - Guild Bound
- 3 - Party Bound
- 4 - Character Bound
-
----------------------------------------
-
-*getitembound2(<item id>, <amount>, <identify>, <refine>, <attribute>, <card1>, <card2>, <card3>, <card4>, <bound type>)
-*getitembound2("<item name>", <amount>, <identify>, <refine>, <attribute>, <card1>, <card2>, <card3>, <card4>, <bound type>)
-
-This command behaves identically to getitem2(), but the items created will be
-bound to the target character as specified by the bound type. All items created
-in this manner cannot be dropped, sold, vended, auctioned, or mailed, and in
-some cases cannot be traded or stored.
-
-For a list of bound types see getitembound().
-
----------------------------------------
-
-*countbound({<bound type>})
-
-This function will return the number of bounded items in the character's
-inventory, and sets an array @bound_items[] containing all item IDs of the
-counted items. If a bound type is specified, only those items will be counted.
-
-For a list of bound types see 'getitembound'.
-
-Example:
- mes("You currently have "+countbound()+" bound items.");
- next();
- mes("The list of bounded items include:");
- for (.@i = 0; .@i < getarraysize(@bound_items); ++.@i)
- mes(getitemname(@bound_items[.@i]));
- close();
-
----------------------------------------
-
-*checkbound(<item_id>{, <bound_type>{, <refine>{, <attribute>{, <card_1>{, <card_2>{, <card_3>{, <card_4>}}}}}}})
-
-This command allows you to check whether or not the attached player has the specified bound item in their inventory.
-If a bound type is not specified or a bound type of 0 is used, it will search the player's inventory for a bound item
-of any type, so long as the other parameters match. In all cases, this command will return the bound type of the
-item found, or 0 if the specified item was not found.
-
-Valid bound types are:
- 0 - All Bound types.
- 1 - Account Bound
- 2 - Guild Bound
- 3 - Party Bound
- 4 - Character Bound
-
-Optional Parameters:
- bound_type - checks to see if the item has the specified bound type.
- refine - checks to see if the item is refined to the given number.
- attribute - whether the item is broken (1) or not (0).
- card 1,2,3,4 - checks to see if the specified cards are compounded on the item as well.
-
-Example:
- // This will check if you have a bound (any type) 1205 (Cutter).
- if (checkbound(Cutter)) {
- mes("You have a bound Cutter");
- } else {
- mes("You do not have a bound Cutter");
- }
- close();
-
- // This will also check if you have a bound (any type) 1205 (Cutter).
- if (checkbound(Cutter, 0)) {
- mes("You have a bound Cutter");
- } else {
- mes("You do not have a bound Cutter");
- }
- close();
-
- // This will check if the player doesn't have a bound 1205 (Cutter).
- if (!checkbound(Cutter)) {
- mes("You do not have a bound Cutter");
- } else {
- mes("You do have a bound Cutter");
- }
- close();
-
- // This will check if the item found, has a bound type of 2 (guild_bound)
- if (checkbound(Cutter) == 2) {
- mes("You have a guild_bound Cutter");
- } else {
- mes("You do not have a guild_bound Cutter.");
- }
- close();
-
- // This will check if you have a 'guild_bound' +7 1205 (Cutter).
- if (checkbound(Cutter, 2, 7)) {
- mes("You have a +7 guild_bound Cutter.");
- } else {
- mes("You don't have the required item.");
- }
- close();
----------------------------------------
-
-*getnameditem(<item id>, <character name|character ID>)
-*getnameditem("<item name>", <character name|character ID>)
-
-Create an item signed with the given character's name.
-
-The command returns true when the item is created successfully, or false
-if it fails. Failure occurs when:
-- There is no player attached.
-- Item name or ID is not valid.
-- The given character ID/name is offline.
-
-Example:
-
-//This will give the currently attached player a Aaron's Apple (if Aaron
-//is online).
- getnameditem(Apple, "Aaron");
-
-//Self-explanatory (I hope).
- if (getnameditem(Apple, "Aaron")) {
- mes("You now have a Aaron's Apple!");
- }
-
----------------------------------------
-
-*rentitem(<item id>, <time>)
-*rentitem("<item name>", <time>)
-
-Creates a rental item in the attached character's inventory. The item will
-expire in <time> seconds and be automatically deleted. When receiving a
-rental item, the character will receive a message in their chat window.
-The character will also receive warning messages in their chat window
-before the item disappears.
-
-This command can not be used to rent stackable items. Rental items cannot
-be dropped, traded, sold to NPCs, or placed in guild storage (i.e. trade
-mask 75).
-Note: delitem() in an NPC script can still remove rental items.
-
----------------------------------------
-
-*makeitem(<item id>, <amount>, "<map name>", <X>, <Y>)
-*makeitem("<item name>", <amount>, "<map name>", <X>, <Y>)
-
-This command will create an item lying around on a specified map in the
-specified location.
-
- itemid - Found in 'db/(pre-)re/item_db.txt'
- amount - Amount you want produced
- map name - The map name
- X - The X coordinate
- Y - The Y coordinate.
-
-This item will still disappear just like any other dropped item. Like
-getitem(), it also accepts an 'english name' field from the database and
-creates apples if the name isn't found.
-If the map name is given as "this", the map the invoking character is on
-will be used.
-
----------------------------------------
-
-*makeitem2(<item id>,<amount>,<identify>,<refine>,<attribute>,<card1>,<card2>,<card3>,<card4>,{"<map name>",<X>,<Y>,<range>})
-*makeitem2("<item name>",<amount>,<identify>,<refine>,<attribute>,<card1>,<card2>,<card3>,<card4>,{"<map name>",<X>,<Y>,<range>})
-
-This script command work like 'makeitem', but it has additional parameters
-to expand the usage of the scritp command.
-
-Parameter List:
- itemid - ID / Name of an item
- amount - Amount you want produced (Value: 1~MAX_AMOUNT)
- - if item type is Armor/Wepaon/PetEgg/PetArmor, amount will be limit to 1
- identify - Item to be identified (1) or not (0)
- refine - Refine count of item. (Value: 0 ~ MAX_REFINE)
- attribute - Item is broken (1) or not (0)
- card1,2,3,4 - Card IDs that compound on each slot
-
-Optional Parameter List:
- map name - Map name (Default to attached player map)
- X,Y - The coordinate of item will be dropped
- If value = 0, it's drop random across the map
- If value = -1, its drop around player
- range - Range of item drop around player. (Value: 1 ~ battle_config.area_size, Default: 3)
- Default value will be used if no player are attached to the script.
-
----------------------------------------
-
-*cleanarea("<map name>",<x1>,<y1>,<x2>,<y2>)
-*cleanmap("<map name>")
-
-These commands will clear all items lying on the ground on the specified
-map, either within the x1/y1-x2/y2 rectangle or across the entire map.
-
----------------------------------------
-
-*searchitem(<array name>, "<item name>")
-
-This command will fill the given array with the ID of items whose name
-matches the given one. It returns the number of items found. For
-performance reasons, the results array is limited to 10 items.
-
- mes("What item are you looking for?");
- input(.@name$);
- .@qty = searchitem(.@matches[0], .@name$);
- mes("I found "+.@qty+" items:");
- for (.@i = 0; .@i < .@qty; ++.@i)
- //Display name (eg: "Apple[0]")
- mes(getitemname(.@matches[.@i])+"["+getitemslots(.@matches[.@i])+"]");
-
----------------------------------------
-
-*delitem(<item id>, <amount>{, <account ID>})
-*delitem("<item name>", <amount>{, <account ID>})
-
-This command will remove a specified amount of items from the invoking or
-target character. Like all the item commands, it uses the item ID found
-inside 'db/(pre-)re/item_db.txt'.
-
- delitem(Apple, 10); // The person will lose 10 apples
- delitem(Old_Violet_Box, 1); // The person will lose 1 Old Violet Box
-
-It is always a good idea to check if the player actually has the items
-before you delete them. If you try to delete more items that the player
-has, the player will lose the ones he/she has and the script will be
-terminated with an error.
-
-Like getitem() this command will also accept an 'english name' field from
-the database. If the name is not found, nothing will be deleted.
-
----------------------------------------
-
-*delitem2(<item id>, <amount>, <identify>, <refine>, <attribute>, <card1>, <card2>, <card3>, <card4>{, <account ID>})
-*delitem2("<item name>", <amount>, <identify>, <refine>, <attribute>, <card1>, <card2>, <card3>, <card4>{, <account ID>})
-
-This command will remove a specified amount of items from the invoking or
-target character.
-Check getitem2() to understand its expanded parameters.
-
----------------------------------------
-
-*countitem(<item id>)
-*countitem("<item name>")
-
-This function will return the number of items for the specified item ID
-that the invoking character has in the inventory.
-
- mes("[Item Checker]");
- mes("Hmmm, it seems you have "+countitem(Apple)+" apples");
- close;
-
-Like getitem(), this function will also accept an 'english name' from the
-database as an argument.
-
----------------------------------------
-
-*countitem2(<item id>, <identify>, <refine>, <attribute>, <card1>, <card2>, <card3>, <card4>)
-*countitem2("<item name>", <identify>, <refine>, <attribute>, <card1>, <card2>, <card3>, <card4>)
-
-Expanded version of countitem() function, used for created/carded/forged
-items.
-
-This function will return the number of items for the specified item ID
-and other parameters that the invoking character has in the inventory.
-Check getitem2() to understand the arguments of the function.
-
----------------------------------------
-
-*groupranditem(<item_id/constant>)
-
-Returns the item_id of a random item picked from the item container specified. There
-are different item containers and they are specified in 'db/(pre-)re/item_group.conf'.
-
-Example:
- getitem(groupranditem(Old_Blue_Box), 1);
-
----------------------------------------
-
-*getrandgroupitem(<item_id/constant>, <quantity>)
-
-Similar to the above example, this command allows players to obtain the specified
-quantity of a random item from the container. The different containers
-are specified in 'db/(pre-)re/item_group.conf'.
-
-Example:
- getrandgroupitem(Old_Blue_Box, 1);
-
----------------------------------------
-
-*packageitem({item_id})
-
-This command has only 1 param which is optional. If the package item_id is not provided, it
-will try to use the item id from the item it is being used from (if called from an item script).
-It runs a item package and grants the items accordingly to the attached player.
-
-Example:
-
-/* This example is an item script from the item db */
- {
- Id: 12477
- AegisName: "Gift_Bundle"
- Name: "Gift Bundle"
- Type: 2
- Buy: 0
- Script: <" packageitem(); ">
- },
-
----------------------------------------
-
-*enable_items()
-*disable_items()
-
-These commands enable/disable changing of equipments while an NPC is
-running. When disable_items() is run, equipments cannot be changed
-during scripts until enable_items() is called or the script has
-terminated. To avoid possible exploits, when disable_items() is invoked,
-it will only disable changing equips while running that script in
-particular. Note that if a different script also calls disable_items(),
-it will override the last call (so you may want to call this command at
-the start of your script without assuming the effect is still in
-effect).
-If 'item_enabled_npc' option is set to true in 'conf/map/battle/items.conf' all
-NPC are allowing changing of equipment by default except for those have been
-set with 'disable_items'.
-
----------------------------------------
-
-*itemskill(<skill id>, <skill level>, {flag})
-*itemskill("<skill name>", <skill level>, {flag})
-
-This command meant for item scripts to replicate single-use skills in
-usable items. It will not work properly if there is a visible dialog
-window or menu.
-If the skill is self or auto-targeting, it will be used immediately.
-Otherwise, a target cursor is shown.
-Flag is a optional param and, when present, the command will not check for
-skill requirements.
-
-// When Anodyne is used, it will cast Endure, Level 1, as if the actual skill
-// has been used from skill tree.
- itemskill(SM_ENDURE, 1);
-
----------------------------------------
-
-*itemeffect(<item id>)
-*itemeffect("<item name>")
-*consumeitem is an alias of itemeffect (added for compatibility)
-
-This command will run the item script of the specified item on the
-invoking character. The character does not need to posess the item, and
-the item will not be deleted. While this command is intended for usable
-items, it will run for any item type.
-
----------------------------------------
-
-*produce(<item level>)
-
-This command will open a crafting window on the client connected to the
-invoking character. The 'item level' is a number which determines what
-kind of a crafting window will pop-up.
-
-You can see the full list of such item levels in 'db/produce_db.txt' which
-determines what can actually be produced. The window will not be empty
-only if the invoking character can actually produce the items of that type
-and has the appropriate raw materials in their inventory.
-
-The success rate to produce the item is the same as the success rate of
-the skill associated with the item level. If there is no skill id, the
-success rate will be 50%.
-
-Valid item levels are:
-
- 1 - Level 1 Weapons
- 2 - Level 2 Weapons
- 3 - Level 3 Weapons
- 21 - Blacksmith's Stones and Metals
- 22 - Alchemist's Potions, Holy Water, Assassin Cross's Deadly Poison
- 23 - Elemental Converters
-
----------------------------------------
-
-*cooking(<dish level>)
-
-This command will open a produce window on the client connected to the
-invoking character. The 'dish level' is the number which determines what
-kind of dish level you can produce. You can see the full list of dishes
-that can be produced in 'db/produce_db.txt'.
-
-The window will be shown empty if the invoking character does not have
-enough of the required incredients to cook a dish.
-
-Valid dish levels are:
-
-11 - Level 1 Dish
-12 - Level 2 Dish
-13 - Level 3 Dish
-14 - Level 4 Dish
-15 - Level 5 Dish
-16 - Level 6 Dish
-17 - Level 7 Dish
-18 - Level 8 Dish
-19 - Level 9 Dish
-20 - Level 10 Dish
-
-Although it's required to set a dish level, it doesn't matter if you set
-it to 1 and you want to cook a level 10 dish, as long as you got the
-required ingredients to cook the dish the command works.
-
----------------------------------------
-
-*makerune(<% success bonus>)
-
-This command will open a rune crafting window on the client connected to
-the invoking character. Since this command is officially used in rune
-ores, a bonus success rate must be specified (which adds to the base
-formula).
-
-You can see the full list of runes that can be produced in
-'db/produce_db.txt'. The window will not be empty only if the invoking
-character can actually produce a rune and has the appropriate raw
-materials in their inventory.
-
----------------------------------------
-
-*successremovecards(<equipment slot>)
-
-This command will remove all cards from the item found in the specified
-equipment slot of the invoking character, create new card items and give
-them to the character. If any cards were removed in this manner, it will
-also show a success effect.
-
----------------------------------------
-
-*failedremovecards(<equipment slot>, <type>)
-
-This command will remove all cards from the item found in the specified
-equipment slot of the invoking character. 'type' determines what happens
-to the item and the cards:
-
- 0 - will destroy both the item and the cards.
- 1 - will keep the item, but destroy the cards.
- 2 - will keep the cards, but destroy the item.
-
-Whatever the type is, it will also show a failure effect on screen.
-
----------------------------------------
-
-*repair(<broken item number>)
-
-This command repairs a broken piece of equipment, using the same list of
-broken items as available through 'getbrokenid'.
-
-The official scripts seem to use the repair command as a function instead:
-'repair(<number>)' but it returns nothing on the stack. Probably only
-Valaris, who made it, can answer why is it so.
-
----------------------------------------
-
-*repairall()
-
-This command repairs all broken equipment in the attached player's
-inventory. A repair effect will be shown if any items are repaired, else
-the command will end silently.
-
----------------------------------------
-
-*successrefitem(<equipment slot>{, <upgrade_count>})
-
-This command will refine an item in the specified equipment slot of the
-invoking character by +1 (unless <upgrade_count> is specified).
-For a list of equipment slots see 'getequipid'.
-This command will also display a 'refine success'
-effect on the character and put appropriate messages into their chat
-window. It will also give the character fame points if a weapon reached
-+10 this way, even though these will only take effect for blacksmith who
-will later forge a weapon.
-
----------------------------------------
-
-*failedrefitem(<equipment slot>)
-
-This command will fail to refine an item in the specified equipment slot
-of the invoking character. The item will be destroyed. This will also
-display a 'refine failure' effect on the character and put appropriate
-messages into their chat window.
-
----------------------------------------
-
-*downrefitem(<equipment slot>{, <downgrade_count>})
-
-This command will downgrade an item by - 1 (unless optional <downgrade_count> is provided)
-in the specified equipment slot of the invoking character.
-So the item will not be destroyed unlike in the failedrefitem() script
-command. This will also display a 'refine failure' effect on the
-character and put appropriate messages into their chat window.
-
----------------------------------------
-
-*unequip(<equipment slot>)
-
-This command will unequip whatever is currently equipped in the invoking
-character's specified equipment slot. For a full list of possible
-equipment slots see 'getequipid'.
-
-If an item occupies several equipment slots, it will get unequipped from
-all of them.
-
----------------------------------------
-
-*clearitem()
-
-This command will destroy all items the invoking character has in their
-inventory (including equipped items). It will not affect anything else,
-like storage or cart.
-
----------------------------------------
-
-*equip(<item id>)
-*equip2(<item id>, <refine>, <attribute>, <card1>, <card2>, <card3>, <card4>)
-*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
-item in his/her inventory, while the autoequip function will equip the
-given item ID when this is looted. The option parameter of the autoequip
-is 1 or 0, 1 to turn it on, and 0 to turn it off.
-
-Examples:
-
-//This will equip a 1104 (falchion) on the character if this is in the
-//inventory.
- equip(Falchion);
-
-//This will equip a +10 1104 (falchion) on the character if this is in the
-//inventory.
- equip2(Falchion, 10, 0, 0, 0, 0, 0);
-
-//The invoked character will now automatically equip a falchion when it's
-//looted.
- autoequip(Falchion, 1);
-
-//The invoked character will no longer automatically equip a falchion.
- autoequip(Falchion, 0);
-
----------------------------------------
-
-*buyingstore(<slots>)
-
-Invokes buying store preparation window like the skill 'Open Buying
-Store', without the item requirement. Amount of slots is limited by the
-server to a maximum of 5 slots by default.
-
-Example:
-
- // Gives the player opportunity to buy 4 different kinds of items.
- buyingstore(4);
-
----------------------------------------
-
-*searchstores(<uses>, <effect>);
-
-Invokes the store search window, which allows to search for both vending
-and buying stores. Parameter uses indicates, how many searches can be
-started, before the window has to be reopened. Effect value affects what
-happens when a result item is double-clicked and can be one of the
-following:
-
- 0 = Shows the store's position on the mini-map and highlights the shop
- sign with yellow color, when the store is on same map as the
- invoking player.
- 1 = Directly opens the shop, regardless of distance.
-
-Example:
-
- // Item Universal_Catalog_Gold (10 uses, effect: open shop)
- searchstores(10, 1);
-
----------------------------------------
-
-*mergeitem();
-
-mergeitem() opens the item merge window,
-The Item merge window shows all stackable item(same ItemID) with different
-serial, that can be merged into one stack.
-Check sample: npc/other/item_merge.txt
-
----------------------------------------
-
-*delequip(<equipment slot>)
-
-This command will destroy whatever is currently equipped in the invoking
-character's specified equipment slot. For a full list of possible equipment
-slots see getequipid().
-
-It is always a good idea to check if the player actually has the item you want
-before you use this command. If you try to delete in a position that the player
-has no gear, script will be terminated with an error.
-
----------------------------------------
-//=====================================
-4.1 - End of Player Item-Related Commands
-//=====================================
----------------------------------------
-
-*openstorage()
-
-This will open character's Kafra storage window on the client connected to
-the invoking character. It can be used from any kind of NPC or item
-script, not just limited to Kafra Staff.
-
-The storage window opens regardless of whether there are open NPC dialogs
-or not, but it is preferred to close the dialog before displaying the
-storage window, to avoid any disruption when both windows overlap.
-
- mes("I will now open your stash for you");
- close2();
- openstorage();
- end;
-
----------------------------------------
-
-*openmail()
-
-This will open a character's Mail window on the client connected to the
-invoking character.
-
- mes("Close this window to open your mail inbox.");
- close2();
- openmail();
- end;
-
----------------------------------------
-
-*openauction()
-
-This will open the Auction window on the client connected to the invoking
-character.
-
- mes("Close this window to open the Auction window.");
- close2();
- openauction();
- end;
-
----------------------------------------
-//=====================================
-4.2 - Guild-Related Commands
-//=====================================
----------------------------------------
-
-*guildopenstorage()
-
-This function works the same as openstorage() but will open a guild
-storage window instead for the guild storage of the guild the invoking
-character belongs to. This is a function because it returns a value - 0 if
-the guild storage was opened successfully and 1 if it wasn't. (Notice,
-it's a ZERO upon success.)
-Since guild storage is only accessible to one character at one time, it
-may fail if another character is accessing the guild storage at the same
-time.
-
-This will also fail and return 2 if the attached character does not belong
-to any guild.
