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-rw-r--r--Changelog-Trunk.txt7
-rw-r--r--doc/script_commands.txt266
2 files changed, 134 insertions, 139 deletions
diff --git a/Changelog-Trunk.txt b/Changelog-Trunk.txt
index 1aac02062..e7192b451 100644
--- a/Changelog-Trunk.txt
+++ b/Changelog-Trunk.txt
@@ -1,5 +1,12 @@
Date Added
+2010/12/08
+ * Applied some script command documentation updates and fixes as already done inside the wiki. [Ai4rei]
+ - Updated description for 'next', 'return', 'attachrid', 'detachrid', 'itemskill', 'openstorage', 'skilleffect', 'donpcevent', 'day', 'night', 'atoi' and 'axtoi' to resolve inaccuracies, missing information or unverified behavior.
+ - Clarified the purpose of the 'jump_zero' and 'getelementofarray' script commands.
+ - Fixed 'changebase' stating, that it only works in item scripts (since r2402).
+ - Fixed 'kickwaitingroomall' stating, that it is not properly linked into the script engine, thus not working (since r13732).
+ - Updated the description for 'cutin' so that it does not give the impression, that the client is able to display multiple illustrations at once, and being less confusing about the maximum size of illustrations.
2010/12/07
* Fixed txt-converter-login was no longer compilable with supplied project/make files, due to missing reference to function exists in utils.c (bugreport:4626, since r14528). [Ai4rei]
* Applied svn:eol-style to VS2010 project files (follow up to r14562). [Ai4rei]
diff --git a/doc/script_commands.txt b/doc/script_commands.txt
index b2594ddd2..b3a4ff35d 100644
--- a/doc/script_commands.txt
+++ b/doc/script_commands.txt
@@ -4,7 +4,7 @@
//= A reference manual for the eAthena scripting language.
//= Commands are sorted depending on their functionality.
//===== Version ===========================================
-//= 3.28.20091119
+//= 3.32.20101208
//=========================================================
//= 1.0 - First release, filled will as much info as I could
//= remember or figure out, most likely there are errors,
@@ -143,6 +143,11 @@
//= 'mercenary_get_faith' and 'mercenary_set_faith' commands. [Ai4rei]
//= 3.31.20101130
//= Added 'progressbar' command. [Ai4rei]
+//= 3.32.20101208
+//= Updated description for commands 'next', 'return', 'attachrid',
+//= 'detachrid', 'itemskill', 'openstorage', 'skilleffect', 'donpcevent',
+//= 'day', 'night', 'atoi', 'axtoi', 'jump_zero', 'getelementofarray',
+//= 'changebase', 'kickwaitingroomall', 'cutin' and 'charcommand'. [Ai4rei]
//=========================================================
This document is a reference manual for all the scripting commands and functions
@@ -1114,9 +1119,14 @@ either side solves the problem.
*next;
-This command will create a 'next' button in the message window for the invoking
-character. If no window is currently on screen, it will be created. Used to
-segment NPC talking, this command is used A LOT. See 'mes'.
+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";
@@ -1653,9 +1663,13 @@ in the previous example getarg(2,-1) would be 3 and getarg(3,-1) would be -1
*return {<value>};
-When you use callsub or callfunc, this command allows you to go back to the
-calling script. You can optionally return with a value telling the calling
-program what exactly happened.
+This command 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, when the call was
+done using the function form.
+
+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
set <variable>,callfunc("<your function>");// when a value is being returned
@@ -1909,10 +1923,12 @@ else if (<condition 2>)
This command works kinda like an 'if'+'goto' combination in one go. (See 'if').
If the condition is false (equal to zero) this command will immediately jump to
-the specified label like in 'goto'.
+the specified label like in 'goto'. While 'if' is more generally useful, for
+some cases this could be an optimization.
-While 'if' is more generally useful, for some cases this could be an
-optimisation.
+The main reason for this command is that other control statements, like
+'switch', 'for' or 'while', are disassembled into simple expressions together
+with this command when a script is parsed.
---------------------------------------
@@ -2145,16 +2161,13 @@ This will make @arraysize == 6. But if you try this:
*getelementofarray(<array name>,<index>)
-This function will return an array's element when given an index.
-
- // This will find the 2nd array value
- getelementofarray(@array,1)
-
-Pretty pointless now when we have
+This command retrieves the value of the element of given array at given index.
+This is equivalent to using:
- @array[1]
+ array[index]
-which has the same effect.
