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Diffstat (limited to 'doc/script_commands.txt')
-rw-r--r-- | doc/script_commands.txt | 103 |
1 files changed, 81 insertions, 22 deletions
diff --git a/doc/script_commands.txt b/doc/script_commands.txt index 6afc94444..f9d5c0059 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 =========================================== -//= 3.37.20110306 +//= 3.39.20110322 //========================================================= //= 1.0 - First release, filled will as much info as I could //= remember or figure out, most likely there are errors, @@ -159,6 +159,15 @@ //= Added 'buyingstore' command. [Ai4rei] //= 3.37.20110306 //= Added 'searchstores' command. [Ai4rei] +//= 3.38.20110313 +//= Added 'cooking' command. [Ai4rei] +//= Fixed item levels in 'produce' command. +//= 3.39.20110322 +//= Added 'bg_getareausers' and 'bg_get_data' commands. [Ai4rei] +//= Updated description of 'waitingroom2bg_single' command. +//= Documented optional parameter 'npc name' of 'waitingroom2bg' command. +//= 3.40.20110404 +//= Updated description of 'waitingroom' command to include required zeny/lvl. [Kisuka] //========================================================= This document is a reference manual for all the scripting commands and functions @@ -4317,11 +4326,38 @@ Valid item levels are: 1 - Level 1 Weapons 2 - Level 2 Weapons 3 - Level 3 Weapons - 16 - Blacksmith's Stones and Metals - 32 - Alchemist's Potions - 64 - Whitesmith's Coins - 123 - Whitesmith's Nuggets - 256 - Assassin Cross's Deadly Poison + 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 + +Altough 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 incredients +to cook the dish the command works. --------------------------------------- @@ -5674,7 +5710,7 @@ The function returns 0 if the shop was not found, 1 otherwise. --------------------------------------- -*waitingroom "<chatroom name>",<limit>{,<event label>,<trigger>}; +*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. @@ -5685,9 +5721,6 @@ optional event and trigger parameters are given, the event label ("<NPC object name>::<label name>") will be invoked as if with a 'doevent' upon the number of people in the chat room reaching the given triggering amount. -It's funny, but for compatibility with jAthena, you can swap the event label and -the trigger parameters, and it will still work. - // 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; @@ -5699,6 +5732,14 @@ the trigger parameters, and it will still work. waitingroom "Disco - Waiting Room",8,"Bouncer::OnStart",8; +// The NPC will have a box above its head, it will say "Party - Waiting Room" +// 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 8 people accumulate. Once this happens, it will cause +// the NPC "Bouncer" run the label "OnStart" + + waitingroom "Party - Waiting Room",5,"Bouncer::OnStart",8,5000,50,99; + Creating a waiting room does not stop the execution of the script and it will continue to the next line. @@ -6008,17 +6049,19 @@ sprite based sprite id in 'db/mob-avail.txt' with this. --------------------------------------- -*movenpc <NPC name>,x,y; +*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. +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(s): -//This will move Bugga from it's current position to the coordinates 100,20 (if those coordinates are walkable (legit)). +// This will move Bugga from it's current position to the coordinates 100,20 +// (if those coordinates are walkable (legit)). moveNPC "Bugga",100,20; --------------------------------------- @@ -6809,9 +6852,9 @@ instance times out while inactive. --------------------------------------- -======================== +========================= |8.- Quest Log commands.| -======================== +========================= --------------------------------------- *setquest <ID>; @@ -6880,13 +6923,20 @@ color can be: ---------------------------------------- -=========================== +============================ |9.- Battleground commands.| -=========================== +============================ --------------------------------------- -*waitingroom2bg_single("<mapname>",<x>,<y>,"<On Quit Event>","<On Death Event>"); -*waitingroom2bg("<mapname>",<x>,<y>,"<On Quit Event>","<On Death Event>"); +*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. @@ -6895,6 +6945,8 @@ color can be: 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. set $@KvM01BG_id1, waitingroom2bg("bat_c01",52,129,"KvM01_BG::OnGuillaumeQuit","KvM01_BG::OnGuillaumeDie"); @@ -6992,9 +7044,16 @@ Example: *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 +*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. ---------------------------------------- |