-
----------------------------------------
-
-*guildchangegm(<guild id>, <new master's name>)
-
-This function will change the Guild Master of a guild. The ID is the
-guild's id, and the new guild master's name must be passed.
-
-Returns true on success, false otherwise.
-
----------------------------------------
-
-*guildgetexp(<amount>)
-
-This will give the specified amount of guild experience points to the
-guild the invoking character belongs to. It will silently fail if they do
-not belong to any guild.
-
----------------------------------------
-
-*guildskill(<skill id>, <level>)
-*guildskill("<skill name>", <level>)
-
-This command will bump up the specified guild skill by the specified
-number of levels. This refers to the invoking character and will only work
-if the invoking character is a member of a guild AND it's guild master,
-otherwise no failure message will be given and no error will occur, but
-nothing will happen. The full list of guild skills is available in
-'db/(pre-)re/skill_db.txt', these are all the GD_ skills at the end.
-If a level higher than the maximum is given as parameter the skill will be
-leveled to the maximum and not above.
-
-// This would give your character's guild one level of Approval
-// (GD_APPROVAL ID 10000). Notice that if you try to add two levels of
-// Approval, or add Approval when the guild already has it, it will only
-// have one level of Approval afterwards.
- guildskill(GD_APPROVAL, 1);
-
-You might want to make a quest for getting a certain guild skill, make it
-hard enough that all the guild needs to help or something. Doing this for
-the Glory of the Guild skill, which allows your guild to use an emblem, is
-a good idea for a fun quest. (Wasting a level point on that is really
-annoying :D)
-
----------------------------------------
-//=====================================
-4.2 - End of Guild-Related Commands
-//=====================================
----------------------------------------
-
-*resetlvl(<action type>)
-
-This is a character reset command, meant mostly for rebirth script
-supporting Advanced jobs, which will reset the invoking character's stats
-and level depending on the action type given. Valid action types are:
-
- 1 - Base level 1, Job level 1, 0 skill points, 0 base exp, 0 job exp,
- wipes the status effects (only the ones settable by 'setoption'),
- sets all stats to 1. If the new job is 'Novice High', give 100 status
- points, give First Aid and Play Dead skills.
- 2 - Base level 1, Job level 1, 0 skill points, 0 base exp, 0 job exp.
- Skills and attribute values are not altered.
- 3 - Base level 1, base exp 0. Nothing else is changed.
- 4 - Job level 1, job exp 0. Nothing else is changed.
-
-In all cases everything the character has on will be unequipped.
-
----------------------------------------
-
-*resetstatus()
-
-This is a character reset command, which will reset the stats on the
-invoking character and give back all the stat points used to raise them
-previously. Nothing will happen to any other numbers about the character.
-
-Used in reset NPC's (duh!).
-
----------------------------------------
-
-*resetskill()
-
-This command takes off all the skill points on the invoking character, so
-they only have Basic Skill blanked out (lvl 0) left, and returns the
-points for them to spend again. Nothing else will change but the skills.
-Quest skills will also reset if 'quest_skill_reset' option is set to true in
-'conf/map/battle.conf'. If the 'quest_skill_learn' option is set in there, the
-points in the quest skills will also count towards the total.
-
-Used in reset NPC's (duh!).
-
----------------------------------------
-
-*sc_start(<effect type>, <ticks>, <value 1>{, <rate>, <flag>{, <GID>}})
-*sc_start2(<effect type>, <ticks>, <value 1>, <value 2>{, <rate>, <flag>{, <GID>}})
-*sc_start4(<effect type>, <ticks>, <value 1>, <value 2>, <value 3>, <value 4>{, <rate>, <flag>{, <GID>}})
-*sc_end(<effect type>{, <GID>})
-
-These commands will bestow a status effect on a character.
-
-The <effect type> determines which status is invoked. This can be either a number
-or constant, with the common statuses (mostly negative) found in
-'db/constants.conf' with the 'SC_' prefix. A full list is located in
-'src/map/status.h', though they are not currently documented.
-
-The duration of the status is given in <ticks>, or milleseconds.
-
-Certain status changes take an additional parameter <value 1>, which typically
-modifies player stats by the given number or percentage. This differs for each
-status, and is sometimes zero.
-
-Optional value <rate> is the chance that the status will be invoked (10000 = 1%).
-This is used primarily in item scripts. When used in an NPC script, a flag MUST
-be defined for the rate to work.
-
-Optional value <flag> is how the status change start will be handled (a bitmask).
- SCFLAG_NONE = 0x00: No special behavior.
- SCFLAG_NOAVOID = 0x01: Status change cannot be avoided.
- SCFLAG_FIXEDTICK = 0x02: Tick cannot be reduced by stats (default).
- SCFLAG_LOADED = 0x04: sc_data was loaded, no value will be altered.
- SCFLAG_FIXEDRATE = 0x08: Rate cannot be reduced.
- SCFLAG_NOICON = 0x10: Status icon (SI) won't be shown.
-
-If a <GID> is given, the status change will be invoked on the specified character
-instead of the one attached to the script. This can only be defined after setting
-a rate and flag.
-
-sc_start2() and sc_start4() allow extra parameters to be passed, and are used only
-for effects that require them. The meaning of the extra values vary depending on the
-effect type.
-
-sc_end() will remove a specified status effect. If SC_ALL (-1) is given, it will
-perform a complete removal of all statuses (although permanent ones will re-apply).
-
-Examples:
- // This will poison the invoking character for 10 minutes at 50% chance.
- sc_start(SC_POISON, 600000, 0, 5000);
-
- // This will bestow the effect of Level 10 Blessing.
- sc_start(SC_BLESSING, 240000, 10);
-
- // This will end the Freezing status for the invoking character.
- sc_end(SC_FREEZE);
-
-Note: to use SC_NOCHAT you should alter Manner
- Manner = -5; // Will mute a user for 5 minutes
- Manner = 0; // Will unmute a user
- Manner = 5; // Will unmute a user and prevent the next use of 'Manner'
-
----------------------------------------
-
-*getstatus(<effect type>{, <type>})
-
-Retrieve information about a specific status effect when called. Depending
-on <type> specified the function will return different information.
-
-Possible <type> values:
- - 0 or undefined: whether the status is active
- - 1: the val1 of the status
- - 2: the val2 of the status
- - 3: the val3 of the status
- - 4: the val4 of the status
- - 5: the amount of time in milliseconds that the status has remaining
-
-If <type> is not defined or is set to 0, then the script function will
-either return 1 if the status is active, or 0 if the status is not active.
-If the status is not active when any of the <type> fields are provided,
-this script function will always return 0.
-
----------------------------------------
-
-*skilleffect(<skill id>, <number>)
-*skilleffect("<skill name>", <number>)
-
-This command displays visual and aural effects of given skill on currently
-attached character. The number parameter is for skill whose visual effect
-involves displaying of a number (healing or damaging). Note that this
-command will not actually use the skill: it is intended for scripts which
-simulate skill usage by the NPC, such as buffs, by setting appropriate
-status and displaying the skill's effect.
-
- mes("Be blessed!");
- // Heal of 2000 HP
- heal(2000, 0);
- skilleffect(AL_HEAL, 2000);
- // Blessing Level 10
- sc_start(SC_BLESSING, 240000, 10);
- skilleffect(AL_BLESSING, 0);
- // Increase AGI Level 5
- sc_start(SC_INC_AGI, 140000, 5);
- skilleffect(AL_INCAGI, 0);
-
-This will heal the character with 2000 HP, buff it with Blessing Lv 10 and
-Increase AGI Lv 5, and display appropriate effects.
-
----------------------------------------
-
-*npcskilleffect(<skill id>, <number>, <x>, <y>)
-*npcskilleffect("<skill name>", <number>, <x>, <y>)
-
-This command behaves identically to skilleffect(), however, the effect
-will not be centered on the invoking character's sprite, nor on the NPC
-sprite, if any, but will be centered at map coordinates given on the same
-map as the invoking character.
-
----------------------------------------
-
-*specialeffect(<effect number>{, <send_target>{, <unit id>{, <account id>}}})
-*specialeffect(<effect number>{, <send_target>{, "<NPC Name>"{, <account id>}}})
-
-This command will display special effect with the given number, centered
-on the specified NPCs coordinates, if any. For a full list of special
-effect numbers known see 'doc/effect_list.txt'. Some effect numbers are
-known not to work in some client releases. (Notably, rain is absent from
-any client executables released after April 2005.)
-
-<NPC name> parameter will display <effect number> on another NPC. If the
-NPC specified does not exist, the command will do nothing. When specifying
-an NPC, <send_target> must be specified when specifying an <NPC Name>,
-specifying AREA will retain the default behavior of the command.
-
-<unit id> behaves like <NPC Name> except it can display the effect on
-any kind of unit, not just NPC, by specifying its GID.
-
-When <send_target> is SELF you can specify which player to send the effect
-to by passing <account id>.
-
-Example usage:
-
- // To make a NPC do an effect and show it to everyone:
- specialeffect(EF_HIT1, AREA, "John Doe#1");
-
- // To make a player do an effect and show it to everyone:
- specialeffect(EF_HIT1, AREA, getcharid(CHAR_ID_ACCOUNT, "player"));
-
- // To make a NPC do an effect and show it only to the attached player:
- specialeffect(EF_HIT1, SELF, "John Doe#1");
-
- // To make a NPC do an effect and show it only to another player:
- specialeffect(EF_HIT1, SELF, "John Doe#1", getcharid(CHAR_ID_ACCOUNT, "player"));
-
----------------------------------------
-
-*specialeffect2(<effect number>{, <send_target>{, "<Player Name>"}})
-
- @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
- @ /!\ This command is deprecated @
- @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
-
-This command behaves identically to the specialeffect(), but the effect
-will be centered on the invoking character's sprite.
-
-This command is deprecated and it should not be used in new scripts, as it is
-likely to be removed at a later time. Please use specialeffect instead,
-ie: specialeffect(<effect number>, <send_target>, playerattached())
-
----------------------------------------
-
-*statusup(<stat>)
-
-This command will bump a specified stat of the invoking character up by
-one permanently using status points to do so, if there aren't enough to perform
-the change nothing will happen.
-Stats are to be given as number, but you can use these constants to replace them:
-
-bStr - Strength
-bVit - Vitality
-bInt - Intelligence
-bAgi - Agility
-bDex - Dexterity
-bLuk - Luck
-
----------------------------------------
-
-*statusup2(<stat>, <amount>)
-
-This command will bump a specified stat of the invoking character up by
-the specified amount permanently without using status points.
-Amount can be negative. See statusup().
-
-// This will decrease a character's Vit forever.
- statusup(bVit, -1);
-
----------------------------------------
-
-*bonus(<bonus type>, <val1>)
-*bonus2(<bonus type>, <val1>, <val2>)
-*bonus3(<bonus type>, <val1>, <val2>, <val3>)
-*bonus4(<bonus type>, <val1>, <val2>, <val3>, <val4>)
-*bonus5(<bonus type>, <val1>, <val2>, <val3>, <val4>, <val5>)
-
-These commands are meant to be used in item scripts. They will probably
-work outside item scripts, but the bonus will not persist for long. They,
-as expected, refer only to an invoking character.
-
-You can find the full list of possible bonuses and which command to use
-for each kind in 'doc/item_bonus.txt'.
-
----------------------------------------
-
-*autobonus(<bonus script>, <rate>, <duration>{, <flag>, {<other script>}})
-*autobonus2(<bonus script>, <rate>, <duration>{, <flag>, {<other script>}})
-*autobonus3(<bonus script>, <rate>, <duration>, <skill id>, {<other script>})
-*autobonus3(<bonus script>, <rate>, <duration>, "<skill name>", {<other script>})
-
-These commands are meant to be used in item scripts. They will probably
-work outside item scripts, but the bonus will not persist for long. They,
-as expected, refer only to an invoking character.
-
-What these commands do is 'attach' a script to the player which will get
-executed on attack (or when attacked in the case of autobonus2()).
-
-Rate is the trigger rate of the script (1000 = 100%).
-
-Duration is the time that the bonus will last for since the script has
-triggered.
-
-Skill ID/skill name the skill which will be used as trigger to start the
-bonus (for autobonus3()).
-
-The optional argument 'flag' is used to classify the type of attack where
-the script can trigger (it shares the same flags as the bAutoSpell bonus
-script):
-
-Range criteria:
- BF_SHORT: Trigger on melee attack
- BF_LONG: Trigger on ranged attack
- Default: BF_SHORT+BF_LONG
-Attack type criteria:
- BF_WEAPON: Trigger on weapon skills
- BF_MAGIC: Trigger on magic skills
- BF_MISC: Trigger on misc skills
- Default: BF_WEAPON
-Skill criteria:
- BF_NORMAL: Trigger on normal attacks
- BF_SKILL: Trigger on skills
- default: If the attack type is BF_WEAPON (only) BF_NORMAL is used,
- otherwise BF_SKILL+BF_NORMAL is used.
-
-The difference between the optional argument 'other script' and the 'bonus
-script' is that, the former one triggers only when attacking (or attacked)
-and the latter one runs on status calculation as well, which makes sure,
-within the duration, the "bonus" that get lost on status calculation is
-restored. So, 'bonus script' is technically supposed to accept "bonus"
-command only. And we usually use 'other script' to show visual effects.
-
-In all cases, when the script triggers, the attached player will be the
-one who holds the bonus. There is currently no way of knowing within this
-script who was the other character (the attacker in autobonus2(), or the
-target in autobonus() and autobonus3()).
-
-//Grants a 1% chance of starting the state "all stats +10" for 10 seconds
-//when using weapon or misc attacks (both melee and ranged skills) and
-//shows a special effect when the bonus is active.
- autobonus("{ bonus(bAllStats, 10); }", 10, 10000, BF_WEAPON|BF_MISC, "{ specialeffect(EF_FIRESPLASHHIT, AREA, playerattached()); }");
-
----------------------------------------
-
-*skill(<skill id>, <level>{, <flag>})
-*skill("<skill name>", <level>{, <flag>})
-*addtoskill(<skill id>, <level>{, <flag>})
-*addtoskill("<skill name>", <level>{, <flag>})
-
-These commands will give the invoking character a specified skill. This is
-also used for item scripts.
-
-Level is obvious. Skill id is the ID number of the skill in question as
-per 'db/(pre-)re/skill_db.txt'. It is not known for certain whether this
-can be used to give a character a monster's skill, but you're welcome to
-try with the numbers given in 'db/(pre-)re/mob_skill_db.txt'.
-
-Flag is 0 if the skill is given permanently (will get written with the
-character data) or 1 if it is temporary (will be lost eventually, this is
-meant for card item scripts usage.). The flag parameter is optional, and
-defaults to 1 in 'skill' and to 2 in 'addtoskill'.
-
-Flag 2 means that the level parameter is to be interpreted as a stackable
-additional bonus to the skill level. If the character did not have that
-skill previously, they will now at 0+the level given.
-
-// This will permanently give the character Stone Throw
-// (TF_THROWSTONE, 152), at level 1.
- skill(TF_THROWSTONE, 1, 0);
-
-Flag 3 is the same as flag 0 in that it saves to the database. However,
-these skills are ignored when any action is taken that adjusts the skill
-tree (reset/job change).
-
----------------------------------------
-
-*nude()
-
-This command will unequip anything equipped on the invoking character.
-
-It is not required to do this when changing jobs since jobchange() will
-unequip everything not equippable by the new job class anyway.
-
----------------------------------------
-
-*disguise(<Monster ID>)
-*undisguise()
-
-This command disguises the current player with a monster sprite.
-The disguise lasts until undisguise() is issued or the player logs out.
-
-Example:
-
-disguise(PORING); // Disguise character as a Poring.
-next();
-undisguise(); // Return to normal character sprite.
-
----------------------------------------
-//=====================================
-4.3 - Marriage-Related Commands
-//=====================================
----------------------------------------
-
-*marriage("<spouse name>")
-
-This function will marry two characters, the invoking character and the
-one referred to by name given, together, setting them up as each other's
-marriage partner. No second function call has to be issued (in current Git
-at least) to make sure the marriage works both ways. The function returns
-true upon success, or false if the marriage could not be completed, either
-because the other character wasn't found or because one of the two
-characters is already married.
-
-This will do nothing else for the marriage except setting up the spouse ID
-for both of these characters. No rings will be given and no effects will
-be shown.
-
----------------------------------------
-
-*wedding()
-
-This command will call up wedding effects - the music and confetti -
-centered on the invoking character. Example can be found in the wedding
-script.
-
----------------------------------------
-
-*divorce()
-
-This function will "un-marry" the invoking character from whoever they
-were married to. Both will no longer be each other's marriage partner,
-(at least in current Git, which prevents the cases of multi-spouse
-problems). It will return true upon success or false if the character
-was not married at all.
-
-This function will also destroy both wedding rings and send a message to
-both players, telling them they are now divorced.
-
----------------------------------------
-//=====================================
-4.3 - End of Marriage-Related Commands
-//=====================================
----------------------------------------
-
-*pcfollow(<id>, <target id>)
-*pcstopfollow(<id>)
-
-Makes a character follow or stop following someone. This command does the
-same as the @follow command. The main difference is that @follow can use
-character names, and this commands needs the Account ID for the target.
-
-Examples:
-
-// This will make Aaron follow Bullah, when both of these characters are
-// online.
- pcfollow(getcharid(CHAR_ID_ACCOUNT, "Aaron"), getcharid(CHAR_ID_ACCOUNT, "Bullah"));
-
-// Makes Aaron stop following whoever he is following.
- pcstopfollow(getcharid(CHAR_ID_ACCOUNT, "Aaron"));
-
----------------------------------------
-
-*pcblockmove(<id>, <option>)
-
-Prevents the given ID from moving when the optionis true , and false
-enables the ID to move again. The ID can either be the GID of a
-monster/NPC or account ID of a character, and will run for the attached
-player if zero is supplied.
-
-Examples:
-
-// Prevents the current char from moving away.
- pcblockmove(getcharid(CHAR_ID_ACCOUNT), true);
-
-// Enables the current char to move again.
- pcblockmove(getcharid(CHAR_ID_ACCOUNT), false);
-
-
----------------------------------------
-//=====================================
-4 - End of Player-Related Commands
-//=====================================
----------------------------------------
-
----------------------------------------
-//=====================================
-5 - Mob / NPC Related Commands
-//=====================================
----------------------------------------
-
-*monster("<map name>", <x>, <y>, "<name to show>", <mob id>, <amount>{, "<event label>"{, <size>{, <ai>}}})
-*areamonster("<map name>", <x1>, <y1>, <x2>, <y2>, "<name to show>", <mob id>, <amount>{, "<event label>"{, <size>{, <ai>}}})
-
-This command will spawn a monster on the specified coordinates on the
-specified map. If the script is invoked by a character, a special map
-name, "this", will be recognized to mean the name of the map the invoking
-character is located at. This command works fine in the item scripts.
-
-The same command arguments mean the same things as described above in the
-beginning of this document when talking about permanent monster spawns.
-Monsters spawned in this manner will not respawn upon being killed.
-
-Unlike the permanent monster spawns, if the mob id is -1, a random monster
-will be picked from the entire database according to the rules configured
-in the server for dead branches. This will work for all other kinds of
-non-permanent monster spawns.
-
-The only very special thing about this command is an event label, which is
-an optional parameter. This label is written like
-'<NPC object name>::<label name>' and upon the monster being killed, it
-will execute the script inside of the specified NPC object starting from
-the label given. The RID of the player attached at this execution will be
-the RID of the killing character.
-
-<size> can be:
- Size_Medium = medium (default)
- Size_Small = small
- Size_Large = big
-
-<ai> can be:
- 0 = none (default)
- 1 = attack/friendly
- 2 = sphere (Alchemist skill)
- 3 = flora (Alchemist skill)
- 4 = zanzou (Kagerou/Oboro skill)
-
- monster("place", 60, 100, "Poring", PORING, 1, "NPCNAME::OnLabel");
-
-The coordinates of 0,0 will spawn the monster on a random place on the
-map. Both 'monster' and 'areamonster' return the GID of the monster
-spawned if there was ONLY ONE monster to be spawned. This is useful for
-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
- unitattack(.@mobGID, getcharid(CHAR_ID_ACCOUNT)); // Attacker GID, attacked GID
-
-The way you can get the GID of more than only one monster is looping
-through all the summons to get their individual GIDs and do whatever you
-want with them. For example:
-
- // We want to summon .mobnumber porings which will give us a kiss
- for (.@i = 0; .@i < .mobnumber; ++.@i) {
- .@mobGID = monster("map", .x, .y, "Kisser Poring", PORING, 1);
- unitemote(.@mobGID, e_kis);
- }
-
-Refer to the unit* commands below.
-
-The areamonster() command works much like the monster() command and is not
-significantly different, but spawns the monsters within a square defined
-by x1/y1-x2/y2.
