summaryrefslogtreecommitdiff
path: root/doc/script_commands.txt
diff options
context:
space:
mode:
Diffstat (limited to 'doc/script_commands.txt')
-rw-r--r--doc/script_commands.txt51
1 files changed, 43 insertions, 8 deletions
diff --git a/doc/script_commands.txt b/doc/script_commands.txt
index a00756056..2653f052a 100644
--- a/doc/script_commands.txt
+++ b/doc/script_commands.txt
@@ -6631,18 +6631,49 @@ Examples:
*unitwarp(<GID>, <Mapname>, <x>, <y>)
*unitattack(<GID>, <Target ID>)
*unitstop(<GID>)
-*unittalk(<GID>, <Text>)
+*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 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>")
@@ -6750,12 +6781,16 @@ A debug message also shows on the console when no events are triggered.
---------------------------------------
-*npctalk("<message>"{, "<npc name>"})
+*npctalk("<message>"{, "<npc name>"{, <show_name>}})
+
+show_npcname values:
+ true: shows npc name (default)
+ false: hide npc name
This command will display a message to the surrounding area as if the NPC
object running it was a player talking - that is, above their head and in
-the chat window. The display name of the NPC will get appended in front of
-the message to complete the effect.
+the chat window. If show_npcname is true the name of the NPC will get appended in front of
+the message, otherwise the npc name will not be shown.
// This will make everyone in the area see the NPC greet the character
// who just invoked it.
@@ -9754,11 +9789,11 @@ true otherwise.
---------------------------------------
-*queueopt(<queue_id>, <optionType>, {Optional <option val>})
+*queueopt(<queue_id>, <optionType>{, <event label})
-Modifies <queue_id>'s <optionType>. When <option val> is not present
-<optionType> is removed from <queue_id>. When present it modifies
-<queue_id>'s <optionType> with the new <option val> value.
+Modifies <queue_id>'s <optionType>. When <event label> is not present
+<optionType> is removed from <queue_id>. When present it will execute the
+<event label> when the <queue_id>'s <optionType> condition is met.
Returns true on success, false on failure.