diff options
Diffstat (limited to 'doc/script_commands.txt')
-rw-r--r-- | doc/script_commands.txt | 31 |
1 files changed, 29 insertions, 2 deletions
diff --git a/doc/script_commands.txt b/doc/script_commands.txt index efccf799b..53d24de4d 100644 --- a/doc/script_commands.txt +++ b/doc/script_commands.txt @@ -6631,22 +6631,49 @@ Examples: *unitwarp(<GID>, <Mapname>, <x>, <y>) *unitattack(<GID>, <Target ID>) *unitstop(<GID>) -*unittalk(<GID>, <Text>{, show_name}) +*unittalk(<GID>, <Text>{, show_name{, <send_target>{, <target_id>}}}) *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 -PS: unittalk() can receive a third parameter: +PS: unittalk() can receive 3 extra parameters: show_name: true: Shows Unit name like "UnitName : Message" (default) false: Hides Unit name + send_target: + AREA_CHAT_WOC: sends the message to everyone in view range including the attached unit (default) + SELF: sends the message to the given unit gid only + target_id: + if send_target is set to SELF, the message will be shown by the given gid, + target_id allows changing the unit that will see the message. script to be affected. This can be used with OnTouchNPC to warp monsters: OnTouchNPC: unitwarp(0, "this", -1, -1); + // hide the npc name from the text + unittalk(getnpcid(0), "foobar", false); + + // display by npc to everyone + unittalk(getnpcid(0), "foobar", true); + + // display by npc to npc + unittalk(getnpcid(0), "foobar", true, SELF); + + // display the text by the npc to the attached player only + unittalk(getnpcid(0), "foobar", true, SELF, playerattached()); + + // display by player to everyone + unittalk(playerattached(), "foobar", true); + + // display by player to himself only + unittalk(playerattached(), "foobar", true, SELF); + + // display the text by the 1st player to the attached player only + unittalk(getcharid(CHAR_ID_ACCOUNT, "Name"), "foobar", true, SELF, playerattached()); + --------------------------------------- *disablenpc("<NPC object name>") |