-
-Simple monster killing script:
-
- <NPC object definition. Let's assume you called him NPCNAME.>
- mes("[Summon Man]");
- mes("Want to start the kill?");
- next();
- if (select("Yes", "No") != 1) {
- mes("[Summon Man]");
- mes("Come back later");
- close();
- }
- monster("prontera", 0, 0, "Quest Poring", PORING, 10, "NPCNAME::OnPoringKilled");
- // By using 0,0 it will spawn them in a random place.
- mes("[Summon Man]");
- mes("Now go and kill all the Poring I summoned");
- // He summoned ten.
- close();
- OnPoringKilled:
- ++$poring_killed;
- if ($poring_killed == 10) {
- announce("Summon Man: Well done all the poring are dead", bc_self);
- $poring_killed = 0;
- }
- end;
-
-For more examples see just about any official 2-1 or 2-2 job quest script.
-
----------------------------------------
-
-*areamobuseskill("<map name>", <x>, <y>, <range>, <mob id>, <skill id>, <skill level>, <cast time>, <cancelable>, <emotion>, <target type>)
-*areamobuseskill("<map name>", <x>, <y>, <range>, <mob id>, "<skill name>", <skill level>, <cast time>, <cancelable>, <emotion>, <target type>)
-
-This command will make all monsters of the specified mob ID in the
-specified area use the specified skill. Map name, x, and y define the
-center of the area, which extending <range> cells in each direction (ex: a
-range of 3 would create a 7x7 square). The skill can be specified by skill
-ID or name. <cast time> is in milliseconds (1000 = 1 second), and the rest
-should be self-explanatory.
-
-<target type> can be:
- 0 = self
- 1 = the mob's current target
- 2 = the mob's master
- 3 = random target
-
-Example:
-
- // spawn 1 Shining Plant in the 5x5 area centered on (155,188)
- areamonster("prontera", 153, 186, 157, 190, "Shining Plant", SHINING_PLANT, 1);
- // make the plant cast level 10 Cold Bolt on a random target
- areamobuseskill("prontera", 155, 188, 2, SHINING_PLANT, MG_COLDBOLT, 10, 3000, 1, e_gg, 3)
-
----------------------------------------
-
-*killmonster("<map name>", "<event label>"{, <type>})
-
-This command will kill all monsters that were spawned with monster() or
-areamonster() and have a specified event label attached to them. Commonly
-used to get rid of remaining quest monsters once the quest is complete.
-
-If the label is given as "All", all monsters which have their respawn
-times set to -1 (like all the monsters summoned with 'monster' or
-'areamonster' script command, and all monsters summoned with GM commands,
-but no other ones - that is, all non-permanent monsters) on the specified
-map will be killed regardless of the event label value.
-
-killmonster() supports an optional argument type. Using 1 for type will make
-the command fire "OnMyMobDead" events from any monsters that do die as a
-result of this command.
-
----------------------------------------
-
-*killmonsterall("<map name>"{, <type>})
-
-This command will kill all monsters on a specified map name, regardless of
-how they were spawned or what they are without triggering any event label
-attached to them, unless you specify 1 for type parameter. In this case,
-mob death labels will be allowed totrigger when there is no player. Any
-other number for this parameter won't be recognized.
-
----------------------------------------
-
-*strmobinfo(<type>, <monster id>)
-
-This function will return information about a monster record in the
-database, as per 'db/(pre-)re/mob_db.txt'. Type is the kind of information
-returned. Valid types are:
-
- 1 - 'english name' field in the database, a string.
- 2 - 'japanese name' field in the database, a string.
- All other returned values are numbers:
- 3 - Level.
- 4 - Maximum HP.
- 5 - Maximum SP.
- 6 - Experience reward.
- 7 - Job experience reward.
-
----------------------------------------
-
-*mobcount("<map name>", "<event label>")
-
-This function will count all the monsters on the specified map that have a
-given event label and return the number or 0 if it can't find any.
-Naturally, only monsters spawned with 'monster' and 'areamonster' script
-commands can have non-empty event label.
-If you pass this function an empty string for the event label, it will
-return the total count of monster without event label, including
-permanently spawning monsters.
-
-With the dynamic mobs system enabled, where mobs are not kept in memory
-for maps with no actual people playing on them, this will return a 0 for
-any such map.
-
-If the event label is given as "all", all monsters will be counted,
-regardless of having any event label attached.
-
-If the map name is given as "this", the map the invoking character is on
-will be used. If the map is not found, or the invoker is not a character
-while the map is "this", it will return -1.
-
----------------------------------------
-
-*clone("<map name>", <x>, <y>, "<event>", <char id>{, <master_id>{, <mode>{, <flag>, <duration>}}})
-
-This command creates a monster which is a copy of another player. The
-first four arguments serve the same purpose as in the monster script
-command, The <char id> is the character id of the player to clone (player
-must be online).
-If <master id> is given, the clone will be a 'slave/minion' of it.
-Master_id must be a character id of another online player.
-
-The mode can be specified to determine the behavior of the clone, its
-values are the same as the ones used for the mode field in the mob_db. The
-default mode is aggressive, assists, can move, can attack.
-
-Flag can be either zero or one currently. If zero, the clone is a normal
-monster that'll target players, if one, it is considered a summoned
-monster, and as such, it'll target other monsters. Defaults to zero.
-
-The duration specifies how long the clone will live before it is
-auto-removed. Specified in seconds, defaults to no limit (zero).
-
-Returned value is the monster ID of the spawned clone. If command fails,
-returned value is zero.
-
----------------------------------------
-
-*summon("Monster name", <monster id>{, <Time Out>{, "event label"}})
-
-This command will summon a monster. (see also monster()) Unlike monsters
-spawned with other commands, this one will set up the monster to fight to
-protect the invoking character. Monster name and mob id obey the same
-rules as the one given at the beginning of this document for permanent
-monster spawns with the exceptions mentioned when describing 'monster'
-command.
-
-The effect for the skill 'Call Homunculus' will be displayed centered on
-the invoking character.
-
-Timeout is the time in milliseconds the summon lives, and is set default
-to 60000 (1 minute). Note that also the value 0 will set the timer to
-default, and it is not possible to create a spawn that lasts forever.
-If an event label is given, upon the monster being killed, the event label
-will run as if by donpcevent().
-
-// Will summon a poring to fight for the character.
- summon("--ja--", PORING);
-
----------------------------------------
-
-*homevolution()
-
-This command will try to evolve the current player's homunculus.
-If it doesn't work, the /swt emotion is shown.
-
-To evolve a homunculus, the invoking player must have a homunculus, the
-homunculus must not be the last evolution and the homunculus must have
-above 91000 intimacy with its owner.
-
----------------------------------------
-
-*gethominfo(<type>)
-
-This function works as a direct counterpart of 'getpetinfo':
- 0 - Homunculus unique ID
- 1 - Homunculus Class
- 2 - Name
- 3 - Friendly level (intimacy score). 100000 is full loyalty.
- 4 - Hungry level. 100 is completely full.
- 5 - Rename flag. 0 means this homunculus has not been named yet.
- 6 - Homunculus level
-
-If the attached player doesn't own a homunculus, this command will return
-"null" for type 2, and return 0 for other types.
-
----------------------------------------
-
-*morphembryo()
-
-This command will try to put the invoking player's Homunculus in an
-uncallable state, required for mutation into a Homunculus S. The player
-will also receive a Strange Embryo (ID 6415) in their inventory if
-successful, which is deleted upon mutation.
-
-The command will fail if the invoking player does not have an evolved
-Homunculus at level 99 or above. The /swt emotion is shown upon failure.
-
-Returns 1 upon success and 0 for all failures.
-
----------------------------------------
-
-*hommutate({<ID>})
-
-This command will try to mutate the invoking player's Homunculus into a
-Homunculus S. The Strange Embryo (Strange_Embryo, ID 6415) is deleted
-upon success.
-
-The command will fail if the invoking player does not have an evolved
-Homunculus at level 99 or above, if it is not in the embryo state
-(from the morphembryo() command), or if the invoking player does not
-possess a Strange Embryo. The /swt emotion is shown upon failure.
-
-If the optional parameter <ID> is set, the invoking player's Homunculus
-will change into the specified Homunculus ID. Otherwise, a random Homunculus S
-will be chosen. See 'db/homunculus_db.txt' for a full list of IDs.
-
-Returns true upon success and false for all failures.
-
----------------------------------------
-
-*checkhomcall()
-
-This function checks if the attached player's Homunculus is active,
-and will return the following values:
- -1: The player has no Homunculus.
- 0: The player's Homunculus is active.
- 1: The player's Homunculus is vaporized.
- 2: The player's Homunculus is in morph state.
-
----------------------------------------
-
-*getunittype(<GID>)
-
-Returns the type of object from the given Game ID. Returns -1 if the given GID
-does not exist. The return values are :-
-
- UNITTYPE_PC 0
- UNITTYPE_NPC 1
- UNITTYPE_PET 2
- UNITTYPE_MOB 3
- UNITTYPE_HOM 4
- UNITTYPE_MER 5
- UNITTYPE_ELEM 6
-
----------------------------------------
-
-*unitwalk(<GID>, <x>, <y>)
-*unitwalk(<GID>, <target_GID>)
-
-This is one command, but can be used in two ways. If only the first
-argument is given, the unit whose GID is given will start walking towards
-the target whose GID is given.
-
-When 2 arguments are passed, the given unit will walk to the given x,y
-coordinates on the map where the unit currently is.
-
-Examples:
-
-//Will move/walk the poring we made to the coordinates 150,150
- unitwalk(.GID, 150, 150);
-
-//NPC will move towards the attached player.
- unitwalk(.GID, getcharid(CHAR_ID_ACCOUNT));//a player's GID is their account ID
-
----------------------------------------
-
-*unitkill(<GID>)
-*unitwarp(<GID>, <Mapname>, <x>, <y>)
-*unitattack(<GID>, <Target ID>)
-*unitstop(<GID>)
-*unittalk(<GID>, <Text>)
-*unitemote(<GID>, <Emote>)
-
-Okay, these commands should be fairly self explaining.
-For the emotions, you can look in db/constants.conf for prefixes with e_
-PS: unitwarp() supports a <GID> of zero, which causes the executor of the
-script to be affected. This can be used with OnTouchNPC to warp
-monsters:
-
-OnTouchNPC:
- unitwarp(0, "this", -1, -1);
-
----------------------------------------
-
-*disablenpc("<NPC object name>")
-*enablenpc("<NPC object name>")
-
-These two commands will disable and enable, respectively, an NPC object
-specified by name. The disabled NPC will disappear from sight and will no
-longer be triggerable in the normal way. It is not clear whether it will
-still be accessible through donpcevent() and other triggering commands,
-but it probably will be. You can disable even warp NPCs if you know their
-object names, which is an easy way to make a map only accessible through
-walking half the time. Then you 'enablenpc' them back.
-
-You can also use these commands to create the illusion of an NPC switching
-between several locations, which is often better than actually moving the
-NPC - create one NPC object with a visible and a hidden part to their
-name, make a few copies, and then disable all except one.
-
----------------------------------------
-
-*hideonnpc("<NPC object name>")
-*hideoffnpc("<NPC object name>")
-
-These commands will make the NPC object specified display as hidden or
-visible, even though not actually disabled per se. Hidden as in thief Hide
-skill, but unfortunately, not detectable by Ruwach or Sight.
-
-As they are now, these commands are pointless, it is suggested to use
-'disablenpc'/'enablenpc', because these two commands actually unload the
-NPC sprite location and other accompanying data from memory when it is not
-used. However, you can use these for some quest ideas (such as cloaking
-NPCs talking while hidden then revealing... you can wonder around =P).
-
----------------------------------------
-
-*doevent("<NPC object name>::<event label>")
-
-This command will start a new execution thread in a specified NPC object
-at the specified label. The execution of the script running this command
-will not stop, and the event called by the doevent() command will not run
-until the invoking script has terminated. No parameters may be passed with
-a doevent() call.
-
-The script of the NPC object invoked in this manner will run as if it's
-been invoked by the RID that was active in the script that issued a
-'doevent'. As such, the command will not work if an RID is not attached.
-
- place,100,100,1%TAB%script%TAB%NPC%TAB%53,{
- mes("This is what you will see when you click me");
- close();
- OnLabel:
- mes("This is what you will see if the doevent is activated");
- close();
- }
-
- // ...
-
- doevent("NPC::OnLabel");
-
----------------------------------------
-
-*donpcevent("<NPC object name>::<event label>")
-
-This command invokes the event label code within an another NPC or NPCs.
-It starts a separate instance of execution, and the invoking NPC will
-resume execution its immediately.
-
-If the supplied event label has the form "NpcName::OnLabel", then only
-given NPC's event label will be invoked (much like goto() into another
-NPC). If the form is "::OnLabel" (NPC name omitted), the event code of all
-NPCs with given label will be invoked, one after another. In both cases
-the invoked script will run without an attached RID, whether or not the
-invoking script was attached to a player. The event label name is required
-to start with "On".
-
-This command can be used to make other NPCs act, as if they were
-responding to the invoking NPC's actions, such as using an emotion or
-talking.
-
- place,100,100,1%TAB%script%TAB%NPC%TAB%53,{
- mes("Hey NPC2 copy what I do");
- close2();
- @emote = rand(1, 30);
- donpcevent("NPC2::OnEmote");
- OnEmote:
- emotion(@emote);
- end;
- }
-
- place,102,100,1%TAB%script%TAB%NPC2%TAB%53,{
- mes("Hey NPC copy what I do");
- close2();
- @emote = rand(1, 30);
- donpcevent("NPC::OnEmote");
- OnEmote:
- emotion(@emote);
- end;
- }
-
-Whichever of the both NPCs is talked to, both will show a random emotion
-at the same time.
-
-Command returns true or false on success and failure.
-A debug message also shows on the console when no events are triggered.
-
----------------------------------------
-
-*npctalk("<message>"{, "<npc name>"})
-
-This command will display a message to the surrounding area as if the NPC
-object running it was a player talking - that is, above their head and in
-the chat window. The display name of the NPC will get appended in front of
-the message to complete the effect.
-
- // This will make everyone in the area see the NPC greet the character
- // who just invoked it.
- npctalk("Hello "+strcharinfo(PC_NAME)+", how are you?");
- npctalk("Hello "+strcharinfo(PC_NAME)+", how are you?", "Another_NPC_Name");
-
----------------------------------------
-
-*setnpcdisplay("<npc name>", "<display name>", <class id>, <size>)
-*setnpcdisplay("<npc name>", "<display name>", <class id>)
-*setnpcdisplay("<npc name>", "<display name>")
-*setnpcdisplay("<npc name>", <class id>)
-
-Changes the display name and/or display class of the target NPC.
-Returns 0 is successful, 1 if the NPC does not exist.
-Size is 0 = normal 1 = small 2 = big.
-
----------------------------------------
-//=====================================
-5.1 - Time-Related Commands
-//=====================================
----------------------------------------
-
-*addtimer(<ticks>, "NPC::OnLabel"{, <account id>})
-
-This command will create a countdown timer.
-The event label given is the identifier of that timer.
-The timer runs on the character object that is attached to the script,
-and can have multiple instances. If <acccount id> is passed, this player
-will be used instead. When the label is run, it is run as if the player
-that the timer runs on has clicked the NPC.
-
-When this timer runs out, a new execution thread will start in the
-specified NPC object at the specified label.
-
-The ticks are given in 1/1000ths of a second.
-
-One more thing. These timers are stored as part of player data. If the
-player logs out, all of these get immediately deleted, without executing
-the script. If this behavior is undesirable, use some other timer
-mechanism (like sleep()).
-
-Example:
-<NPC Header> {
- dispbottom("Starting a 5 second timer...");
- addtimer(5000, strnpcinfo(NPC_NAME_UNIQUE)+"::On5secs");
- end;
-On5secs:
- dispbottom("5 seconds have passed!");
- end;
-}
-
----------------------------------------
-
-*deltimer("NPC::OnLabel"{, <account id>})
-
-Deletes timers created by addtimer() that matches the given event
-label. Refer to addtimer() for additional information.
-
----------------------------------------
-
-*addtimercount("NPC::OnLabel", <ticks>{, <account id>})
-
-Delays a timer that was created with addtimer() by <ticks> ticks
-if it matches the given event label. Refer to addtimer() for additional
-information.
-
----------------------------------------
-
-*gettimer(<type>{, <account id>{, "<event>"}})
-
-Returns informations on timers that were created by addtimer().
-
-valid <type> for gettimer() are:
-
-(0) TIMER_COUNT
- Will return the total number of timers for the specified or
- attached player. Can be filtered by <event>.
-(1) TIMER_TICK_NEXT
- Will return the number of ticks until the next timer runs
- for the specified or attached player. Can be filtered by <event>.
-(2) TIMER_TICK_LAST
- Will return the number of ticks until the last timer runs
- for the specified or attached player. Can be filtered by <event>.
-
----------------------------------------
-
-*initnpctimer({ "<NPC name>" {, <Attach Flag>} } |
- { "<NPC name>" | <Attach Flag> })
-*stopnpctimer({ "<NPC name>" {, <Detach Flag>} } |
- { "<NPC name>" | <Detach Flag> })
-*startnpctimer({ "<NPC name>" {, <Attach Flag>} } |
- { "<NPC name>" | <Attach Flag> })
-*setnpctimer(<tick>{, "<NPC name>"})
-*getnpctimer(<type of information>{, "<NPC name>"})
-*attachnpctimer({"<character name>"})
-*detachnpctimer({"<NPC name>"})
-
-This set of commands and functions will create and manage an NPC-based
-timer. The NPC name may be omitted, in which case the calling NPC is used
-as target.
-
-Contrary to addtimer()/deltimer() commands which let you have many different
-timers referencing different labels in the same NPC, each with their own
-countdown, initnpctimer() can only have one per NPC object. But it can
-trigger many labels and let you know how many were triggered already and
-how many still remain.
-
-This timer is counting up from 0 in ticks of 1/1000ths of a second each.
-Upon creating this timer, the execution will not stop, but will happily
-continue onward. The timer will then invoke new execution threads at
-labels "OnTimer<time>:" in the NPC object it is attached to.
-
-To create the timer, use the initnpctimer(), which will start it running.
-stopnpctimer() will pause the timer, without clearing the current tick,
-while startnpctimer() will let the paused timer continue.
-
-By default timers do not have a RID attached, which lets them continue
-even if the player that started them logs off. To attach a RID to a timer,
-you can either use the optional "attach flag" when using
-initnpctimer()/startnpctimer(), or do it manually by using attachnpctimer().
-Likewise, the optional flag of stopnpctimer() lets you detach any RID after
-stopping the timer, and by using detachnpctimer() you can detach a RID at
-any time.
-
-Normally there is only a single timer per NPC, but as an exception, as
-long as you attach a player to the timer, you can have multiple timers
-running at once, because these will get stored on the players instead of
-the NPC.
-NOTE: You need to attach the RID before the timer _before_ you start it to
-get a player-attached timer. Otherwise it'll stay a NPC timer (no effect).
-
-If the player that is attached to the npctimer logs out, the
-"OnTimerQuit:" event label of that NPC will be triggered, so you can do
-the appropriate cleanup (the player is still attached when this event is
-triggered).
-
-The setnpctimer() command will explicitly set the timer to a given tick.
-getnpctimer() provides timer information. Its parameter defines what type:
-
- 0 - Will return the current tick count of the timer.
- 1 - Will return 1 if there are remaining "OnTimer<ticks>:" labels in the
- specified NPC waiting for execution.
- 2 - Will return the number of times the timer has triggered and will
- trigger an "OnTimer<tick>:" label in the specified NPC.
-
-Example 1:
-
- <NPC Header> {
- // We need to use attachnpctimer() because the mes command below
- // needs RID attach
- attachnpctimer();
- initnpctimer();
- npctalk("I cant talk right now, give me 10 seconds");
- end;
- OnTimer5000:
- npctalk("Ok 5 seconds more");
- end;
- OnTimer6000:
- npctalk("4");
- end;
- OnTimer7000:
- npctalk("3");
- end;
- OnTimer8000:
- npctalk("2");
- end;
- OnTimer9000:
- npctalk("1");
- end;
- OnTimer10000:
- stopnpctimer();
- mes("[Man]");
- mes("Ok we can talk now");
- detachnpctimer();
- // and remember attachnpctimer() and detachnpctimer() can only be used
- // while the NPC timer is not running!
- }
-
-Example 2:
-
- OnTimer15000:
- npctalk("Another 15 seconds have passed.");
-
- // You have to use initnpctimer() instead of setnpctimer(0).
- // This is equal to setnpctimer(0); startnpctimer();.
- // Alternatively, you can also insert another 'OnTimer15001:' label
- // so that the timer won't stop.
