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author | ultramage <ultramage@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2008-07-31 05:37:40 +0000 |
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committer | ultramage <ultramage@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2008-07-31 05:37:40 +0000 |
commit | 51680d33aa582128f94a6091fba2e203ebba8faa (patch) | |
tree | e4e3ac63e0cf1b77468f9d593fcc8cc51638cb17 /doc/script_commands.txt | |
parent | b0931e719ce6db2f887e752b1cf55424857a9a1f (diff) | |
download | hercules-51680d33aa582128f94a6091fba2e203ebba8faa.tar.gz hercules-51680d33aa582128f94a6091fba2e203ebba8faa.tar.bz2 hercules-51680d33aa582128f94a6091fba2e203ebba8faa.tar.xz hercules-51680d33aa582128f94a6091fba2e203ebba8faa.zip |
Removed the mob controller system, now a customization (see topic:194375).
The system consists of
* script command to spawn a controlled mob
* script commands to attach npcs to such mobs and manipulate their AI
* a page of documentation for these commands
* callbacks at various source code locations that invoke the attached npcs
* two npc examples
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@13021 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'doc/script_commands.txt')
-rw-r--r-- | doc/script_commands.txt | 79 |
1 files changed, 0 insertions, 79 deletions
diff --git a/doc/script_commands.txt b/doc/script_commands.txt index a4aae4a7e..a64399b7f 100644 --- a/doc/script_commands.txt +++ b/doc/script_commands.txt @@ -4728,78 +4728,6 @@ the homunculus must not be the last evolution and the homunculus must be on at least 91000/100000 intimacy with it's owner. --------------------------------------- ------------------------------------------------- -//===========================================\\ -|| Mob Control Suit Commands || -\\===========================================// ------------------------------------------------- - ---------------------------------------- - -* mobspawn (<monster name>,<monster ID>,<mapname>,<x>,<y>) -* mobRemove <GID>; - -This is used to spawn a monster and return it's Game ID, to be used -in the unit/mobcontrol commands. - -Note, I will use the stuff here in the examples for the unitcontrol. - -Example(s): - -//Spawns a poring named poi poi and put's it's GID in .GID. - set .GID,mobspawn("Poi Poi",1002,"prontera",160,180); -//would kill our poring. - mobRemove .GID; - ---------------------------------------- - -* getmobdata (<GID>,<arrayname>) -* setmobdata <GID>,<parameter>,<new value>; - -This is used to get and set special data related to the monster. -With getmobdata, the array given will be filled with the current data. In setmobdata -the indexes in the array would be used to set that data on the monster. -Parameters (indexes) are: - -0 = class (big, small, normal) 7 = y 14 = hair style 21 = weapon -1 = level 8 = speed 15 = hair color 22 = shield (again) -2 = HP 9 = mode (see doc/mob_db_mode_list.txt) 16 = head gear bottom 23 = looking dir -3 = max HP 10 = special AI state (?) 17 = head gear middle 24 = killer state (1 or 0) -4 = master ID (aid of the master, summon) 11 = SC option 18 = head gear top 25 = callback flag -5 = map index 12 = sex 19 = cloth color 26 = no random walk (1 or 0) -6 = x 13 = class (Monster ID, Job ID) 20 = shield - -Example(s): - -//this will set all the mobdata in the @array variable. (@array[1] being level, @array[13] class etc) - getmobdata .GID,@array; - -//set the max hp of our poring to 1000. - setmobdata .GID,3,1000; - ---------------------------------------- - -* mobassist <GID>,<target id>; -This will make the monster assist the Target ID as if it was a summon of it. -Example(s): - -/this will make our poring assist the current attached player! >:3 - mobassist .GID,getcharid(3); - ---------------------------------------- - -* mobattach <GID>{,"<NPC Name>"}; - -GID is the GID of a monster, NPC or account id. The NPC running or -he NPC name given is used to attach the monster. - -By attaching a monster, the NPC to which it is attached is ran on special actions by the monster. -The system will set specific data in the .ai_action variable array on the NPC invoked. -The special AI actions types are set in the .ai_action at place AI_ACTION_TAR_TYPE - -More AI_ vars are set in const.txt, and you can also look at sample/monstercontroller.cpp: - ---------------------------------------- * unitwalk <GID>,<x>,<y>; * unitwalk <GID>,<mapid>; @@ -4833,13 +4761,6 @@ For the emotions, you can look in db/const.txt for prefixes with e_ --------------------------------------- ------------------------------------------------- -//===========================================\\ -|| End of Mob Control Suit Commands || -\\===========================================// ------------------------------------------------- ---------------------------------------- - *disablenpc "<NPC object name>"; *enablenpc "<NPC object name>"; |