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-rw-r--r--doc/script_commands.txt81
1 files changed, 44 insertions, 37 deletions
diff --git a/doc/script_commands.txt b/doc/script_commands.txt
index 5fc9d3082..e964385ba 100644
--- a/doc/script_commands.txt
+++ b/doc/script_commands.txt
@@ -5306,48 +5306,55 @@ Used in reset NPC's (duh!).
*sc_start4 <effect type>,<ticks>,<value 1>,<value 2>,<value 3>,<value 4>{,<rate>,<flag>{,<GID>}};
*sc_end <effect type>{,<GID>};
-These command bestow a status effect on the invoking character. This
-command is used a lot in the item scripts.
+These commands will bestow a status effect on a character.
- // This would poison them for 10 min
- sc_start SC_Poison,600000,0;
+The <effect type> determines which status is invoked. This can be either a number
+or constant, with the common statuses (mostly negative) found in 'db/const.txt'
+with the 'SC_' prefix. A full list is located in 'src/map/status.h', though
+they are not currently documented.
-Effect type is a number of effect, 'db/const.txt' lists the common (mostly
-negative) status effect types as constants, starting with 'SC_'. You can
-also use this to give someone an effect of a player-cast spell:
+The duration of the status is given in <ticks>, or milleseconds.
- // This will bless someone as if with Bless 10:
+Certain status changes take an additional parameter <value 1>, which typically
+modifies player stats by the given number or percentage. This differs for each
+status, and is sometimes zero.
+
+Optional value <rate> is the chance that the status will be invoked (10000 = 1%).
+This is used primarily in item scripts. When used in an NPC script, a flag MUST
+be defined for the rate to work.
+
+Optional value <flag> is how the status change start will be handled (a bitmask).
+ 1: Status change cannot be avoided.
+ 2: Tick cannot be reduced by stats (default).
+ 4: sc_data loaded, so no value will be altered.
+ 8: Rate cannot be reduced.
+
+If a <GID> is given, the status change will be invoked on the specified character
+instead of the one attached to the script. This can only be defined after setting
+a rate and flag.
+
+'sc_start2' and 'sc_start4' allow extra parameters to be passed, and are used only
+for effects that require them. The meaning of the extra values vary depending on the
+effect type.
+
+'sc_end' will remove a specified status effect. If SC_ALL (-1) is given, it will
+perform a complete removal of all statuses (although permanent ones will re-apply).
+
+Examples:
+ // This will poison the invoking character for 10 minutes at 50% chance.
+ sc_start SC_POISON,600000,0,5000;
+
+ // This will bestow the effect of Level 10 Blessing.
sc_start 10,240000,10;
-Extra argument's meaning differs depending on the effect type, for most
-effects caused by a player skill the extra argument means the level of the
-skill that would have been used to create that effect, for others it might
-have no meaning whatsoever. You can actually bless someone with a 0 bless
-spell level this way, which is fun, but weird.
-
-The GID, if given, will cause the status effect to appear on a specified
-character, instead of the one attached to the running script. This has not
-been properly tested.
-
-'sc_start2' is perfectly equivalent, but unlike 'sc_start', a status
-change effect will only occur with a specified percentage chance. 10000
-given as the chance is equivalent to a 100% chance, 0 is a zero.
-
-'sc_start4' is just like sc_start, however it takes four parameters for
-the status change instead of one. What these values are depends on the
-status change in question. For example, elemental armor defense takes the
-following four values:
-- val1 is the first element, val2 is the resistance to the element val1.
-- val3 is the second element, val4 is the resistance to said element.
-eg: sc_start4 SC_ARMOR_RESIST,300000,20,20,20,20;
-
-'sc_end' will remove a specified status effect. If SC_All is used (-1), it
-will do a complete removal of all statuses (although permanent ones will
-re-apply).
-
-You can see the full list of status effects caused by skills in
-'src/map/status.h' - they are currently not fully documented, but most of
-that should be rather obvious.
+ // Elemental armor defense takes the following four values:
+ // val1 is the first element, val2 is the resistance to the element val1.
+ // val3 is the second element, val4 is the resistance to the element val3.
+ sc_start4 SC_DefEle,60000,Ele_Fire,20,Ele_Water,-15;
+
+ // This will end the Freezing status for the invoking character.
+ sc_end SC_FREEZE;
+
Note: to use SC_NOCHAT you should alter Manner
Manner = -5; // Will mute a user for 5 minutes
Manner = 0; // Will unmute a user