- initnpctimer();
- end;
-
- // This OnInit label will run when the script is loaded, so that the
- // timer is initialized immediately as the server starts. It is
- // dropped back to 0 every time the NPC says something, so it will
- // cycle continuously.
- OnInit:
- initnpctimer();
- end;
-
-Example 3:
-
- mes("[Man]");
- mes("I have been waiting "+(getnpctimer(0)/1000)+" seconds for you.");
- // We divide the timer returned by 1000 to convert milliseconds to
- // seconds.
- close();
-
-Example 4:
-
- mes("[Man]");
- mes("Ok, I will let you have 30 more seconds...");
- close2();
- setnpctimer(getnpctimer(0)-30000);
- // Notice the close2(). If there were a next() there the timer would
- // be changed only after the player pressed the next() button.
- end;
-
----------------------------------------
-
-*sleep(<milliseconds>)
-*sleep2(<milliseconds>)
-*awake("<NPC name>")
-
-These commands are used to control the pause of a NPC.
-sleep() and sleep2() will pause the script for the given amount of
-milliseconds.
-awake() is used to cancel a sleep(). When awake() is called on a NPC it will run
-as if the sleep timer ran out, and thus making the script continue. sleep()
-and sleep2() basically do the same, but the main difference is that sleep()
-will not keep the rid, while sleep2() does.
-
-Examples:
- // This will pause the script for 10 seconds and ditch the RID
- // (so no player is attached anymore)
- sleep(10000);
- // Pauses the script for 5 seconds, and continue with the RID attached.
- sleep2(5000);
- //Cancels any running sleep timers on the NPC 'NPC'.
- awake("NPC");
-
----------------------------------------
-
-*progressbar("<color>", <seconds>)
-
-This command works almost like sleep2(), but displays a progress bar above
-the head of the currently attached character (like cast bar). Once the
-given amount of seconds passes, the script resumes. If the character moves
-while the progress bar progresses, it is aborted and the script ends. The
-color format is in RGB (0xRRGGBB). The color is currently ignored by the
-client and appears always green.
-
----------------------------------------
-//=====================================
-5.1 - End of Time-related commands
-//=====================================
----------------------------------------
-
-*announce("<text>", <flag>{, <fontColor>{, <fontType>{, <fontSize>{, <fontAlign>{, <fontY>}}}}})
-
-This command will broadcast a message to all or most players, similar to
-@kami/@kamib GM commands.
-
- announce("This will be shown to everyone at all in yellow.", bc_all);
-
-The region the broadcast is heard in (target), source of the broadcast and
-the color the message will come up as is determined by the flags.
-
-The flag values are coded as constants in db/constants.conf to make them
-easier to use.
-
-Target flags:
-- bc_all: Broadcast message is sent server-wide (default).
-- bc_map: Message is sent to everyone in the same map as the source of
- the broadcast (see below).
-- bc_area: Message is sent to players in the vicinity of the source.
-- bc_self: Message is sent only to current player.
-You cannot use more than one target flag.
-
-Source flags:
-- bc_pc: Broadcast source is the attached player (default).
-- bc_npc: Broadcast source is the NPC, not the player attached to the
- script (useful when a player is not attached or the message
- should be sent to those nearby the NPC).
-You cannot use more than one source flag.
-
-Special flags:
-- bc_yellow:Broadcast will be displayed in yellow color (default).
-- bc_blue: Broadcast will be displayed in blue color.
-- bc_woe: Indicates that this broadcast is 'WoE Information' that can
- be disabled client-side.
-Due to the way client handles broadcasts, it is impossible to set both
-bc_blue and bc_woe.
-
-The optional parameters allow usage of broadcasts in custom colors,
-font-weights, sizes etc. If any of the optional parameters is used,
-special flag is ignored. Optional parameters may not work well (or at all)
-depending on a game client used.
-
-The color parameter is a single number which can be in hexadecimal
-notation. C_ constant can also be used for color effects, see the full list
-of the available ones in 'db/constants.conf' under 'C_'.
-
-For example:
- announce("This announcement will be shown to everyone in green.", bc_all, 0x00FF00);
-Will display a global announce in green. The color format is in RGB
-(0xRRGGBB).
-
-Another example:
- announce("This announcement will shown to everyone in purple.", bc_all, C_PURPLE);
-
-In official scripts only two font-weights (types) are used:
- - normal (FW_NORMAL = 400, default),
- - bold (FW_BOLD = 700).
-
-Default font size is 12.
-
-Using this for private messages to players is probably not that good an
-idea, but it can be used instead in NPCs to "preview" an announce.
-
- // This will be a private message to the player using the NPC that
- // made the announcement
- announce("This is my message just for you", bc_blue|bc_self);
-
- // This will be shown on everyones screen that is in sight of the NPC.
- announce("This is my message just for you people here", bc_npc|bc_area);
-
----------------------------------------
-
-*mapannounce("<map name>", "<text>", <flag>{, <fontColor>{, <fontType>{, <fontSize>{, <fontAlign>{, <fontY>}}}}}})
-
-This command will work like announce() but will only broadcast to
-characters currently residing on the specified map. The flag and optional
-parameters parameters are the same as in announce(), but target and source
-flags are ignored.
-
----------------------------------------
-
-*areaannounce("<map name>", <x1>, <y1>, <x2>, <y2>, "<text>", <flag>{, <fontColor>{, <fontType>{, <fontSize>{, <fontAlign>{, <fontY>}}}}}})
-
-This command works like 'announce' but will only broadcast to characters
-residing in the specified x1/y1-x2/y2 rectangle on the map given. The
-flags and optional parameters are the same as in announce(), but target
-and source flags are ignored.
-
- areaannounce("prt_church", 0, 0, 350, 350, "God's in his heaven, all right with the world", 0);
-
----------------------------------------
-
-*callshop("<name>", <option>)
-
-These are a series of commands used to create dynamic shops.
-The callshop() function calls an invisible shop (FAKE_NPC) as if the player
-clicked on it.
-
-For the options on callShop:
- 0 = The normal window (buy, sell and cancel)
- 1 = The buy window
- 2 = The sell window
-
-Example:
-
-//Will call the shop named DaShop and opens the buy menu.
-callshop("DaShop", 1);
-
-
-The shop which is called by callshop() (as long as an npcshop* command is
-executed from that NPC (see note 1)) will trigger the labels OnBuyItem and
-OnSellitem. These labels can take over handling for relatively the buying
-of items from the shop and selling the items to a shop. Via these labels
-you can customize the way an item is bought or sold by a player.
-
-In the OnBuyItem, two arrays are filled (@bought_nameid and
-@bought_quantity) with information about the name id (item id) sold
-and the amount sold of it. Same goes for the OnSellItem label, only the
-variables are named different (@sold_nameid, @sold_quantity, @sold_refine,
-@sold_attribute, @sold_identify, @sold_card1, @sold_card2, @sold_card3,
-@sold_card4). An example on a shop comes with Hercules, and can be found
-in the doc/sample/npc_dynamic_shop.txt file.
-
-This example shows how to use the labels and their set variables to create
-a dynamic shop.
-
-Note 1: These labels will only be triggered if a npcshop* command is
-executed, this is because these commands set a special data on the shop
-NPC, named master_nd in the source.
-The OnSellItem and OnBuyItem are triggered in the NPC whose master_nd is
-given in the shop.
-
----------------------------------------
-
-*npcshopitem("<name>", <item id>, <price>{, <item id>, <price>{, <item id>, <price>{, ...}}})
-
-This command lets you override the contents of an existing NPC shop or
-cashshop. The current sell list will be wiped, and only the items
-specified with the price specified will be for sale.
-
-The function returns true if shop was updated successfully, or false if not found.
-
-Note that you cannot use -1 to specify default selling price!
-
----------------------------------------
-
-*npcshopadditem("<name>", <item id>, <price>{, <item id>, <price>{, <item id>, <price>{, ...}}})
-
-This command will add more items at the end of the selling list for the
-specified NPC shop or cashshop. If you specify an item already for sell,
-that item will appear twice on the sell list.
-
-The function returns true if shop was updated successfully, or false if not found.
-
-Note that you cannot use -1 to specify default selling price!
-
----------------------------------------
-
-*npcshopdelitem("<name>", <item id>{, <item id>{, <item id>{, ...}}})
-
-This command will remove items from the specified NPC shop or cashshop.
-If the item to remove exists more than once on the shop, all instances
-will be removed.
-
-Note that the function returns true even if no items were removed. The return
-value is only to confirm that the shop was indeed found.
-
----------------------------------------
-
-*npcshopattach("<name>"{, <flag>})
-
-This command will attach the current script to the given NPC shop.
-When a script is attached to a shop, the events "OnBuyItem" and
-"OnSellItem" of your script will be executed whenever a player buys/sells
-from the shop. Additionally, the arrays @bought_nameid[],
-@bought_quantity[] or @sold_nameid[] and @sold_quantity[] will be filled
-up with the items and quantities bought/sold.
-
-The optional parameter specifies whether to attach (true) or detach (false)
-from the shop (the default is to attach). Note that detaching will detach
-any NPC attached to the shop, even if it's from another script, while
-attaching will override any other script that may be already attached.
-
-The function returns false if the shop was not found, true otherwise.
-
----------------------------------------
-
-*waitingroom("<chatroom name>", <limit>{, <event label>, <trigger>, <required zeny>, <min lvl>, <max lvl>})
-
-This command will create a chat room, owned by the NPC object running this
-script and displayed above the NPC sprite.
-The maximum length of a chat room name is 60 letters.
-
-The limit is the maximum number of people allowed to enter the chat room.
-The attached NPC is included in this count. If the optional event and
-trigger parameters are given, the event label
-("<NPC object name>::<label name>") will be invoked as if with a donpcevent()
-upon the number of people in the chat room reaching the given triggering
-amount.
-
-// The NPC will just show a box above its head that says "Hello World",
-// clicking it will do nothing, since the limit is zero.
- waitingroom("Hello World", 0);
-
-// The NPC will have a box above its head, with "Disco - Waiting Room"
-// written on it, and will have 8 waiting slots. Clicking this will enter
-// the chat room, where the player will be able to wait until 7 players
-// accumulate. Once this happens, it will cause the NPC "Bouncer" run the
-// label "OnStart".
-
- waitingroom("Disco - Waiting Room", 8, "Bouncer::OnStart", 7);
-
-// The NPC will have a box above its head, with "Party - Waiting Room"
-// written on it, and will have 8 waiting slots. Clicking this will allow
-// a player who has 5000 zeny and lvl 50~99 to enter the chat room, where
-// the player will be able to wait until 7 players accumulate. Once this
-// happens, it will cause the NPC "Bouncer" run the label "OnStart".
-
- waitingroom("Party - Waiting Room", 8, "Bouncer::OnStart", 7, 5000, 50, 99);
-
-Creating a waiting room does not stop the execution of the script and it
-will continue to the next line.
-
-For more examples see the 2-1 and 2-2 job quest scripts which make
-extensive use of waiting rooms.
-
----------------------------------------
-
-*delwaitingroom({"<NPC object name"})
-
-This command will delete a waiting room. If no parameter is given, it will
-delete a waiting room attached to the NPC object running this command, if
-it is, it will delete a waiting room owned by another NPC object. This is
-the only way to get rid of a waiting room, nothing else will cause it to
-disappear.
-
-It's not clear what happens to a waiting room if the NPC is disabled with
-disablenpc(), by the way.
-
----------------------------------------
-
-*enablewaitingroomevent({"<NPC object name>"})
-*disablewaitingroomevent({"<NPC object name>"})
-
-This will enable and disable triggering the waiting room event (see
-waitingroom()) respectively. Optionally giving an NPC object name will do
-that for a specified NPC object. The chat room will not disappear when
-triggering is disabled and enabled in this manner and players will not be
-kicked out of it. Enabling a chat room event will also cause it to
-immediately check whether the number of users in it exceeded the trigger
-amount and trigger the event accordingly.
-
-Normally, whenever a waiting room was created to make sure that only one
-character is, for example, trying to pass a job quest trial, and no other
-characters are present in the room to mess up the script.
-
----------------------------------------
-
-*getwaitingroomstate(<information type>{, "<NPC object name>"})
-
-This function will return information about the waiting room state for the
-attached waiting room or for a waiting room attached to the specified NPC
-if any.
-
-The valid information types are:
-
- 0 - Number of users currently in the waiting room
- $@chatmembers[] - list of user account_id
- 1 - Maximum number of users allowed.
- 2 - Will return 1 if the waiting room has a trigger set.
- 0 otherwise.
- 3 - Will return 1 if the waiting room is currently disabled.
- 0 otherwise.
- 4 - The Title of the waiting room (string)
- 5 - Password of the waiting room, if any. Pointless, since there is no
- way to set a password on a waiting room right now.
- 16 - Event name of the waiting room (string)
- 32 - Whether or not the waiting room is full.
- 33 - Whether the amount of users in the waiting room is higher than the
- trigger number.
- 34 - Minimum Base Level to enter waiting room.
- 35 - Maximum Base Level to enter waiting room.
- 36 - Minimum Zeny to enter waiting room.
-
----------------------------------------
-
-*warpwaitingpc("<map name>", <x>, <y>{, <number of people>})
-
-This command will warp the amount of characters equal to the trigger
-number of the waiting room chat attached to the NPC object running this
-command to the specified map and coordinates, kicking them out of the
-chat. Those waiting the longest will get warped first. It can also do a
-random warp on the same map ("Random" instead of map name) and warp to the
-save point ("SavePoint").
-
-The list of characters to warp is taken from the list of the chat room
-members. Those not in the chat room will not be considered even if they
-are talking to the NPC in question. If the number of people is given,
-exactly this much people will be warped.
-
-This command can also keep track of who just got warped. It does this by
-setting special variables:
-
-$@warpwaitingpc[] is an array containing the account_id numbers of the
- characters who were just warped.
-$@warpwaitingpcnum contains the number of the character it just warped.
-
-See also 'getpartymember' for advice on what to do with those variables.
-
-The obvious way of using this effectively would be to set up a waiting
-room for two characters to be warped onto a random PVP map for a
-one-on-one duel, for example.
-
----------------------------------------
-
-*kickwaitingroomall({"<NPC object name>"})
-
-This command kicks everybody out of a specified waiting room chat.
-
----------------------------------------
-
-*setmapflagnosave("<map name>", "<alternate map name>", <x>, <y>)
-
-This command sets the 'nosave' flag for the specified map and also gives
-an alternate respawn-upon-relogin point.
-
-It does not make a map impossible to make a save point on as you would
-normally think, savepoint() will still work. It will, however, make the
-specified map kick the reconnecting players off to the alternate map given
-to the coordinates specified.
-
----------------------------------------
-
-*setmapflag("<map name>", <flag>{, <val>})
-
-This command marks a specified map with a map flag given. Map flags alter
-the behavior of the map, you can see the list of the available ones in
-'db/constants.conf' under 'mf_'.
-
-The map flags alter the behavior of the map regarding teleporting
-(mf_nomemo, mf_noteleport, mf_nowarp), storing location when
-disconnected (mf_nosave), dead branch usage (mf_nobranch), penalties
-upon death (mf_nopenalty, mf_nozenypenalty), PVP behavior (mf_pvp,
-mf_pvp_noparty, mf_pvp_noguild), WoE behavior (mf_gvg, mf_gvg_noparty),
-ability to use skills or open up trade deals (mf_notrade, mf_novending,
-mf_noskill, mf_noicewall), current weather effects (mf_snow, mf_fog,
-mf_sakura, mf_leaves, mf_clouds, mf_clouds2, mf_fireworks), whether
-night will be in effect on this map (mf_nightenabled) and so on.
-
-The val optional parameter is as the mapflags variable when one exists, it
-may be a number or a string depending on the mapflag in question.
-
----------------------------------------
-
-*removemapflag("<map name>", <flag>)
-
-This command removes a mapflag from a specified map.
-See setmapflag() for examples of mapflags.
-
----------------------------------------
-
-*getmapflag("<map name>", <flag>)
-
-This command checks the status of a given mapflag and returns the
-mapflag's state.
-false means OFF, and true means ON. See setmapflag() for examples of mapflags.
-
----------------------------------------
-
-*setbattleflag("<battle flag>", <value>)
-*getbattleflag("<battle flag>")
-
-Sets or gets the value of the given battle flag.
-Battle flags are the flags found in the conf/map/battle/*.conf files and is
-also used in Lupus' variable rates script.
-
-Examples:
-
-// Will set the base experience rate to 20x (2000%)
- setbattleflag("base_exp_rate", 2000);
-
-// Will return the value of the base experience rate (when used after the
-// above example, it would print 2000).
- mes(getbattleflag("base_exp_rate"));
-
----------------------------------------
-
-*warpportal(<x>, <y>, "<mapname>", <x>, <y>)
-
-Creates a warp Portal as if a acolyte class character did it.
-The first x and y is the place of the warp portal on the map where the NPC
-is on the mapname and second x and y is the target area of the warp portal.
-
-Examples:
-
-// Will create a warp portal on the NPC's map at 150,150
-// leading to prontera, coords 150,180.
- warpportal(150, 150, "prontera", 150, 180);
-
----------------------------------------
-
-*mapwarp("<from map>", "<to map>", <x>, <y>{, <type>, <ID>})
-
-This command will collect all characters located on the From map and warp
-them wholesale to the same point on the To map, or randomly distribute
-them there if the coordinates are zero. "Random" is understood as a
-special To map name and will mean randomly shuffling everyone on the same
-map.
-
-Optionally, a type and ID can be specified. Available types are:
-
- 0 - Everyone
- 1 - Guild
- 2 - Party
-
-Example:
-
-// Will warp all members of guild with ID 63 on map prontera to alberta.
- mapwarp("prontera", "alberta", 150, 150, 1, 63);
-
----------------------------------------
-//=====================================
-5.2 - Guild-Related Commands
-//=====================================
----------------------------------------
-
-*maprespawnguildid("<map name>", <guild id>, <flag>)
-
-This command goes through the specified map and for each player and
-monster found there does stuff.
-
-Flag is a bit-mask (add up numbers to get effects you want)
- 1 - warp all guild members to their save points.
- 2 - warp all non-guild members to their save points.
- 4 - remove all monsters which are not guardian or Emperium.
-
-Flag 7 will, therefore, mean 'wipe all mobs but guardians and the Emperium
-and kick all characters out', which is what the official scripts do upon
-castle surrender. Upon start of WoE, the scripts do 2 (warp out all people
-not in the guild that owns the castle).
-
-Characters not belonging to any guild will be warped out regardless of the
-flag setting.
-
-For examples, check the WoE scripts in the distribution.
-
----------------------------------------
-
-*agitstart()
-*agitend()
-*agitstart2()
-*agitend2()
-
-These four commands will start/end War of Emperium or War of Emperium SE.
-
-This is a bit more complex than it sounds, since the commands themselves
-won't actually do anything interesting, except causing all 'OnAgitStart:'
-and 'OnAgitEnd:', or 'OnAgitStart2:' and 'OnAgitEnd2:' in the case of
-latter two commands, events to run everywhere, respectively. They are used
-as simple triggers to run a lot of complex scripts all across the server,
-and they, in turn, are triggered by clock with an 'OnClock<time>:'
-time-triggering label.
-
----------------------------------------
-
-*gvgon("<map name>")
-*gvgoff("<map name>")
-
-These commands will turn GVG mode for the specified maps on and off,
-setting up appropriate map flags. In GVG mode, maps behave as if during
-the time of WoE, even though WoE itself may or may not actually be in
-effect.
-
----------------------------------------
-
-*flagemblem(<guild id>)
-
-This command only works when run by the NPC objects which have sprite id
-GUILD_FLAG (722), which is a 3D guild flag sprite. If it isn't, the data
-will change, but nothing will be seen by anyone. If it is invoked in
-that manner, the emblem of the specified guild will appear on the flag,
-though, if any players are watching it at this moment, they will not see
-the emblem change until they move out of sight of the flag and return.
-
-This is commonly used in official guildwar scripts with a function call
-which returns a guild id:
-
-// This will change the emblem on the flag to that of the guild that owns
-// "guildcastle"
-
- flagemblem(getcastledata("guildcastle", 1));
-
----------------------------------------
-
-*guardian("<map name>", <x>, <y>, "<name to show>", <mob id>{, "<event label>"{, <guardian index>}})
-
-This command is roughly equivalent to monster(), but is meant to be used
-with castle guardian monsters and will only work with them. It will set
-the guardian characteristics up according to the castle's investment
-values and otherwise set the things up that only castle guardians need.
-
-Returns the id of the mob or 0 if an error occurred.
-When 'guardian index' isn't supplied it produces a temporary guardian.
-Temporary guardians are not saved with the castle and can't be accessed by
-guardianinfo.