+The reason for this is, that this short form is internally converted into a call
+to getelementofarray, when the script is loaded.
---------------------------------------
@@ -3527,18 +3540,13 @@ For a list of equipment slots see 'getequipid'.
*attachrid(<account ID>)
*detachrid;
-A 'RID' is an ID of a character who caused the NPC script to run, as has been
-explained above in the introduction section. Quite a bit of commands want a RID
-to work, since they wouldn't know where to send information otherwise. And in
-quite a few cases the script gets invoked with a RID of zero (like through
-OnTime special labels). If an NPC script needs this, it can attach a specified
-character's id to itself. by calling the 'attachrid' function.
+These commands allow the manipulation of the script's currently attached player.
+While attachrid allows attaching of a different player by using it's account id
+for the parameter rid, detachrid makes the following commands run, as if the
+script was never invoked by a player.
-'attachrid' returns 1 if the character was found online and 0 if it wasn't.
-
-This could also be used, while running in a script invoked by a character
-through talking to an NPC, to mess with other characters.
-Detaching the RID will make the RID of the script zero.
+In case, that the player cannot be attached, such as, when the player went
+offline in the mean time, attachrid returns 0, otherwise 1.
---------------------------------------
@@ -3836,8 +3844,6 @@ It would be entered in the equip bonus section of an item
2338,Wedding_Dress,Wedding Dress,5,43000,,500,,0,,0,119529470,7,0,16,,0,1,0,{ bonus bMdef,15; changebase 22; }
-This command only works when inside item scripts.
-
---------------------------------------
*classchange <view id>,<type>;
@@ -4279,14 +4285,13 @@ effect is still in effect).
*itemskill <skill id>,<skill level>;
*itemskill "<skill name>",<skill level>;
-This is a command meant for item scripts to replicate single-use skills. It will
-not work properly in NPC scripts a lot of the time because casting a skill is
-not allowed when there is a message window or menu on screen. If there isn't one
-cause you've made sure to run this when they already closed it, it should work
-just fine and even show a targeting pointer if this is a targeting skill.
+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.
-// When you use Anodyne, you will cast Endure(8) level 1,
-// and "Endure" will appear above your head as you use it.
+// When Anodyne is used, it will cast Endure (8), Level 1, as if the actual
+// skill has been used from skill tree.
605,Anodyne,Anodyne,11,2000,0,100,,,,,10477567,2,,,,,{ itemskill 8,1; },{}
@@ -4424,14 +4429,13 @@ Example(s):
*openstorage;
-This will open a character's Kafra storage window on the client connected to the
-invoking character. It does not check wherever it is run from, so you can allow
-any feasible NPC to open a kafra storage. (It's not certain whether this works
-in item scripts, but if it does, it could be interesting.)
+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 might not open if a message box or a trade deal is present on
-screen already, so you should at least make sure the message box is closed
-before you open storage.
+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;
@@ -4626,23 +4630,26 @@ should be rather obvious.
*skilleffect <skill id>,<number>;
*skilleffect "<skill name>",<number>;
-This command will display the visual and sound effects of a specified skill (see
-'db/skill_db.txt' for a full list of skills) on the invoking character's sprite.
-Nothing but the special effects and animation will happen. If the skill's normal
-effect displays a floating number, the number given will float up.
+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.
- // This will heal the character with 2000 hp, buff with
- // Bless 10 and Increase AGI 5, and display appropriate
- // effects.
- mes "Blessed be!";
- skilleffect 28,2000;
+ mes "Be blessed!";
+ // Heal of 2000 HP
heal 2000,0;
- skilleffect 34,0;
- // That's bless 10.
+ skilleffect 28,2000;
+ // Blessing Level 10
sc_start 10,240000,10;
- skilleffect 29,0;
- // That's agi 5
+ skilleffect 34,0;
+ // Increase AGI Level 5
sc_start 12,140000,5;
+ skilleffect 29,0;
+
+This will heal the character with 2000 HP, buff it with Blessing Lv 10 and
+Increase AGI Lv 5, and display appropriate effects.
---------------------------------------
@@ -5205,21 +5212,16 @@ invoked by the RID that was active in the script that issued a 'doevent'.
*donpcevent "{NPC NAME}::<event label>";
-This command is kinda confusing cause it performs in two completely different
-ways.
-
-If the event label is phrased like "::<label name>", all NPC objects that have a
-specified label in them will be invoked as if by a 'doevent', but no RID
-whatsoever will be attached while they execute.
