diff options
Diffstat (limited to 'doc/script_commands.txt')
-rw-r--r-- | doc/script_commands.txt | 51 |
1 files changed, 15 insertions, 36 deletions
diff --git a/doc/script_commands.txt b/doc/script_commands.txt index 34089f767..861b9cc59 100644 --- a/doc/script_commands.txt +++ b/doc/script_commands.txt @@ -5819,8 +5819,7 @@ map as the invoking character. --------------------------------------- -*specialeffect(<effect number>{, <send_target>{, <unit id>{, <account id>}}}) -*specialeffect(<effect number>{, <send_target>{, "<NPC Name>"{, <account id>}}}) +*specialeffect(<effect number>{, <send_target>{, "<NPC Name>"}}) This command will display special effect with the given number, centered on the specified NPCs coordinates, if any. For a full list of special @@ -5833,40 +5832,25 @@ 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: + // this will make the NPC "John Doe#1" + // show the effect "EF_HIT1" specified by + // Jane Doe. I wonder what John did... + mes("[Jane Doe]"); + mes("Well, I never!"); 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")); + close(); --------------------------------------- *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()) +<Player name> parameter will display <effect number> on another Player +than the one currently attached to the script. Like with specialeffect(), +when specifying a player, <send_target> must be supplied, specifying AREA +will retain the default behavior of the command. --------------------------------------- @@ -5966,7 +5950,7 @@ 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()); }"); + autobonus("{ bonus(bAllStats, 10); }", 10, 10000, BF_WEAPON|BF_MISC, "{ specialeffect2(EF_FIRESPLASHHIT); }"); --------------------------------------- @@ -7635,10 +7619,6 @@ 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 @@ -7647,9 +7627,8 @@ 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>) +A full list of known effects is found in 'doc/effect_list.txt'. The list +of those that actually work may differ greatly between client versions. --------------------------------------- @@ -7774,7 +7753,7 @@ OnInit: bindatcmd("test", strnpcinfo(NPC_NAME_UNIQUE)+"::OnAtcommand"); end; OnAtcommand: - specialeffect(EF_ANGEL2, AREA, playerattached()); + specialeffect2(EF_ANGEL2); end; } |