-
----------------------------------------
-
-*guardianinfo("<map name>", <guardian number>, <type>)
-
-This function will return various info about the specified guardian, or -1
-if it fails for some reason. It is primarily used in the castle manager
-NPC.
-
-Map name and guardian number (value between 0 and 7) define the target.
-Type indicates what information to return:
- 0 - visibility (whether the guardian is installed or not)
- 1 - max. hp
- 2 - current hp
-
----------------------------------------
-//=====================================
-5.2 - End of Guild-Related Commands
-//=====================================
----------------------------------------
-
-*npcspeed(<speed value>)
-*npcwalkto(<x>, <y>)
-*npcstop()
-
-These commands will make the NPC object in question move around the map.
-As they currently are, they are a bit buggy and are not useful for much
-more than making an NPC move randomly around the map.
-
-npcspeed() will set the NPCs walking speed to a specified value. As in the
-@speed GM command, 200 is the slowest possible speed while 0 is the
-fastest possible (instant motion). 100 is the default character walking
-speed.
-npcwalkto() will start the NPC sprite moving towards the specified
-coordinates on the same map as it is currently on. The script proceeds
-immediately after the NPC begins moving.
-npcstop() will stop the motion.
-
-While in transit, the NPC will be clickable, but invoking it will cause it
-to stop moving, which will make it's coordinates different from what the
-client computed based on the speed and motion coordinates. The effect is
-rather unnerving.
-
-Only a few NPC sprites have walking animations, and those that do, do not
-get the animation invoked when moving the NPC, due to the problem in the
-NPC walking code, which looks a bit silly. You might have better success
-by defining a job-sprite based sprite id in 'db/mob_avail.txt' with this.
-
----------------------------------------
-
-*movenpc("<NPC name>", <x>, <y>{, <dir>})
-
-This command looks like the npcwalktoxy function, but is a little different.
-
-While npcwalktoxy just makes the NPC 'walk' to the coordinates given
-(which sometimes gives problems if the path isn't a straight line without
-objects), this command just moves the NPC. It basically warps out and in
-on the current and given spot. Direction can be used to change the NPC's
-facing direction.
-
-Example:
-
-// This will move Bugga from to the coordinates 100,20 (if those
-// coordinates are legit).
- movenpc("Bugga", 100, 20);
-
----------------------------------------
-
-*navigateto("<map>"{,<x>,<y>,<flag>,<hide_window>,<monster_id>,<char_id>});
-
-Generates a navigation for attached or specified character. Requires client
-2011-10-10aRagEXE or newer.
-
-The flag specifies how the client will calculate the specific route.
-
-Valid flags are:
- NAV_NONE - No services
- NAV_AIRSHIP_ONLY - Airship only
- NAV_SCROLL_ONLY - Scroll only
- NAV_AIRSHIP_AND_SCROLL - Airship and Scroll
- NAV_KAFRA_ONLY - Kafra only
- NAV_KAFRA_AND_AIRSHIP - Kafra and Airship
- NAV_KAFRA_AND_SCROLL - Kafra and Scroll
- NAV_ALL - All services
-
-When flag is not specified, the default value is NAV_KAFRA_AND_AIRSHIP.
-
-The hide_window specifies whether to display (0) or hide (1) the navigation window.
-By default the window is hidden.
-
-You can specify the monster_id in combination with a mapname to make the
-navigation system tell you, that you have reached the desired mob.
-
-Note:
-The client requires custom monster spawns be in the navigation file
-for using the embedded client Navigation feature to work properly. In this
-instance sending the player to the map where the monster spawns is a simpler
-solution rather than sending the map and the monster_id.
-
----------------------------------------
-//=====================================
-6 - Other Commands
-//=====================================
----------------------------------------
-
-*debugmes("<message>")
-
-This command will send the message to the server console (map-server
-window). It will not be displayed anywhere else.
-//
- // Displays "NAME has clicked me!" in the map-server window.
- debugmes(strcharinfo(PC_NAME)+" has clicked me!");
-
- debugmes("\033[38D\033[K ==Message== \n"); // enable colour code.
----------------------------------------
-
-*logmes("<message>")
-
-This command will write the message given to the map server NPC log file,
-as specified in 'conf/map/logs.conf'. If SQL logging is enabled, the message
-will go to the 'npclog' table.
-
-If logs are not enabled for NPCs, nothing will happen.
-
----------------------------------------
-
-*globalmes("<message>"{, "<NPC name>"})
-
-This command will send a message to the chat window of all currently
-connected characters.
-
-If NPC name is specified, the message will be sent as if the sender would
-be the NPC with the said name.
-
----------------------------------------
-
-*channelmes("<#channel>", "<message>")
-
-This command will send a message to the specified chat channel.
-
-The sent message will not include any character's names.
-
-For special channels, such as #map and #ally, the attached RID's map or guild
-will be used.
-
-If the channel doesn't exist (or, in the case of a character-specific channel,
-no RID is attached), false will be returned. In case of success, true is
-returned.
-
----------------------------------------
-
-*addchannelhandler("<#channel>", "<NPC::OnEvent>")
-
-This command will trigger the specified event every time a player
-talks in the specified channel, with said player as attached rid.
-It assigns the message to @channelmes$
-
-OnChannelMessage:
- channelmes("#chan", "Echo: " + @channelmes$);
- end;
-
-OnInit:
- addchannelhandler("#chan", "NPC::OnChannelMessage");
-
----------------------------------------
-
-*removechannelhandler("<#channel>", "<NPC::OnEvent>")
-
-Removes a channel handler added by addchannelhandler()
-
----------------------------------------
-*rand(<number>{, <number>})
-
-This function returns a number ...
-(if you specify one) ... randomly positioned between 0 and the number you
- specify -1.
-(if you specify two) ... randomly positioned between the two numbers you
- specify.
-
-rand(10) would result in 0, 1, 2, 3, 4, 5, 6, 7, 8 or 9
-rand(0, 9) would result in 0, 1, 2, 3, 4, 5, 6, 7, 8 or 9
-rand(2, 5) would result in 2, 3, 4 or 5
-
----------------------------------------
-
-*viewpoint(<action>, <x>, <y>, <point number>, <color>)
-
-This command will mark places on the mini map in the client connected to
-the invoking character. It uses the normal X and Y coordinates from the
-main map. The colors of the marks are defined using a hexadecimal number,
-same as the ones used to color text in mes() output, but are written as
-hexadecimal numbers in C. (They look like 0x<six numbers>.)
-
-Action is what you want to do with a point, 1 will set it, while 2 will
-clear it. 0 will also set it, but automatically removes the point after 15
-seconds.
-Point number is the number of the point - you can have several. If more
-than one point is drawn at the same coordinates, they will cycle, which
-can be used to create flashing marks.
-
- // This command will show a mark at coordinates X 30 Y 40, is mark
- // number 1, and will be red.
-
- viewpoint(1, 30, 40, 1, 0xFF0000);
-
-This will create three points:
-
- viewpoint(1, 30, 40, 1, 0xFF0000);
- viewpoint(1, 35, 45, 2, 0xFF0000);
- viewpoint(1, 40, 50, 3, 0xFF0000);
-
-And this is how you remove them:
-
- viewpoint(2, 30, 40, 1, 0xFF0000);
- viewpoint(2, 35, 45, 2, 0xFF0000);
- viewpoint(2, 40, 50, 3, 0xFF0000);
-
-The client determines what it does with the points entirely, the server
-keeps no memory of where the points are set whatsoever.
-
----------------------------------------
-
-*cutin("<filename>", <position>)
-
-This command will display a picture, usually an NPC illustration, also
-called cutin, for the currently attached client. The position parameter
-determines the placement of the illustration and takes following values:
-
- 0 - bottom left corner
- 1 - bottom middle
- 2 - bottom right corner
- 3 - middle of screen in a movable window with an empty title bar
- 4 - middle of screen without the window header, but still movable
-
-The picture is read from data\texture\유저인터페이스\illust, from both the
-GRF archive and data folder, and is required to be a bitmap. The file
-extension .bmp can be omitted. Magenta color (#ff00ff) is considered
-transparent. There is no limit placed on the size of the illustrations
-by the client, although loading of large pictures (about 700x700 and
-larger) causes the client to freeze shortly (lag). Typically the size is
-about 320x480. New illustrations can be added by just putting the new file
-into the location above.
-
-The client is able to display only one cutin at the same time and each new
-one will cause the old one to disappear. To delete the currently displayed
-illustration without displaying a new one, an empty file name and position
-255 must be used.
-
- // Displays the Comodo Kafra illustration in lower right corner.
- cutin("kafra_07", 2);
-
- // Typical way to end a script, which displayed an illustration during a
- // dialog with a player.
- mes("See you.");
- close2();
- cutin("", 255);
- end;
-
----------------------------------------
-
-*pet(<pet id>)
-
-This command is used in all the item scripts for taming items. Running
-this command will make the pet catching cursor appear on the client
-connected to the invoking character, usable on the monsters with the
-specified pet ID number. It will still work outside an item script.
-
-A full list of pet IDs can be found inside 'db/pet_db.txt'
-
----------------------------------------
-
-*emotion(<emotion number>{, <target>{, "<target name>"}})
-
-This command makes an object display an emotion sprite above their own as
-if they were doing that emotion. For a full list of emotion numbers, see
-'db/constants.conf' under 'e_'. The not so obvious ones are 'e_what' (a
-question mark) and 'e_gasp' (the exclamation mark).
-
-The optional target parameter specifies who will get the emotion on top of
-their head. If false (default if omitted), the NPC in current use will show
-the emotion, if true, the player that is running the script will display it.
-
-Target name parameter allows to display emotion on top of other NPC/PC
-without event labels. If specified name is not found, command does nothing.
-
----------------------------------------
-
-*misceffect(<effect number>)
-
- @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
- @ /!\ This command is deprecated @
- @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
-
-This command, if run from an NPC object that has a sprite, will call up a
-specified effect number, centered on the NPC sprite. If the running code
-does not have an object ID (a 'floating' NPC) or is not running from an
-NPC object at all (an item script) the effect will be centered on the
-character who's RID got attached to the script, if any. For usable item
-scripts, this command will create an effect centered on the player using
-the item.
-
-This command is deprecated and it should not be used in new scripts, as it is
-likely to be removed at a later time. Please use specialeffect instead,
-ie: specialeffect(<effect number>, <send target>, <unit id>)
-
----------------------------------------
-
-*soundeffect("<effect filename>", <type>)
-*soundeffectall("<effect filename>", <type>{, "<map name>"}{, <x0>, <y0>, <x1>, <y1>})
-
-These two commands will play a sound effect to either the invoking
-character only (soundeffect()) or multiple characters (soundeffectall()).
-If the running code does not have an object ID (a 'floating' NPC) or is
-not running from an NPC object at all (an item script) the sound will be
-centered on the character who's RID got attached to the script, if any.
-If it does, it will be centered on that object. (an NPC sprite)
-
-Effect filename is the filename in a GRF. It must have the .wav extension.
-
-It's not quite certain what the 'type' actually does, it is sent to the
-client directly. It probably determines which directory to play the effect
-from. It's certain that giving 0 for the number will play sound files from
-'\data\wav\', but where the other numbers will read from is unclear.
-
-The sound files themselves must be in the PCM format, and file names
-should also have a maximum length of 23 characters including the .wav
-extension:
-
-soundeffect("1234567890123456789.wav", 0); // will play the soundeffect
-soundeffect("12345678901234567890.wav", 0); // throws gravity error
-
-You can add your own effects this way, naturally.
-
----------------------------------------
-
-*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()).
-
-BGM filename is the filename in /BGM/ folder. It has to be in .mp3
-extension, but it's not required to specify the extension in the script.
-
-If coordinates are omitted, BGM will be broadcasted on the entire map. If
-the map name is also omitted the BGM will be played for the entire server.
-
-You can add your own BGMs this way, naturally.
-
----------------------------------------
-
-*pvpon("<map name>")
-*pvpoff("<map name>")
-
-These commands will turn PVP mode for the specified maps on and off.
-Beside setting the flags referred to in setmapflag(), pvpon() will also
-create a PVP timer and ranking as will @pvpon GM command do.
-
----------------------------------------
-
-*atcommand("<command>")
-
-This command will run the given command line exactly as if it was typed in
-from the keyboard by the player connected to the invoking character, and
-that character belonged to an account which had GM level 99.
-
- // This will ask the invoker for a character name and then use the
- // '@nuke' GM command on them, killing them mercilessly.
- input(.@player$);
- atcommand("@nuke "+.@player$);
-
-Use of this command is not recommended unless you know what you're
-doing, since not all atcommands are intended to be used by the script
-engine.
-
----------------------------------------
-
-*charcommand("<command>")
-
-This command will run the given command line exactly as if it was typed in
-from the keyboard from a character that belonged to an account which had
-GM level 99.
-
-The commands can also run without an attached rid.
-
- // This would do the same as above, but now
- // it doesn't need a player attached by default.
- charcommand("#option 0 0 0 Roy");
-
-Use of this command is not recommended unless you know what you're
-doing, since not all atcommands are intended to be used by the script
-engine.
-
----------------------------------------
-
-*bindatcmd("command", "<NPC object name>::<event label>"{, <group level>, <group level char>, <log>})
-
-This command will bind a NPC event label to an atcommand. Upon execution
-of the atcommand, the user will invoke the NPC event label. Each atcommand
-is only allowed one binding. If you rebind, it will override the original
-binding. If group level is provided, only users of that group level or
-above will be able to access the command, if not provided, everyone will
-be able to access the command.
-"group level char" is the minimum group level required for the label to be
-used on others like a char command would, e.g. "#command "target" params",
-when not provided, "group level char" defaults to 99.
-"log" whether to log the usages of this command with the atcommand log
-(true = log, false = no log), default is to not log.
-
-The following variables are set upon execution:
- .@atcmd_command$ = The name of the @command used.
- .@atcmd_parameters$[] = Array containing the given parameters,
- starting from an index of 0.
- .@atcmd_numparameters = The number of parameters defined.
-
-Parameters are split on spaces. Multiple spaces aren't grouped together, and
-will create multiple (empty) arguments.
-Any leading spaces before the first parameter will be omitted.
-
-Usage example:
-
-When a user types the command "@test", an angel effect will be shown.
-
-- script atcmd_example FAKE_NPC,{
-OnInit:
- bindatcmd("test", strnpcinfo(NPC_NAME_UNIQUE)+"::OnAtcommand");
- end;
-OnAtcommand:
- specialeffect(EF_ANGEL2, AREA, playerattached());
- end;
-}
-
-Parameter splitting example:
- @mycommand
- .@atcmd_numparameters -> 0
- .@atcmd_parameters$ -> { }
- @mycommand<space><space>
- .@atcmd_numparameters -> 0
- .@atcmd_parameters$ -> { }
- @mycommand<space>foo
- .@atcmd_numparameters -> 1
- .@atcmd_parameters$ -> { "foo" }
- @mycommand<space><space>foo
- .@atcmd_numparameters -> 1
- .@atcmd_parameters$ -> { "foo" }
- @mycommand<space>foo<space>bar
- .@atcmd_numparameters -> 2
- .@atcmd_parameters$ -> { "foo", "bar" }
- @mycommand<space>foo<space><space>bar
- .@atcmd_numparameters -> 3
- .@atcmd_parameters$ -> { "foo", "", "bar" }
- @mycommand<space>foo<space>
- .@atcmd_numparameters -> 2
- .@atcmd_parameters$ -> { "foo", "" }
- @mycommand<space>foo<space><space>
- .@atcmd_numparameters -> 3
- .@atcmd_parameters$ -> { "foo", "", "" }
-
-The called event label needs to take care of joining arguments together, in
-case it expects spaces. For example:
-
-- script atcmd_example FAKE_NPC,{
-OnInit:
- bindatcmd("test", strnpcinfo(NPC_NAME_UNIQUE)+"::OnAtcommand");
- end;
-OnAtcommand:
- // This command expects a character name (that may contain spaces) as
- // the only parameter.
- .@name$ = "";
- for (.@i = 0; .@i < .@atcmd_numparameters; ++.@i) {
- .@name$ += (.@i > 0 ? " " : "") + .@atcmd_parameters$[.@i];
- }
- dispbottom("The specified name is: '" + .@name$ + "'");
- end;
-}
-
----------------------------------------
-
-*add_group_command("<command>", <group id>, <use on self>, <use on other>)
-
-Allows to explicitly change the command permissions for a specific group.
-
-This command bypasses group inheritance, which means groups inheriting from
-the specified <group id> will NOT inherit the specified permission. You should
-use add_group_command() for every group you want to give permission to.
-
-Example:
- bindatcmd("foobar", "NPC::OnUseCommand", 99, 99, 0); // define the command
- add_group_command("foobar", 2, true, false); // allow group 2 to use @foobar
- add_group_command("foobar", 5, true, true); // allow group 5 to use @foobar and #foobar
-
----------------------------------------
-
-*unbindatcmd("command")
-
-This command will unbind a NPC event label from an atcommand.
-
----------------------------------------
-
-*useatcmd("command")
-
-This command will execute an atcommand binding on the attached RID from a
-script. The three .@atcmd_***** variables will NOT be set when invoking
-scripts-atcommands this way.
-
----------------------------------------
-
-*can_use_command("<command>"{, <account id>})
-
-Checks if the attached or specified player can use the specified
-atcommand and returns true or false accordingly. Works for both
-built-in atcommands and custom atcommands.
-
----------------------------------------
-
-*has_permission(<permission>{, <account id>})
-*has_permission("<permission>"{, <account id>})
-
-Check if the attached or specified player has the specified permission
-and returns true or false accordingly. See doc/permissions.txt for
-details about permissions.
-
-Valid <permission> are:
-
- PERM_TRADE
- PERM_PARTY
- PERM_ALL_SKILL
- PERM_USE_ALL_EQUIPMENT
- PERM_SKILL_UNCONDITIONAL
- PERM_JOIN_ALL_CHAT
- PERM_NO_CHAT_KICK
- PERM_HIDE_SESSION
- PERM_WHO_DISPLAY_AID
- PERM_RECEIVE_HACK_INFO
- PERM_WARP_ANYWHERE
- PERM_VIEW_HPMETER
- PERM_VIEW_EQUIPMENT
- PERM_USE_CHECK
- PERM_USE_CHANGEMAPTYPE
- PERM_USE_ALL_COMMANDS
- PERM_RECEIVE_REQUESTS
- PERM_SHOW_BOSS
- PERM_DISABLE_PVM
- PERM_DISABLE_PVP
- PERM_DISABLE_CMD_DEAD
- PERM_HCHSYS_ADMIN
- PERM_TRADE_BOUND
- PERM_DISABLE_PICK_UP
- PERM_DISABLE_STORE
- PERM_DISABLE_EXP
- PERM_DISABLE_SKILL_USAGE
-
-Example:
-
- if (has_permission(PERM_WARP_ANYWHERE)) {
- //do something
- }
-
-It is also possible to pass a string for plugin permissions:
-
- if (has_permission("show_version")) {
- //do something
- }
-
-** Passing a string is slower than passing a constant because
- the engine has to loop through the array to find the permission.
- In most cases you should use the PERM_ constants.
-
----------------------------------------
-
-*unitskilluseid(<GID>, <skill id>, <skill lvl>{, <target id>})
-*unitskilluseid(<GID>, "<skill name>", <skill lvl>{, <target id>})
-*unitskillusepos(<GID>, <skill id>, <skill lvl>, <x>, <y>)
-*unitskillusepos(<GID>, "<skill name>", <skill lvl>, <x>, <y>)
-
-This is the replacement of the older commands, these use the same values
-for GID as the other unit* commands (See 'GID').
-
-Skill ID is the ID of the skill, skill level is the level of the skill.
-For the position, the x and y are given in the unitskillusepos.
-
----------------------------------------
-
-*npcskill(<skill id>, <skill lvl>, <stat point>, <NPC level>)
-*npcskill("<skill name>", <skill lvl>, <stat point>, <NPC level>)
-
-This command causes the attached NPC object to cast a skill on the
-attached player. The skill will have no cast time or cooldown. The player
-must be within the default skill range or the command will fail silently.
-
-The "stat point" parameter temporarily sets all NPC stats to the given
-value, and "NPC level" is the temporary level of the NPC (used in some
-skills). Neither value can be greater than the max level defined in
-config, and will not work properly if the NPC has a mob sprite.
-
- // Casts Level 10 Heal on the attached player, calculated with
- // all stats 99 and base level 60.
- npcskill(AL_HEAL, 10, 99, 60);
-
----------------------------------------
-
-*setnpcdistance(<distance>)
-
-This command can reduce distance from where npc can be clicked.
-Usefull to use from OnInit event.
-
- // Set distance to one tile on server load
- OnInit:
- setnpcdistance(1);
-
----------------------------------------
-
-*getnpcdir({<name>})
-
-Return current npc direction for parameter "name" or for attached npc
-if it missing. If name missing and not attached npc, return -1.