+This command invokes the event label code within an another NPC or NPCs. If
+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"
+(NpcName ommited), 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.
-Otherwise, if the label is given as "<NPC name>::<label name>", a label within
-the NPC object that runs this command will be called, but as if it was running
-inside another, specified NPC object. No RID will be attached to it in this case
-either.
-
-This can be used for making another NPC react to an action that you have done
-with the NPC that has this command in it, i.e. show an emotion, or say
-something.
+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";
@@ -5241,8 +5243,8 @@ something.
end;
}
-This will make both NPC perform the same random emotion from 1 to 30, and the
-emotion will appear above each of their heads.
+Whichever of the both NPCs is talked to, both will show a random emotion at the
+same time.
---------------------------------------
@@ -5755,10 +5757,7 @@ example.
*kickwaitingroomall {"<NPC object name>"};
-This command would kick everybody out of a specified waiting room chat. IF it
-was properly linked into the script interpreter which it isn't, even though the
-code for it is in place. Expect this to become available in upcoming SVN
-releases.
+This command kicks everybody out of a specified waiting room chat.
---------------------------------------
@@ -6072,40 +6071,39 @@ memory of where the points are set whatsoever.
*cutin "<filename>",<position>;
-This command will display a picture stored in the GRF file in the client for the
-player.
-
-The files are taken from '\data\texture\유저인터페이스\illust' directory in the
-GRF file. Also it seems that card cutins from \cardbmp will work here as well.
-Only bitmaps (images stored in the bitmap format) will actually get displayed.
-The '.bmp' extension is optional.
-The client has no problem rendering huge 4096x4096 bitmaps, but usually they're
-around 500x500. Bright magenta (color FF00FF) is considered to be transparent in
-these pictures. You can easily add and alter them, but how to do this is outside
-of the scope of this document.
-
-The position determines just where on screen the picture will appear:
- 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.
- 255 - will remove the cutin previously displayed.
-
-Giving an empty string for the filename and 255 for the position will remove all
-cutin pictures. Any other position value will not cause a script error but will
-cause the player's client to curl up and die. Only one cutin may be on screen at
-any given time, any new cutins will replace it.
+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:
- // This will display the picture of the 7th kafra,
- // the one in orange and the mini-skirt :P
- cutin "kafra_7",2;
+ 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.
- // This will remove the displayed picture.
- cutin "Kafra_7",255;
+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.
- // This will remove all pictures displayed.
+ // Displays the Comodo Kafra illustration in lower right corner.
+ cutin "kafra_7",2;
+
+ // Typical way to end a script, which displayed an illustration during a
+ // dialog with a player.
+ mes "See you.";
+ close2;
cutin "",255;
+ end;
---------------------------------------
@@ -6245,40 +6243,30 @@ For the position, the x and y are given in the unitSkillUsePos.
*day;
*night;
-These two commands will switch the entire server between day and night mode.
-Depending on the configuration, it may cause differing client effects. If your
-server is set to cycle between day and night, it will eventually return to that
-cycle.
-
-This example will set the night time to start at 03 AM and end at 08 AM, and the
-nighttime will persist if the server restarts during the night, if the automated
-day/night switching is turned off in the configuration files. Figure it out on
-your own:
+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.
-%TAB%script%TAB%DayNight%TAB%-1,{
-
end;
-
-OnClock0300:
-
-OnClock0800:
-
+OnClock0600:
+ day;
+ end;
OnInit:
-
- set $@minutesfrommidnight, gettime(3)*60+gettime(2);
-
- set $@night_start, 180; // 03:00
- set $@night_end, 480; // 08:00
-
- if ($@minutesfrommidnight>=$@night_start && $@minutesfrommidnight<$@night_end) goto StartNight;
-
- goto StartDay;
- StartNight:
+ // setting correct mode upon server start-up
+ if(gettime(3)>=6 && gettime(3)<18)
+ {
+ end;
+ }
+OnClock1800:
night;
end;
- StartDay:
- day;
- 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.
---------------------------------------
@@ -6438,9 +6426,9 @@ setitemscript 2637,"";
*atoi ("<string>")
*axtoi ("<string>")
-These commands are used to convert strings to numbers.
-atoi will convert string using normal number (0,1,2,3,etc) while axtoi converts them to
-hexadecimal numbers (0,1,11,01).
+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).
Example: