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-rw-r--r--doc/script_commands.txt11
1 files changed, 9 insertions, 2 deletions
diff --git a/doc/script_commands.txt b/doc/script_commands.txt
index 23bacec5f..96fc1b769 100644
--- a/doc/script_commands.txt
+++ b/doc/script_commands.txt
@@ -207,7 +207,7 @@ Ex: if your NPC is named 'Hunter#hunter1', it will be displayed as 'Hunter'
** Define a warp point
-<from map name>,<fromX>,<fromY>,<facing>%TAB%warp%TAB%<warp name>%TAB%<spanx>,<spany>,<to map name>,<toX>,<toY>
+<from map name>,<fromX>,<fromY>{,<facing>}%TAB%warp%TAB%<warp name>%TAB%<spanx>,<spany>,<to map name>,<toX>,<toY>
This will define a warp NPC that will warp a player between maps, and
while most arguments of that are obvious, some deserve special mention.
@@ -299,7 +299,7 @@ items here. The layout used to define sale items still count, and
** Define an warp/shop/cashshop/NPC duplicate.
-warp: <map name>,<x>,<y>,<facing>%TAB%duplicate(<label>)%TAB%<NPC Name>%TAB%<spanx>,<spany>
+warp: <map name>,<x>,<y>{,<facing>}%TAB%duplicate(<label>)%TAB%<NPC Name>%TAB%<spanx>,<spany>
shop/cashshop/npc: -%TAB%duplicate(<label>)%TAB%<NPC Name>%TAB%<sprite id>
shop/cashshop/npc: <map name>,<x>,<y>,<facing>%TAB%duplicate(<label>)%TAB%<NPC Name>%TAB%<sprite id>
npc: -%TAB%duplicate(<label>)%TAB%<NPC Name>%TAB%<sprite id>,<triggerX>,<triggerY>
@@ -2550,6 +2550,13 @@ EQI_HEAD_LOW (10) - Lower Headgear (beards, some masks)
EQI_COSTUME_HEAD_LOW (11) - Lower Costume Headgear
EQI_COSTUME_HEAD_MID (12) - Middle Costume Headgear
EQI_COSTUME_HEAD_TOP (13) - Upper Costume Headgear
+EQI_COSTUME_GARMENT (14) - Costume Garment
+EQI_SHADOW_ARMOR (15) - Shadow Armor
+EQI_SHADOW_WEAPON (16) - Shadow Weapon
+EQI_SHADOW_SHIELD (17) - Shadow Shield
+EQI_SHADOW_SHOES (18) - Shadow Shoes
+EQI_SHADOW_ACC_R (19) - Shadow Accessory 2
+EQI_SHADOW_ACC_L (20) - Shadow Accessory 1
Notice that a few items occupy several equipment slots, and if the
character is wearing such an item, 'getequipid' will return it's ID number