-
-Example:
- .@dir = getnpcdir();
-
----------------------------------------
-
-*setnpcdir({<name>, }<direction>)
-
-Set npc direction. If npc name missing, will be used attached npc.
-
-Example:
- setnpcdir(DIR_WEST);
-
----------------------------------------
-
-*getnpcclass({<name>})
-
-Return npc class/sprite id for npc with given name or for attached npc.
-If name missing and no attached npc, return -1.
-
-Example:
- .@class = getnpcclass();
-
----------------------------------------
-
-*day();
-*night();
-
-These two commands will switch the entire server between day and night
-mode respectively. If your server is set to cycle between day and night by
-configuration, it will eventually return to that cycle.
-
-Example:
-
-- script DayNight FAKE_NPC,{
-OnClock0600:
- day();
- end;
-OnInit:
- // setting correct mode upon server start-up
- if (gettime(GETTIME_HOUR) >= 6 && gettime(GETTIME_HOUR) < 18)
- end;
-OnClock1800:
- night();
- end;
-}
-
-This script allows to emulate the day/night cycle as the server does, but
-also allows triggering additional effects upon change, like announces,
-gifts, etc.
-The day/night cycle set by configuration should be disabled when this
-script is used.
-
----------------------------------------
-
-*pcre_match("<string>", "<regex>")
-
-The string <string> will be searched for a match to the regular expression
-<regex>, and the number of matches will be returned.
-
-An alternative way to invoke this command is to use the operators '~=' or '~!'.
-The operator '~=' is exactly the same as pcre_match, while the operator '~!'
-will return true if no matches were found, or false if at least a match was found.
-
- if (pcre_match("string", "regex"))
- mes("There was a match.");
- if ("string" ~= "regex")
- mes("There was a match.");
- if ("string" ~! "regex")
- mes("There were no matches.");
-
-You can find more usage examples in the test script npc/custom/test.txt.
-
-Using regular expressions is high wizardry. But with this high wizardry
-comes unparalleled power of text manipulation. For an explanation of what
-a regular expression pattern is, see a few web pages:
-
-http://www.regular-expressions.info/
-http://www.weitz.de/regex-coach/
-
-Additionally, the following temporary variables will be filled (unless the
-command is invoked as '~!'):
-
-- $@regexmatchcount: The number of matches detected, including any
- parenthesized capture-groups.
-- $@regexmatch$[0]: The part of <string> That matched the full <regex> pattern.
-- $@regexmatch$[1 .. $@regexmatchcount]: The parts of <string> that matched
- each of the parenthesized capture-groups in <pattern>.
-
-A capture group is a part of a regex enclosed in (parentheses) in order to
-store in a variable the part of the expression that was matched by that part of
-the regex. For more details, see the links above, as this is not intended to be
-a regex tutorial.
-
----------------------------------------
-
-*defpattern(<set number>, "<regular expression pattern>", "<event label>")
-*activatepset(<set number>)
-*deactivatepset(<set number>)
-*deletepset(<set number>)
-
-They will make the NPC object listen for text spoken publicly by players
-and match it against regular expression patterns, then trigger labels
-associated with these regular expression patterns.
-
-Patterns are organized into sets, which are referred to by a set number.
-You can have multiple sets patterns, and multiple patterns may be active
-at once. Numbers for pattern sets start at 1.
-
-defpattern() will associate a given regular expression pattern with an
-event label. This event will be triggered whenever something a player says
-is matched by this regular expression pattern, if the pattern is currently
-active.
-
-activatepset() will make the pattern set specified active. An active
-pattern will enable triggering labels defined with defpattern(), which
-will not happen by default.
-deactivatepset() will deactivate a specified pattern set. Giving -1 as a
-pattern set number in this case will deactivate all pattern sets defined.
-
-deletepset() will delete a pattern set from memory, so you can create a
-new pattern set in its place.
-
-For an example of this in use, see doc/sample/npc_test_pcre.txt
-
-With this you could, for example, automatically punish players for asking
-for Zeny in public places, or alternatively, automatically give them Zeny
-instead if they want it so much.
-
----------------------------------------
-
-*pow(<number>, <power>)
-
- @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
- @ /!\ This command is deprecated @
- @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
-
-Returns the result of the calculation.
-
-Example:
- .@i = pow(2, 3); // .@i will be 8
-
-This command is deprecated and it should not be used in new scripts, as it is
-likely to be removed at a later time. Please use the exponentiation operator,
-ie: (2 ** 3) instead of pow(2, 3)
-
----------------------------------------
-
-*log10(<number>)
-
-Returns log base 10 of the number.
-
-Note: The value is truncated to integer.
-
-Example:
- .@i = log10(100); // .@i will be 2
-
----------------------------------------
-
-*sqrt(<number>)
-
-Returns square-root of number.
-
-Note: The value is truncated to integer.
-
-Example:
- .@i = sqrt(25); // .@i will be 5
-
----------------------------------------
-
-*distance(<x0>, <y0>, <x1>, <y1>)
-
-Returns distance between 2 points.
-
-Note: When Hercules is configured to use circular areas, the Euclidean distance
-is returned, otherwise the Chebyshev distance. The value is truncated to
-integer.
-
-Example:
- .@i = distance(100, 200, 101, 202);
-
----------------------------------------
-
-*min(<number>{, <number>...<number>})
-*max(<number>{, <number>...<number>})
-
-Returns the smallest (or biggest) from the set of given numbers.
-
-Example:
- .@minimum = min(1, -6, -2, 8, 2); // .@minimum will be equal to -6
- .@maximum = max(0, 5, 10, 4); // .@maximum will be equal to 10
- .@level = min(BaseLevel, 70); // .@level will be the character's base level, capped to 70
-
----------------------------------------
-
-*md5("<string>")
-
-Returns the md5 checksum of a number or string.
-
-Example:
- mes md5(12345);
- mes md5("12345"); // Will both display 827ccb0eea8a706c4c34a16891f84e7b
- mes md5("qwerty");// Will display d8578edf8458ce06fbc5bb76a58c5ca4
-
----------------------------------------
-
-*swap(<variable>, <variable>)
-
-Swap the value of 2 variables. Both sides must be same integer or string type.
-
-Example:
- .@var1 = 111;
- .@var2 = 222;
- swap(.@var1, .@var2);
- mes("var1 = "+ .@var1); // return 222
- mes("var2 = "+ .@var2); // return 111
-
----------------------------------------
-
-*query_sql("your MySQL query"{, <array variable>{, <array variable>{, ...}}})
-*query_logsql("your MySQL query"{, <array variable>{, <array variable>{, ...}}})
-
-Executes an SQL query. A 'select' query can fill array variables with up
-to 128 rows of values, and will return the number of rows (the array size).
-
-Note that query_sql() runs on the main database while query_logsql() runs
-on the log database.
-
-Example:
- .@nb = query_sql("select name, fame from `char` ORDER BY fame DESC LIMIT 5", .@name$, .@fame);
- mes("Hall Of Fame: TOP5");
- mes("1."+.@name$[0]+"("+.@fame[0]+")"); // Will return a person with the biggest fame value.
- mes("2."+.@name$[1]+"("+.@fame[1]+")");
- mes("3."+.@name$[2]+"("+.@fame[2]+")");
- mes("4."+.@name$[3]+"("+.@fame[3]+")");
- mes("5."+.@name$[4]+"("+.@fame[4]+")");
-
----------------------------------------
-
-*escape_sql(<value>)
-
-Converts the value to a string and escapes special characters so that it's
-safe to use in query_sql(). Returns the escaped form of the given value.
-
-Example:
- .@str$ = "John's Laptop";
- .@esc_str$ = escape_sql(.@name$); // Escaped string: John\'s Laptop
-
----------------------------------------
-
-*setiteminfo(<item id>, <type>, <value>)
-
-This function will set some value of an item.
-Returns the new value on success, or -1 on fail (item_id not found or
-invalid type).
-
-Valid types are:
- 0 - Buy Price; 1 - Sell Price; 2 - Item Type;
- 3 - maxchance (Max drop chance of this item e.g. 1 = 0.01% , etc..
- if = 0, then monsters don't drop it at all (rare or a quest item)
- if = 10000, then this item is sold in NPC shops only
- 4 - sex; 5 - equip; 6 - weight; 7 - atk; 8 - def; 9 - range;
- 10 - slot; 11 - look; 12 - elv; 13 - wlv; 14 - view id
-
-Example:
-
-setiteminfo Stone, 6, 9990; // Stone now weighs 999.0
-
----------------------------------------
-
-*setitemscript(<item id>, <"{ new item script }">{, <type>})
-
-Set a new script bonus to the Item. Very useful for game events.
-You can remove an item's itemscript by leaving the itemscript argument
-empty. Returns 1 on success, or 0 on fail (item_id not found or new item
-script is invalid).
-Type can optionally be used indicates which script to set (default is 0):
- 0 - Script
- 1 - OnEquip_Script
- 2 - OnUnequip_Script
-
-Example:
-
-setitemscript(Silver_Ring_, "{ if (isequipped(Santa's_Hat) == 0) end; if (getskilllv(AL_TELEPORT)) { skill(MC_IDENTIFY, 1); } else { skill(AL_TELEPORT, 1+isequipped(Santa's_Hat)); } }");
-setitemscript(Silver_Ring_, "");
-
----------------------------------------
-
-*atoi("<string>")
-*axtoi("<string>")
-*strtol("string", base)
-
-These commands are used to convert strings to numbers. atoi() will
-interpret given string as a decimal number (base 10), while axtoi()
-interprets strings as hexadecimal numbers (base 16). strtol() lets
-the user specify a base (valid range is between 2 and 36 inclusive,
-or the special value0, which means auto-detection).
-
-The atoi() and strtol() functions conform to the C functions with the same
-names, and axtoi() is the same as strtol(), with a base of 16. Results are
-clamped to signed 32 bit int range (INT_MIN ~ INT_MAX)
-
-Example:
-
-.@var = atoi("11"); // Sets .@var to 11
-.@var = axtoi("FF"); // Sets .@var to 255
-mes(axtoi("11")); // Displays 17 (1 = 1, 10 = 16)
-.@var = strtol("11", 10); // Sets .@var to 11 (11 base 10)
-.@var = strtol("11", 16); // Sets .@var to 17 (11 base 16)
-.@var = strtol("11", 0); // Sets .@var to 11 (11 base 10, auto-detected)
-.@var = strtol("0x11", 0); // Sets .@var to 17 (11 base 16, auto-detected because of the "0x" prefix)
-.@var = strtol("011", 0); // Sets .@var to 9 (11 base 8, auto-detected because of the "0" prefix)
-.@var = strtol("11", 2); // Sets .@var to 3 (binary 11)
-
----------------------------------------
-
-*compare("<string>", "<substring>")
-
-This command returns true when the substring is in the main string or
-false otherwise. This command is not case sensitive.
-
-Examples:
-
-//dothis(); will be executed ('Bloody Murderer' contains 'Blood').
- if (compare("Bloody Murderer", "Blood"))
- dothis();
-//dothat(); will not be executed ('Blood butterfly' does not contain 'Bloody').
- if (compare("Blood Butterfly", "Bloody"))
- dothat();
-
----------------------------------------
-
-*strcmp("<string>", "<string>")
-
-This command compares two strings and is similar to strcmp in C.
-
-Return Values:
- >0 : String 1 > String 2
- 0 : Strings are equal
- <0 : String 1 < String 2
-
-Examples:
- .@a = strcmp("abcdef", "ABCDEF");
- if (.@a > 0){
- mes(".@a is greater than 0."); //Output is this.
- } else {
- mes(".@a is less or equal to 0");
- }
-
----------------------------------------
-
-*getstrlen("<string>")
-
-This function will return the length of the string given as an argument.
-It is useful to check if anything input by the player exceeds name length
-limits and other length limits and asking them to try to input something
-else.
-
----------------------------------------
-
-*isstr(<argument>)
-
-This command checks if the given <argument> is a string (1),
-an integer (0) or something else (2).
-
-Example:
-
- isstr(69); // outputs 0
- isstr("69"); // outputs 1
-
----------------------------------------
-
-*charisalpha("<string>", <position>)
-
-This function will return true if the character number Position in the given
-string is a letter, false if it isn't a letter but a digit or a space.
-The first letter is position 0.
-
----------------------------------------
-
-*charat(<string>, <index>)
-
-Returns char at specified index. If index is out of range, returns an
-empty string.
-
-Example:
-
- charat("This is a string", 10); //returns "s"
-
----------------------------------------
-
-*chr(<int>)
-
-Returns a char from its ASCII value.
-
-Example:
-
- chr(99); //returns "c"
-
----------------------------------------
-
-*ord(<chr>)
-
-Returns the ASCII value of char <chr>.
-
-Example:
-
- ord("c"); //returns 99
-
----------------------------------------
-
-*setchar(<string>, <char>, <index>)
-
-Returns the original string with the char at the specified index set to
-the specified char. If index is out of range, the original string will be
-returned. Only the 1st char in the <char> parameter will be used.
-
-Example:
-
- setchar("Cat", "B", 0); //returns "Bat"
-
----------------------------------------
-
-*insertchar(<string>, <char>, <index>)
-
-Returns the original string with the specified char inserted at the
-specified index. If index is out of range, the char will be inserted on
-the end of the string that it is closest. Only the 1st char in the <char>
-parameter will be used.
-
-Example:
-
- insertchar("laughter", "s", 0); //returns "slaughter"
-
----------------------------------------
-
-*delchar(<string>, <index>)
-
-Returns the original string with the char at the specified index removed.
-If index is out of range, original string will be returned.
-
-Example:
-
- delchar("Diet", 3); //returns "Die"
-
----------------------------------------
-
-*strtoupper(<string>)
-*strtolower(<string>)
-
-Returns the specified string in it's uppercase/lowercase form.
-All non-alpha characters will be preserved.
-
-Example:
-
- strtoupper("The duck is blue!!"); //returns "THE DUCK IS BLUE!!"
-
----------------------------------------
-
-*charisupper(<string>, <index>)
-*charislower(<string>, <index>)
-
-Returns true if character at specified index of specified string is
-uppercase for charisupper() or lowercase for charislower(). Otherwise, false.
-Characters not of the alphabelt will return false.
-
-Example:
-
- charisupper("Hercules", 0); //returns 1
-
----------------------------------------
-
-*substr(<string>, <start_index>, <end_index>)
-
-Returns the sub-string of the specified string inclusively between the set
-indexes. If indexes are out of range, or the start index is after the end
-index, an empty string will be returned.
-
-Example:
-
- substr("foobar", 3, 5); //returns "bar"
-
----------------------------------------
-
-*explode(<dest_array>, <string>, <delimiter>)
-
-Breaks a string up into substrings based on the specified delimiter.
-Substrings will be stored within the specified string array. Only the 1st
-char of the delimiter parameter will be used. If an empty string is passed
-as a delimiter, the string will be placed in the array in its original
-form, without any changes. Return the number of elements written to
-<dest_array>.
-
-Example:
-
- .@num_elements = explode(.@my_array$, "Explode:Test:1965:red:PIE", ":");
- //.@my_array$ contents will be...
- //.@my_array$[0]: "Explode"
- //.@my_array$[1]: "Test"
- //.@my_array$[2]: "1965"
- //.@my_array$[3]: "red"
- //.@my_array$[4]: "PIE"
- //.@num_elements: 5
-
----------------------------------------
-
-*implode(<string_array>{, <glue>})
-
-Combines all substrings within the specified string array into a single
-string. If the glue parameter is specified, it will be inserted inbetween
-each substring.
-
-Example:
- setarray(.@my_array$[0], "This", "is", "a", "test");
- implode(.@my_array$, " "); //returns "This is a test"
-
----------------------------------------
-
-*sprintf(<format>{, param{, param{, ...}}})
-
-C style sprintf. The resulting string is returned.
-
-The format string can contain placeholders (format specifiers) using the
-following structure:
-
- %[parameter][flags][width]type
-
-The following format specifier types are supported:
-
-%%: Prints a literal '%' (special case, doesn't support parameter, flag, width)
-%d, %i: Formats the specified value as a decimal signed number
-%u: Formats the specified value as a decimal unsigned number
-%x: Formats the specified value as a hexadecimal (lowercase) unsigned number
-%X: Formats the specified value as a hexadecimal (uppercase) unsigned number
-%o: Formats the specified value as an octal unsigned number
-%s: Formats the specified value as a string
-%c: Formats the specified value as a character (only uses the first character
- of strings)
-
-The following format specifier types are not supported:
-
-%n (not implemented due to safety concerns)
-%f, %F, %e, %E, %g, %G (the script engine doesn't use floating point values)
-%p (the script engine doesn't use pointers)
-%a, %A (not supported, use 0x%x and 0x%X respectively instead)
-
-An ordinal parameter can be specified in the form 'x$' (where x is a number),
-to reorder the output (this may be useful in translated strings, where the
-sentence order may be different from the original order). Example:
-
- // Name, level, job name
- mes(sprintf("Hello, I'm %s, a level %d %s", strcharinfo(PC_NAME), BaseLevel, jobname(Class)));
-
-When translating the sentence to other languages (for example Italian),
-swapping some arguments may be appropriate, and it may be desirable to keep the
-actual arguments in the same order (i.e. when translating through the HULD):
-
- // Job name is printed before the level, although they're specified in the opposite order.
- // Name, job name, level
- mes(sprintf("Ciao, io sono %1$s, un %3$s di livello %2$d", strcharinfo(PC_NAME), BaseLevel, jobname(Class)));
-
-The supported format specifier flags are:
-
-- (minus): Left-align the output of this format specifier. (the default is to
- right-align the output).
-+ (plus): Prepends a plus for positive signed-numeric types. positive = '+',
- negative = '-'.
-(space): Prepends a space for positive signed-numeric types. positive = ' ',
- negative = '-'. This flag is ignored if the '+' flag exists.
-0 (zero): When a field width option is specified, prepends zeros for numeric
- types. (the default prepends spaces).
-A field width can be specified.
-
- mes(sprintf("The temperature is %+d degrees Celsius", .@temperature)); // Keeps the '+' sign in front of positive values
- .@map_name$ = sprintf("quiz_%02d", .@i); // Keeps the leading 0 in "quiz_00", etc
-
-A field width may be specified, to ensure that 'at least' that many characters
-are printed. If a star ('*') is specified as width, then the width is read as
-argument to the sprintf() function. This also supports positional arguments.
-
- sprintf("%04d", 10) // Returns "0010"
- sprintf("%0*d", 5, 10) // Returns "00010"
- sprintf("%5d", 10) // Returns " 10"
- sprintf("%-5d", 10) // Returns "10 "
- sprintf("%10s", "Hello") // Returns " Hello";
- sprintf("%-10s", "Hello") // Returns "Hello ";
-
-Precision ('.X') and length ('hh', 'h', 'l', 'll', 'L', 'z', 'j', 't')
-specifiers are not implemented (not necessary for the script engine purposes)
-
-Example:
- .@format$ = "The %s contains %d monkeys";
- dispbottom(sprintf(.@format$, "zoo", 5));
- //prints "The zoo contains 5 monkeys"
-
- dispbottom(sprintf(.@format$, "barrel", 82));
- //prints "The barrel contains 82 monkeys"
-
----------------------------------------
-
-*sscanf(<string>, <format>{, param{, param{, ...}}})
-
-C style sscanf. All C format specifiers are supported.
-More info: sscanf @ www.cplusplus.com. The number of params is only
-limited by Hercules' script engine.
-
-Example:
- sscanf("This is a test: 42 foobar", "This is a test: %d %s", .@num, .@str$);
- dispbottom(.@num + " " + .@str$); //prints "42 foobar"
-
----------------------------------------
-
-*strpos(<haystack>, <needle>{, <offset>})
-
-PHP style strpos. Finds a substring (needle) within a string (haystack).
-The offset parameter indicates the index of the string to start searching.
-Returns index of substring on successful search, else -1.
-Comparison is case sensitive.
-
-Example:
- strpos("foobar", "bar", 0); //returns 3
- strpos("foobarfoo", "foo", 0); //returns 0
- strpos("foobarfoo", "foo", 1); //returns 6
-
----------------------------------------
-
-*replacestr(<input>, <search>, <replace>{, <usecase>{, <count>}})
-
-Replaces all instances of a search string in the input with the specified
-replacement string. By default is case sensitive unless <usecase> is set
-to false. If specified it will only replace as many instances as specified
-in the count parameter.
-
-Example:
- replacestr("testing tester", "test", "dash"); //returns "dashing dasher"
- replacestr("Donkey", "don", "mon", false); //returns "monkey"
- replacestr("test test test test test", "test", "yay", false, 3); //returns "yay yay yay test test"
-
----------------------------------------
-
-*countstr(<input>, <search>{, <usecase>})
-
-Counts all instances of a search string in the input. By default is case
-sensitive unless <usecase> is set to false.
-
-Example:
- countstr("test test test Test", "test"); //returns 3
- countstr("cake Cake", "Cake", false); //returns 2
-
----------------------------------------
-
-*setfont(<font>)
-
-This command sets the current RO client interface font to one of the fonts
-stored in data\*.eot by using an ID of the font. When the ID of the
-currently used font is used, default interface font is used again.
-
- 0 - Default
- 1 - RixLoveangel
- 2 - RixSquirrel
- 3 - NHCgogo
- 4 - RixDiary
- 5 - RixMiniHeart
- 6 - RixFreshman
- 7 - RixKid
- 8 - RixMagic
- 9 - RixJJangu
-
----------------------------------------
-
-*showdigit(<value>{, <type>})
-
-Displays given numeric 'value' in large digital clock font on top of the
-screen. The optional parameter 'type' specifies visual aspects of the
-"clock" and can be one of the following values:
-
- 0 - Displays the value for 5 seconds (default).
- 1 - Incremental counter (1 tick/second).
- 2 - Decremental counter (1 tick/second). Does not stop at zero, but
- overflows.
- 3 - Decremental counter (1 tick/second). Two digits only, stops at
- zero.
-
-For type 1 and 2 the start value is set by using negative number of the
-one intended to set (ex. -10 starts the counter at 10 seconds). Except for
-type 3 the value is interpreted as seconds and formatted as time in days,
-hours, minutes and seconds. Note, that the official script command does
-not have the optional parameter.
-
- // displays 23:59:59 for 5 seconds
- showdigit(86399);
-
- // counter that starts at 60 and runs for 60 seconds
- showdigit(60, 3);
-
----------------------------------------
-
-* The Pet AI commands
-
-These commands will only work if the invoking character has a pet, and are
-meant to be executed from pet scripts. They will modify the pet AI
-decision-making for the current pet of the invoking character, and will
-NOT have any independent effect by themselves, which is why only one of
-them each may be in effect at any time for a specific pet. A pet may
-have petloot(), petskillbonus(), petskillattack() and petskillsupport() at the
-same time.
-
-*petskillbonus(<bonus type>, <value>, <duration>, <delay>)
-
-This command will make the pet give a bonus to the owner's stat (bonus
-type - bInt, bVit, bDex, bAgi, bLuk, bStr, bSpeedRate - for a full list, see the
-values starting with 'b' in 'db/constants.conf').
-
-*petrecovery(<status type>, <delay>)
-
-This command will make the pet cure a specified status condition. The
-curing actions will occur once every <delay> seconds. For a full list of
-status conditions that can be cured, see the list of 'SC_' status
-condition constants in 'db/constants.conf'
-
-*petloot(<max items>)
-
-This command will turn on pet looting, with a maximum number of items to
-loot specified. Pet will store items and return them when the maximum is
-reached or when pet performance is activated.
-
-*petskillsupport(<skill id>, <skill level>, <delay>, <percent hp>, <percent sp>)
-*petskillsupport("<skill name>", <skill level>, <delay>, <percent hp>, <percent sp>)
-
-This will make the pet use a specified support skill on the owner whenever
-the HP and SP are below the given percent values, with a specified delay
-time between activations. The skill numbers are as per
-'db/(pre-)re/skill_db.txt'.
-It's not quite certain who's stats will be used for the skills cast, the
-character's or the pets. Probably, Skotlex can answer that question.
-
-*petskillattack(<skill id>, <damage>, <number of attacks>, <rate>, <bonusrate>)
-*petskillattack("<skill name>", <damage>, <number of attacks>, <rate>, <bonusrate>)
-
-This command will make the pet cast an attack skill on the enemy the pet's
-owner is currently fighting. Skill IDs and levels are as per petskillsupport().
-If <number of attacks> is specified different than 0, it will make the pet cast
-the skill with a fixed amount of damage inflicted and the specified number of
-attacks. A value of zero uses the skill's defaults.
-
-All commands with delays and durations will only make the behavior active
-for the specified duration of seconds, with a delay of the specified
-number of seconds between activations. Rates are a chance of the effect
-occurring and are given in percent. 'bonusrate' is added to the normal
-rate if the pet intimacy is at the maximum possible.
-
-The behavior modified with the above mentioned commands will only be
-exhibited if the pet is loyal and appropriate configuration options are
-set in 'conf/map/battle.conf'.
-
-Pet scripts in the database normally run whenever a pet of that type
-hatches from the egg. Other commands usable in item scripts (see bonus())
-will also happily run from pet scripts. Apparently, the pet-specific
-commands will also work in NPC scripts and modify the behavior of the
-current pet up until the pet is hatched again. (Which will also occur when
-the character is logged in again with the pet still out of the egg.) It is
-not certain for how long the effect of such command running from an NPC
-script will eventually persist, but apparently, it is possible to usefully
-employ them in usable item scripts to create pet buffing items.
-
-Nobody tried this before, so you're essentially on your own here.
-
----------------------------------------
-
-*bpet()
-
-This command opens up a pet hatching window on the client connected to the
-invoking character. It is used in item script for the pet incubators and
-will let the player hatch an owned egg. If the character has no eggs, it
-will just open up an empty incubator window.
-This is still usable outside item scripts.
-
----------------------------------------
-
-*makepet(<pet id>)
-
-This command will create a pet egg and put it in the invoking character's
-inventory. The kind of pet is specified by pet ID numbers listed in
-'db/pet_db.txt'. The egg is created exactly as if the character just
-successfully caught a pet in the normal way.
-
- // This will make you a poring:
- makepet(PORING);
-
-Notice that you absolutely have to create pet eggs with this command. If
-you try to give a pet egg with getitem(), pet data will not be created by
-the char server and the egg will disappear when anyone tries to hatch it.
-
----------------------------------------
-
-*homshuffle()
-
-This will recalculate the homunculus stats according to its level, of the
-current invoking character.
-
----------------------------------------
-
-*setcell("<map name>", <x1>, <y1>, <x2>, <y2>, <type>, <flag>)
-
-Each map cell has several 'flags' that specify the properties of that cell.
-These include terrain properties (walkability, shootability, presence of
-water), skills (basilica, land protector, ...) and other (NPC nearby, no
-vending, ...).
-Each of these can be 'on' or 'off'. Together they define a cell's behavior.
-
-This command lets you alter these flags for all map cells in the specified
-(x1,y1)-(x2,y2) rectangle.
-'type' defines which flag to modify. Possible options include cell_walkable,
-cell_shootable, cell_basilica. For a full list, see constants.conf.
-'flag' can be false (clear flat) or true (set flag).
-
-Example:
-
- setcell("arena", 0, 0, 300, 300, cell_basilica, true);
- setcell("arena", 140, 140, 160, 160, cell_basilica, false);
- setcell("arena", 135, 135, 165, 165, cell_walkable, false);
- setcell("arena", 140, 140, 160, 160, cell_walkable, true);
-
-This will add a makeshift ring into the center of the map. The ring will
-be surrounded by a 5-cell wide 'gap' to prevent interference from outside,
-and the rest of the map will be marked as 'basilica', preventing observers
-from casting any offensive skills or fighting among themselves. Note that
-the wall will not be shown nor known client-side, which may cause movement
-problems.
-
-Another example:
-
-OnBarricadeDeploy:
- setcell("schg_cas05", 114, 51, 125, 51, cell_walkable, false);
- end;
-OnBarricadeBreak:
- setcell("schg_cas05", 114, 51, 125, 51, cell_walkable, true);
- end;
-
-This could be a part of the WoE:SE script, where attackers are not allowed
-to proceed until all barricades are destroyed. This script would place and
-remove a nonwalkable row of cells after the barricade mobs.
-
----------------------------------------
-
-*checkcell("<map name>", <x>, <y>, <type>)
-
-This command will return true or false, depending on whether the specified cell
-has the 'type' flag set or not. There are various types to check, all
-mimicking the server's cell_chk enumeration. The types can be found in
-db/constants.conf.
-
-The meaning of the individual types can be confusing, so here's an
-overview:
- - cell_chkwall/water/cliff
- these check directly for the 'terrain component' of the specified cell
- - cell_chkpass/reach/nopass/noreach
- passable = not wall & not cliff, reachable = passable
- wrt. no-stacking mod
- - cell_chknpc/basilica/landprotector/novending/nochat
- these check for specific dynamic flags (name indicates what they do)
-
-Example:
-
- mes("Pick a destination map.");
- input(.@map$);
- mes("Alright, now give me the coordinates.");
- input(.@x);
- input(.@y);
- if (!checkcell(.@map$, .@x, .@y, cell_chkpass)) {
- mes("Can't warp you there, sorry!");
- close();
- } else {
- mes("Ok, get ready...");
- close2();
- warp(.@map$, .@x, .@y);
- end;
- }
-
----------------------------------------
-
-*setwall("<map name>", <x>, <y>, <size>, <dir>, <shootable>, "<name>")
-*delwall("<name>")
-
-Creates an invisible wall, an array of setcell() starting from x,y and
-doing a line of the given size in the given direction. The difference with
-setcell is this one update client part too to avoid the glitch problem.
-Directions are the same as NPC sprite facing directions: (DIR_ constants).
-
----------------------------------------
-
-*readbook(<book id>, <page>)
-
-This will open a book item at the specified page.
-
----------------------------------------
-//=====================================
-7 - Instance-Related Commands
-//=====================================
----------------------------------------
-
-*instance_create("<instance name>", <owner id>{, <optional owner_type>})
-
-Create an instance using the name "<instance name>" for the <owner_id> of
-owner_type (when not provided, defaults to IOT_PARTY). Most instance_*
-commands are used in conjunction with this command and depend on the
-ID this command returns.
-
-Example:
- // Store the Party ID of the invoking character.
- .@party_id = getcharid(CHAR_ID_PARTY);
-
- // Attempt to create an instance using that party ID.
- .@id = instance_create("Endless Tower", .@party_id);
- if (.@id == -1) { // Invalid type - not used anymore
- // ...
- } else if (.@id == -2) { // Invalid Party ID
- // ...
- } else if (.@id == -3) { // No free instances (MAX_INSTANCE exceeded)
- // ...
- } else if (.@id == -4) { // Already exists
- // ...
- } else (.@id < 0) { // Unspecified error while queuing instance.
- // ...
- }
-
----------------------------------------
-
-*instance_destroy({<instance id>})
-
-Destroys instance with the ID <instance id>. If no ID is specified, the
-instance the script is attached to is used. If in the end no instance_id,
-is found the command halts the script execution.
-
----------------------------------------
-
-*instance_attachmap("<map name>", <instance id>{, <use base name>{, "<new map name>"}})
-
-Attaches the map "<map name>" to the instance specified with
-<instance id>. The optional parameter specifies, whether a map requires
-emulation for instancing (true) or not (false = default). if use base name is specified,
-and "<new map name>" too the server will instance the map under the "<new map name>",
-name.
-
-Returns the resulting map name on success or an empty string on failure.
-
-Example:
- instance_attachmap("prontera", .@instance_id, true, "via");
-^ the above creates a instance (or clone) of prontera, on a map called "via"
-
----------------------------------------
-
-*instance_detachmap("<map name>"{, <instance id>})
-
-Detach the map "<map name>" to the instance with the <instance id>. If no
-ID is specified, the instance the script is attached to is used. If in the
-end no instance_id is found the command halts the script execution.
-
----------------------------------------
-
-*instance_init(<instance id>)
-
-Initializes the instance given by <instance id>. This copies all NPCs from
-the source maps to the instanced maps.
-
----------------------------------------
-
-*instance_announce(<instance id>, "<text>", <flag>{, <fontColor>{, <fontType>{, <fontSize>{, <fontAlign>{, <fontY>}}}}})
-
-Works like announce, but has the <instance id> parameter. If instance id
-is -1, the instance the script is attached to is used. If in the
-end no instance_id is found the command halts the script execution.
-
----------------------------------------
-
-*instance_attach(<instance id>)
-
-Attaches the current script to the instance given by <instance id>.
-
----------------------------------------
-
-*instance_npcname("<npc name>"{, <instance id>})
-
-Retrieves the unique name given to a copy of an NPC given by "<npc name>"
-in an instance specified <instance id>. If no ID is specified, the
-instance the script is attached to is used. If in the end no instance_id,
-is found the command halts the script execution.
-
----------------------------------------
-
-*has_instance("<map name>"{, <instance id>})
-
-Checks whether or not the given map belongs to specified instance. If no
-ID is specified, the instance the script is attached to is used. If the
-script is not attached to an instance, it'll try to check whether the,
-player attached to the script possesses an instance with a map matching
-"<map name>". If in the end no instance_id is found the command halts the,
-script execution.
-
-Returns name of the instanced map on success, otherwise an empty string.
-
----------------------------------------
-
-*has_instance2("<map name>")
-
-Same as has_instance, with exception it returns the instance id of the map,
-as long as the user is assigned to a instance containing that map.
-It will return -1 upon failure, valid instance ids are >= 0.
-
----------------------------------------
-
-*instance_id()
-
-Retrieves the instance id of the script it is being run on.
-
----------------------------------------
-
-*instance_warpall("<map name>", <x>, <y>{, <instance id>})
-
-Warps all players in the instance <instance id> to <map name> at given
-coordinates. If no ID is specified, the instance the script is attached to
-is used. If in the end no instance_id is found the command halts the,
-script execution.
-
----------------------------------------
-
-*instance_set_timeout(<alive timeout>, <idle timeout>{, <instance id>})
-
-Sets the timeout values for an instance given by <instance id>. If no ID
-is specified, the instance the script is attached to is used. If in the end,
-no instance_id is found the command halts the script execution.
-
-Parameter <alive timeout> specifies the total amount of time the instance
-will exist. Parameter <idle timeout> specifies how long players have, when
-they are outside of the instance, until it is destroyed.
-
-Both timeout values are in seconds.
-
----------------------------------------
-
-*instance_check_party(<party id>{, <amount>{, <min>{, <max>}}})
-
-This function checks if a party meets certain requirements, returning true if
-all conditions are met and false otherwise. It will only check online
-characters.
-
-amount - number of online party members (default is 1).
-min - minimum level of all characters in the party (default is 1).
-max - maximum level of all characters in the party (default is max
- level in conf).
-
-Example:
-
-if (instance_check_party(getcharid(CHAR_ID_PARTY), 2, 2, 149)) {
- mes("Your party meets the Memorial Dungeon requirements.");
- mes("All online members are between levels 1-150 and at least two are online.");
- close();
-} else {
- mes("Sorry, your party does not meet the requirements.");
- close();
-}
-
----------------------------------------
-
-*instance_check_guild(<guild_id>{, <amount>{, <min>{, <max>}}})
-
-This function checks if a guild meets certain requirements, returning true if
-all conditions are met and false otherwise. it will only check online characters.
-
-amount - number of online guild members (default is 1).
-min - minimum level of all characters in the guild (default is 1).
-max - maximum level of all characters in the guild (default is max level in conf).
-
-Example:
- if (instance_check_guild(getcharid(CHAR_ID_GUILD), 2, 1, 150)) {
- mes("Your guild meets the Memorial Dungeon requirements.");
- mes("All online members are between levels 1-150 and at least two are online.");
- close();
- } else {
- mes("Sorry, your guild does not meet the requirements.");
- close();
- }
-
----------------------------------------
-*instance_set_respawn(<map_name>, <x>, <y>{, <instance_id>})
-
-Updates the 'reload spawn' position of a instance,
-that is where players in the instance are sent to upon @reloadscript,
-uses the npc instance (if any) when instance_id is not provided,
-handy to update a instance's progress so that when/if @reloadscript happens
-the damage to the players progress is reduced.
-It is most effective when used with instance variables (which are @reloadscript persistent)
-
-If a player warps into a instance before this command has been used,
-it will use the player's warp destination as the initial respawn point,
-it can of course be modified by using this script command at any point.
-
----------------------------------------
-*instance_mapname("<map name>"{, <instance id>})
-
-Returns the unique name of the instanced map. If no instance ID is specified,
-the instance the script is attached to is used. If the script is not attached to
-an instance, the instance of the currently attached player's party is used. If
-that fails, the command returns an empty string instead.
-
-
----------------------------------------
-//=====================================
-7 - End of Instance-Related Commands
-//=====================================
----------------------------------------
-
-
----------------------------------------
-//=====================================
-8 - Quest Log-Related Commands
-//=====================================
----------------------------------------
-
-*questinfo(<Quest ID>, <Icon> {, <Map Mark Color>{, <Job Class>}})
-
-This is esentially a combination of questprogress() and showevent(). Use this only
-in an OnInit label. For the Quest ID, specify the quest ID that you want
-checked if it has been started yet.
-
-For Icon, use one of the following:
-
-No Icon : QTYPE_NONE
-! Quest Icon : QTYPE_QUEST
-? Quest Icon : QTYPE_QUEST2
-! Job Icon : QTYPE_JOB
-? Job Icon : QTYPE_JOB2
-! Event Icon : QTYPE_EVENT
-? Event Icon : QTYPE_EVENT2
-Warg : QTYPE_WARG
-Warg Face : QTYPE_WARG2 (Only for packetver >= 20120410)
-
-Map Mark Color, when used, creates a mark in the user's mini map on the position of the NPC,
-the available color values are:
-
-0 - No Marker
-1 - Yellow Marker
-2 - Green Marker
-3 - Purple Marker
-
-When a user shows up on a map, each NPC is checked for questinfo that has been set.
-If questinfo is present, it will check if the quest has been started, if it has not, the bubble will appear.
-
-Optionally, you can also specify a Job Class if the quest bubble should only appear for a certain class.
-
-Example
- izlude,100,100,4 script Test 844,{
- mes("[Test]");
- mes("Hello World.");
- close();
-
- OnInit:
- questinfo(1001, QTYPE_QUEST, 0, Job_Novice);
- end;
- }
-
----------------------------------------
-
-*setquest(<ID>)
-
-Place quest of <ID> in the users quest log, the state of which is "active".
-
-If questinfo() is set, and the same ID is specified here, the icon will be cleared when the quest is set.
-
----------------------------------------
-
-*completequest(<ID>{, <ID2>})
-
-Change the state for the given quest <ID> to "complete" and remove from
-the users quest log.
-
-If a second quest id of greater value is specified, all quests between the two
-will be completed.
-
----------------------------------------
-
-*erasequest(<ID>{, <ID2>})
-
-Remove the quest of the given <ID> from the user's quest log.
-
-If a second quest id of greater value is specified, all quests between the two
-will be erased.
-
----------------------------------------
-
-*changequest(<ID>, <ID2>)
-
-Remove quest of the given <ID> from the user's quest log.
-Add quest of the <ID2> to the the quest log, and the state is "active".
-
----------------------------------------
-
-*questprogress(<ID>{, PLAYTIME|HUNTING})
-
-If no additional argument supplied, return the state of the quest:
- 0 = Quest not started (not in quest log)
- 1 = Quest has been given
- 2 = Quest completed
-
-If parameter PLAYTIME is supplied:
- 0 = Quest not started (not in quest log)
- 1 = The time limit has not yet been reached
- 2 = The time limit has been reached
-
-If parameter HUNTING is supplied:
- 0 = Quest not started (not in quest log)
- 1 = Player hasn't killed all of the target monsters
- 2 = Player has killed all of the target monsters
-
----------------------------------------
-
-*questactive(<ID>)
-
-Check whether the given quest is in its active state.
-
-Returns true if the quest is active, false otherwise (quest not started,
-inactive or completed)
-
----------------------------------------
-
-*showevent(<icon>{, <mark color>})
-
-Show an emotion on top of a NPC, and optionally,
-a colored mark in the mini-map like viewpoint().
-This is used to indicate that a NPC has a quest or an event to
-a certain player.
-
-Available Icons:
-
-Remove Icon : QTYPE_NONE
-! Quest Icon : QTYPE_QUEST
-? Quest Icon : QTYPE_QUEST2
-! Job Icon : QTYPE_JOB
-? Job Icon : QTYPE_JOB2
-! Event Icon : QTYPE_EVENT
-? Event Icon : QTYPE_EVENT2
-Warg : QTYPE_WARG
-Warg Face : QTYPE_WARG2 (Only for packetver >= 20120410)
-
-Mark Color:
-0 - No Mark
-1 - Yellow Mark
-2 - Green Mark
-3 - Purple Mark
-
----------------------------------------
-//=====================================
-8 - End of Quest Log-Related Commands
-//=====================================
----------------------------------------
-
-
----------------------------------------
-//=====================================
-9 - Battlegrounds-Related Commands
-//=====================================
----------------------------------------
-
-*waitingroom2bg_single(<battle group>, "<mapname>", <x>, <y>, "<npc name>")
-
-Adds the first waiting player from the chat room of given NPC to an
-existing battleground group and warps it to specified coordinates on given
-map.
-
----------------------------------------
-
-*waitingroom2bg("<mapname>", <x>, <y>, "<On Quit Event>", "<On Death Event>"{, "<npc name>"})
-
-<Mapname> and X Y coordinates refer to where the "respawn" base is, where
-the player group will respawn when they die.
-<On Quit Event> refers to an NPC label that attaches to the character and
-is run when they relog.
-<On Death Event> refers to an NPC label that attaches to the character and
-is run when they die. Can be "" for empty.
-
-Unlike the prior command, the latter will attach a GROUP in a waiting room
-to the battleground, and sets the array $@arenamembers[0] where 0 holds
-the IDs of the first group, and 1 holds the IDs of the second.
-
-If the option parameter is left out, the waiting room of the current NPC
-is used.
-
-Example:
- // Battle Group will be referred to as $@KvM01BG_id1, and when they
- // die, respawn at bat_c01,52,129.
- $@KvM01BG_id1 = waitingroom2bg("bat_c01", 52, 129, "KvM01_BG::OnGuillaumeQuit", "KvM01_BG::OnGuillaumeDie");
- end;
-
-----------------------------------------
-
-*bg_team_setxy(<Battle Group ID>, <x>, <y>)
-
-Update the respawn point of the given battle group to x, y on the same
-map. The <Battle Group ID> can be retrieved using getcharid(CHAR_ID_BG).
-
-Example:
- bg_team_setxy(getcharid(CHAR_ID_BG), 56, 212);
- mapannounce("bat_a01", "Group [1] has taken the work shop, and will now respawn there.", bc_map, 0xFFCE00);
- end;
-
-----------------------------------------
-
-*bg_warp(<Battle Group>, "<Mapname>", <x>, <y>)
-
-Similar to warp command.
-Place all members of <Battle Group> at <mapname> at x y.
-
-Example:
- //place the battle group one for Tierra Gorge at starting position.
- bg_warp($@TierraBG1_id1, "bat_a01", 352, 342);
- end;
-
-----------------------------------------
-
-*bg_monster(<Battle Group>, "<map name>", <x>, <y>, "<name to show>", <mob id>, "<event label>")
-
-Similar to monster() script command.
-Spawn a monster with allegiance to the given battle group.
-Does not allow for the summoning of multiple monsters.
-Monsters are similar to that in War of Emperium, in that the specified
-Battle group is considered friendly.
-
-Example:
- // It can be used in two different ways.
- bg_monster($@TierraBG1_id2, "bat_a01", 167, 50, "Food Depot", OBJ_B, "Feed Depot#1::OnMyMobDead");
- end;
-
- // Alternatively, you can set an ID for the monster using "set".
- // This becomes useful when used with the command below.
- $@Guardian_3 = bg_monster($@TierraBG1_id2, "bat_a01", 268, 204, "Guardian", B_S_GUARDIAN, "NPCNAME::OnMyMobDead");
- end;
-
-----------------------------------------
-
-*bg_monster_set_team(<GID>, <Battle Group>)
-
-This command will change the allegiance if a monster in a battle ground.
-GID can be set when spawning the monster via the bg_monster() command.
-
-Example:
-
-OnEnable:
- mapannounce("bat_b01", "A guardian has been summoned for Battle Group 2!", bc_map, 0xFFCE00);
- $@Guardian = bg_monster($@BG_2, "bat_a01", 268, 204, "Guardian", B_S_GUARDIAN, "NPCNAME::OnMyMobDead");
- initnpctimer();
- end;
-
-OnTimer1000:
- stopnpctimer();
- mapannounce("bat_b01", "Erm, sorry about that! This monster was meant for Battle Group 1.", bc_map, 0xFFCE00);
- bg_monster_set_team($@Guardian, $@BG_1);
- end;
-
-----------------------------------------
-
-*bg_leave()
-
-Removes attached player from their Battle Group.
-
-----------------------------------------
-
-*bg_destroy(<Batte Group>)
-
-As the name says, destroys the battle group created for that battle ground.
-
-----------------------------------------
-
-*areapercentheal("<mapname>", <x1>, <y1>, <x2>, <y2>, <hp>, <sp>)
-
-Not exactly limited to battleground use, this will restore HP/SP in a
-defined area at a percentage.
-
-Example:
- areapercentheal("bat_a01", 52, 208, 61, 217, 100, 100);
- end;
-
-----------------------------------------
-
-*bg_get_data(<Battle Group>, <type>)
-
-Retrieves data related to given battle group. Type can be one of the
-following:
-
- 0 - Amount of players currently belonging to the group.
-
-----------------------------------------
-
-*bg_getareausers(<battle group>, "<map_name>", <x0>, <y0>, <x1>, <y1>)
-
-Retrieves amount of players belonging to given battle group on given map
-within an specified rectangular area.
-
-----------------------------------------
-
-*bg_updatescore("<map_name>", <Guillaume Score>, <Croix Score>)
-
-This command will force the update of the displayed scoreboard.
-It is only usable when the map is defined as a Type 2 Battleground:
-mapflag%TAB%<map_name>%TAB%battleground%TAB%2
-
-----------------------------------------
-
-*bg_create_team("<map_name>", <Respawn X>, <Respawn Y>)
-
-This command will create a new BG Team.
-When player dies, they will be respawned map_name,X,Y as mentioned.
-
-Command will return -1 if BG Creation is failed,
-else it will return the BG ID(Also known as TeamID).
-
-----------------------------------------
-
-*bg_join_team(<Team_ID>{, <account_id>})
-
-This command will make the attached player join to Team with ID as mentioned.
-If account_id is provided, command will look for that player, instead of the attached player.
-
-Command will return -1 if Player is not found, 0 if join is failed, 1 upon successful.
-
-----------------------------------------
-
-*bg_match_over("<Arena Name>"{, <Cancelled>})
-
-This command will end the battleground Arena
-(Arena Name as referred to, in conf/battlegrounds.conf)
-If Cancelled is not provided, it will set the join delay, as mentioned in conf/battlegrounds.conf
-else, it will just destroy the Teams and queue's.
-
-Command will return 0 when successful, else it will return 1.
-
----------------------------------------
-//=====================================
-9 - End of Battlegrounds-Related Commands
-//=====================================
----------------------------------------
-
-
----------------------------------------
-//=====================================
-10 - Mercenary Commands
-//=====================================
----------------------------------------
-
-*mercenary_create(<class>, <contract time>)
-
-This command summons a mercenary of given class, for given amount of time
-in milliseconds. Typically used in item scripts of mercenary scrolls.
-
-----------------------------------------
-
-*mercenary_heal(<hp>, <sp>)
-
-This command works like heal(), but affects the mercenary of the currently
-attached character.
-
-----------------------------------------
-
-*mercenary_sc_start(<type>, <tick>, <val1>)
-
-This command works like sc_start(), but affects the mercenary of the
-currently attached character.
-
-----------------------------------------
-
-*mercenary_get_calls(<guild>)
-*mercenary_set_calls(<guild>, <value>)
-
-Sets or gets the mercenary calls value for given guild for currently
-attached character. Guild can be one or the following constants:
-
- ARCH_MERC_GUILD
- SPEAR_MERC_GUILD
- SWORD_MERC_GUILD
-
-----------------------------------------
-
-*mercenary_get_faith(<guild>)
-*mercenary_set_faith(<guild>, <value>)
-
-Sets or gets the mercenary faith value for given guild for currently
-attached character. Guild can be one or the following constants:
-
- ARCH_MERC_GUILD
- SPEAR_MERC_GUILD
- SWORD_MERC_GUILD
-
----------------------------------------
-
-*getmercinfo(<type>{, <char id>})
-
-Retrieves information about mercenary of the currently attached character.
-If char id is given, the information of that character is retrieved
-instead. Type specifies what information to retrieve and can be one of the
-following:
-
- 0 - Database ID
- 1 - Class
- 2 - Name
- 3 - Faith value for this mercenary's guild, if any
- 4 - Calls value for this mercenary's guild, if any
- 5 - Kill count
- 6 - Remaining life time in msec
- 7 - Level
-
-If the character does not have a mercenary, the command returns ""
-for name and 0 for all other types.
-
----------------------------------------
-//=====================================
-10 - End of Mercenary-Related Commands
-//=====================================
----------------------------------------
-
-
----------------------------------------
-//=====================================
-11 - Queue-Related Commands
-//=====================================
----------------------------------------
-
-*queue()
-
-Creates a new queue instance and returns the created queue id.
-
----------------------------------------
-
-*queuesize(<queue_id>)
-
-Returns the amount of entries in the queue instance of <queue_id>.
-
----------------------------------------
-
-*queueadd(<queue_id>, <var_id>)
-
-Adds <var_id> to queue of <queue_id>.
-
-Returns false if <var_id> couldn't be added (was already present in the queue),
-true otherwise.
-
----------------------------------------
-
-*queueremove(<queue_id>, <var_id>)
-
-Removes <var_id> from queue of <queue_id>.
-
-Returns false if <var_id> couldn't be removed (wasn't present in the queue),
-true otherwise.
-
----------------------------------------
-
-*queueopt(<queue_id>, <optionType>, {Optional <option val>})
-
-Modifies <queue_id>'s <optionType>. When <option val> is not present
-<optionType> is removed from <queue_id>. When present it modifies
-<queue_id>'s <optionType> with the new <option val> value.
-
-Returns true on success, false on failure.
-
-Currently 3 options are available:
-- QUEUEOPT_DEATH (1)
-- QUEUEOPT_LOGOUT (2)
-- QUEUEOPT_MAPCHANGE (3)
-
-When the QUEUEOPT_MAPCHANGE event is triggered, it sets a temp char var
-@Queue_Destination_Map$ with the destination map name.
-
-Example:
- queueopt(.@queue_id, QUEUEOPT_DEATH, "MyNPC::OnQueueMemberDeathEvent");
-
----------------------------------------
-
-*queuedel(<queue_id>)
-
-Deletes the queue <queue_id>.
-
-Returns false if the queue wasn't found, true otherwise.
-
----------------------------------------
-
-*queueiterator(<queue_id>)
-
-Creates a new queue iterator instance.
-A queue iterator is not a reference to a queue's actual members, it copies
-the queues members when initialized, this way you can loop through them
-even if you remove them from the queue.
-
----------------------------------------
-
-*qicheck(<queue_iterator_id>)
-
-Checks whether the current member in the iterator's queue exists.
-
-Returns true when it does, false otherwise.
-
----------------------------------------
-
-*qiget(<queue_iterator_id>)
-
-obtains the next member in the iterator's queue, returns the next member's
-id or 0 when it doesnt exist.
-
-Example:
- for (.@elem = qiget(.@queue_iterator_id); qicheck(.@queue_iterator_id); .@elem = qiget(.@queue_iterator_id)) {
- //Do something
- }
-
----------------------------------------
-
-*qiclear(<queue_iterator_id>)
-
-Deletes a queue iterator from memory.
-
-Returns false when it fails, otherwise true is returned.
-
----------------------------------------
-//=====================================
-11 - End of Queue-Related Commands
-//=====================================
----------------------------------------
-
----------------------------------------
-//=====================================
-12 - NPC Trader-Related Commands
-//=====================================
-Commands that control NPC Trader Shops
-See /doc/sample/npc_trader_sample.txt
----------------------------------------
-
-*openshop({NPC_Name})
-
-opens the trader shop from the currently-attached npc unless,
-when the optional NPC_Name param is used.
-
----------------------------------------
-
-*sellitem(<Item_ID>{, <price>{, <qty>}})
-
-adds (or modifies) <Item_ID> data to the shop,
-when <price> is not provided (or when it is -1) itemdb default is used.
-qty is only necessary for NST_MARKET trader types.
-
-when <Item_ID> is already in the shop,
-the previous data (price/qty), is overwritten with the new.
-
----------------------------------------
-
-*stopselling(<Item_ID>)
-
-attempts to remove <Item_ID> from the current shop list.
-
----------------------------------------
-
-*setcurrency(<Val1>{, <Val2>})
-
-updates the currently attached player shop funds,
-to be used within a "OnCountFunds" event of a NST_CUSTOM trader type.
-
-<Val1> is the value used in the *Cash* Points field
-<Val2> is the value used in the Kafra Points field
-
----------------------------------------
-
-*tradertype(<Type>)
-
-Modifies the npc trader type, item list is cleared upon modifiying the value.
-By default, all npcs staart with tradertype(NST_ZENY);
-
-- NST_ZENY (0) Normal Zeny Shop
-- NST_CASH (1) Normal Cash Shop
-- NST_MARKET (2) Normal NPC Market Shop (where items have limited availability and need to be refurbished)
-- NST_CUSTOM (3) Custom Shop (any currency, item/var/etca, check sample)
-
----------------------------------------
-
-*purchaseok()
-
-Signs that the transaction (on a NST_CUSTOM trader) has been successful,
-to be used within a "OnPayFunds" event of a NST_CUSTOM trader.
-
----------------------------------------
-
-*shopcount(<Item_ID>)
-
-Returns the amount of still-available <Item_ID> in the shop (on a NST_MARKET trader).
-
----------------------------------------
-
-*setunitdata(<GUID>, <DataType>, <Val1> {,<Val2>,<Val3>})
-
-Sets or alters the data in real-time for game objects of the following types -
-NPCs, Pets, Monsters, Homunuculus', Mercenaries, Elementals.
-
-Applicable Data Types (available as constants) -
- Data Types Description (parameter type)
- UDT_SIZE: Unit Size (int)
- UDT_LEVEL: Level (int)
- UDT_HP: Current HP (int)
- UDT_MAXHP: Max HP (int)
- UDT_SP: SP (int)
- UDT_MAXSP: MAX SP (int)
- UDT_MASTERAID: Master Account ID (for Summons) (int)
- UDT_MASTERCID: Master Char ID (for Summons) (int)
- UDT_MAPIDXY: Warp a Unit to a map. (Val1 = (string) MapName, Val2 = (int) x, Val3 = (int) y)
- UDT_WALKTOXY: Make a unit walk to certain co-ordinates. (Val1 = (int) x, Val2 = (int) y)
- UDT_SPEED: Unit Speed. (int)
- UDT_MODE: Mode (Mobs only) (int)
- UDT_AI: Unit AI Type (see constants.conf for Unit AI Types)
- UDT_SCOPTION: Status Options. (see constants.conf for Unit Option Types)
- UDT_SEX: Gender of the unit. (see constants.conf for Genders)
- UDT_CLASS: Class of the unit. (Monster ID) (int)
- UDT_HAIRSTYLE: Hair Style ID. (int)
- UDT_HAIRCOLOR: Hair Color ID. (int)
- UDT_HEADBOTTOM: Headgear Bottom Sprite ID. (int)
- UDT_HEADMIDDLE: Headgear Middle Sprite ID. (int)
- UDT_HEADTOP: Headgear Top Sprite ID. (int)
- UDT_CLOTHCOLOR: Cloth Color ID. (int)
- UDT_SHIELD: Shield Sprite ID. (int)
- UDT_WEAPON: Weapon Sprite ID. (int)
- UDT_LOOKDIR: Face direction. (int)
- UDT_CANMOVETICK: Stop a unit from move for n seconds. (int)
- UDT_STR: Unit STR. (int)
- UDT_AGI: Unit AGI. (int)
- UDT_VIT: Unit VIT. (int)
- UDT_INT: Unit INT. (int)
- UDT_DEX: Unit DEX. (int)
- UDT_LUK: Unit LUK. (int)
- UDT_ATKRANGE: Attack range of a unit. (int)
- UDT_ATKMIN: Min Atk of a unit. (int)
- UDT_ATKMAX: Max Atk of a unit. (int)
- UDT_MATKMIN: Min MATK of a unit. (int)
- UDT_MATKMAX: Max MATK of a unit. (int)
- UDT_DEF: DEF. (int)
- UDT_MDEF: MDEF. (int)
- UDT_HIT: HIT. (int)
- UDT_FLEE: FLEE. (int)
- UDT_PDODGE: Perfect Dodge. (int)
- UDT_CRIT: Critical Rate. (int)
- UDT_RACE: Race. (Eg. string constants RC_DemiHuman or Integer 7).
- UDT_ELETYPE: Element. (Eg. string constants Ele_Neutral or Integer 0).
- UDT_ELELEVEL: Element Level (int).
- UDT_AMOTION: AMotion Rate (int).
- UDT_ADELAY: ADelay Rate (int).
- UDT_DMOTION: DMotion Rate (int).
- UDT_HUNGER: Hunger Rate (int) - for summons.
- UDT_INTIMACY: Intimacy Rate (int) - for summons.
- UDT_LIFETIME: LifeTime (int) - for summons.
- UDT_MERC_KILLCOUNT: Kill count for mercenaries (int).
- UDT_STATADD: Status Points (int) - for NPCs.
-
-returns 0 if value could not be set, 1 if successful.
-
----------------------------------------
-
-*getunitdata (<GUID>,<DataType>{,<Variable>})
-
-Retrieves real-time data of a game object. For data with multiple return values,
-an array variable may be passed to store the data in.
-
-Applicable Data types (available as constants) -
- Data Types Description (return type)
- UDT_SIZE: Unit Size (int)
- UDT_LEVEL: Level (int)
- UDT_HP: Current HP (int)
- UDT_MAXHP: Max HP (int)
- UDT_SP: SP (int)
- UDT_MAXSP: MAX SP (int)
- UDT_MASTERAID: Master Account ID (for Summons) (int)
- UDT_MASTERCID: Master Char ID (for Summons) (int)
- UDT_MAPIDXY: Warp a Unit to a map. (Val1 = (string) MapName, Val2 = (int) x, Val3 = (int) y)
- UDT_SPEED: Unit Speed. (int)
- UDT_MODE: Mode (Mobs only) (int)
- UDT_AI: Unit AI Type (see constants.conf for Unit AI Types)
- UDT_SCOPTION: Status Options. (see constants.conf for Unit Option Types)
- UDT_SEX: Gender of the unit. (see constants.conf for Genders)
- UDT_CLASS: Class of the unit. (Monster ID) (int)
- UDT_HAIRSTYLE: Hair Style ID. (int)
- UDT_HAIRCOLOR: Hair Color ID. (int)
- UDT_HEADBOTTOM: Headgear Bottom Sprite ID. (int)
- UDT_HEADMIDDLE: Headgear Middle Sprite ID. (int)
- UDT_HEADTOP: Headgear Top Sprite ID. (int)
- UDT_CLOTHCOLOR: Cloth Color ID. (int)
- UDT_SHIELD: Shield Sprite ID. (int)
- UDT_WEAPON: Weapon Sprite ID. (int)
- UDT_LOOKDIR: Face direction. (int)
- UDT_CANMOVETICK: Stop a unit from move for n seconds. (int)
- UDT_STR: Unit STR. (int)
- UDT_AGI: Unit AGI. (int)
- UDT_VIT: Unit VIT. (int)
- UDT_INT: Unit INT. (int)
- UDT_DEX: Unit DEX. (int)
- UDT_LUK: Unit LUK. (int)
- UDT_ATKRANGE: Attack range of a unit. (int)
- UDT_ATKMIN: Min Atk of a unit. (int)
- UDT_ATKMAX: Max Atk of a unit. (int)
- UDT_MATKMIN: Min MATK of a unit. (int)
- UDT_MATKMAX: Max MATK of a unit. (int)
- UDT_DEF: DEF. (int)
- UDT_MDEF: MDEF. (int)
- UDT_HIT: HIT. (int)
- UDT_FLEE: FLEE. (int)
- UDT_PDODGE: Perfect Dodge. (int)
- UDT_CRIT: Critical Rate. (int)
- UDT_RACE: Race. (Eg. string constants RC_DemiHuman or Integer 7).
- UDT_ELETYPE: Element. (Eg. string constants Ele_Neutral or Integer 0).
- UDT_ELELEVEL: Element Level (int).
- UDT_AMOTION: AMotion Rate (int).
- UDT_ADELAY: ADelay Rate (int).
- UDT_DMOTION: DMotion Rate (int).
- UDT_HUNGER: Hunger Rate (int) - for summons.
- UDT_INTIMACY: Intimacy Rate (int) - for summons.
- UDT_LIFETIME: LifeTime (int) - for summons.
- UDT_MERC_KILLCOUNT: Kill count for mercenaries (int).
-
-returns 0 if value could not be retrieved.
-
----------------------------------------
-
-*getunitname(<GID>)
-
-Retrieve the name of a unit.
-
-returns "Unknown" if the value could not be retrieved.
-
----------------------------------------
-
-*setunitname(<GID>, <Name>)
-
-Changes the name of a unit.
-
-Supported Types - [ MOB | HOM | PET ].
-
-returns 1 on success, 0 on failure.