diff options
Diffstat (limited to 'doc')
-rw-r--r-- | doc/script_commands.txt | 131 |
1 files changed, 129 insertions, 2 deletions
diff --git a/doc/script_commands.txt b/doc/script_commands.txt index 2ec53e227..7b043fa2b 100644 --- a/doc/script_commands.txt +++ b/doc/script_commands.txt @@ -929,7 +929,7 @@ OnPCBaseLvUpEvent: OnPCJobLvUpEvent: It's pretty obvious when these four special labels will be invoked. For more -information, see 'npc/sample/PCLoginEvent.txt' +information, see 'doc/sample/PCLoginEvent.txt' OnPCDieEvent: @@ -1008,6 +1008,7 @@ From here on, we will have the commands sorted as follow: 6.- Other commands. 7.- Instance Commands. 8.- Quest Log Commands. +9.- Battleground commands. ===================== |1.- Basic commands.| @@ -2121,6 +2122,7 @@ Type is the kind of associated ID number required: 1 - Party ID number. 2 - Guild ID number. 3 - Account ID number. + 4 - Battle ground ID For most purposes other than printing it, a number is better to have than a name (people do horrifying things to their character names). @@ -5453,7 +5455,7 @@ In the OnBuyItem, two arrays are set (@bought_nameid and @bought_quantity), whic hold information about the name id (item id) sold and the amount sold of it. Same goes for the OnSellItem label, only the variables are named different (@sold_nameid and @sold_quantity). An example on a shop comes with eAthena, and -can be found in the npc/sample/npc_dynamic_shop.txt file. +can be found in the doc/sample/npc_dynamic_shop.txt file. This example shows how to use the labels and their set variables to create a dynamic shop. @@ -6721,5 +6723,130 @@ color can be: ---------------------------------------- +=========================== +|9.- Battleground commands.| +=========================== +--------------------------------------- + +*waitingroom2bg_single("<mapname>",<x>,<y>,"<On Quit Event>","<On Death Event>"); +*waitingroom2bg("<mapname>",<x>,<y>,"<On Quit Event>","<On Death Event>"); + +<Mapname> and X Y coordinates refer to where the "respawn" base is, where the player group will respawn when they die. +<On Quit Event> refers to an NPC label that attaches to the character and is run when they relog. +<On Death Event> refers to an NPC label that attaches to the character and is run when they die. Can be "" for empty. + +Unlike the prior command, the latter will attach a GROUP in a waiting room to the battleground. + +Example: + // Battle Group will be refered to as $@KvM01BG_id1, and when they die, respawn at bat_c01,52,129. + set $@KvM01BG_id1, waitingroom2bg("bat_c01",52,129,"KvM01_BG::OnGuillaumeQuit","KvM01_BG::OnGuillaumeDie"); + end; + +---------------------------------------- + +*bg_team_setxy <Battle Group ID>,<x>,<y>; + +Update the respawn point of the given battle group to x, y on the same map. The <Battle Group ID> can be retrieved using getcharid(4) + +Example: + bg_team_setxy getcharid(4),56,212; + mapannounce "bat_a01", "Group [1] has taken the work shop, and will now respawn there.",bc_map,"0xFFCE00"; + end; + +---------------------------------------- + +*bg_warp <Battle Group>,"<Mapname>",<x>,<y>; + +Similar to warp command. +Place all members of <Battle Group> at <mapname> at x y. + +Example: + //place the battle group one for Tierra Gorge at starting position. + bg_warp $@TierraBG1_id1,"bat_a01",352,342; + end; + +---------------------------------------- + +*bg_monster <Battle Group>,"<map name>",<x>,<y>,"<name to show>",<mob id>,"<event label>"; +*bg_monster(<Battle Group>,"<map name>",<x>,<y>,"<name to show>",<mob id>,"<event label>"); + +Similar to monster script command. +Spawn a monster with allegiance to the given battle group. +Does not allow for the summoning of multiple monsters. +Monsters are similar to that in War of Emperium, in that the specified Battle group is considered friendly. + +Example: + // It can be used in two different ways. + bg_monster $@TierraBG1_id2,"bat_a01",167,50,"Food Depot",1910,"Feed Depot#1::OnMyMobDead"; + end; + + // Alternatively, you can set an ID for the monster using "set". + // This becomes useful when used with the command below. + set $@Guardian_3, bg_monster($@TierraBG1_id2,"bat_a01",268,204,"Guardian",1949,"NPCNAME::OnMyMobDead"); + end; + +---------------------------------------- + +*bg_monster_set_team <GID>,<Battle Group>; + +This command will change the allegiance if a monster in a battle ground. +GID can be set when spawning the monster via the bg_monster command. + +Example: + + end; + +OnEnable: + mapannounce "A guardian has been summoned for Battle Group 2!",bc_map,"0xFFCE00"; + set $@Guardian, bg_monster($@BG_2,"bat_a01",268,204,"Guardian",1949,"NPCNAME::OnMyMobDead"); + initnpctimer; + end; + +OnTimer1000: + stopnpctimer; + mapannounce "Erm, sorry about that! This monster was meant for Battle Group 1.",bc_map,"0xFFCE00"; + bg_monster_set_team $@Guardian, $@BG_1; + end; + +---------------------------------------- + +*bg_leave; + +Removes attached player from their Battle Group. + +---------------------------------------- + +*bg_destroy <Batte Group>; + +As the name says, destroys the battle group created for that battle ground. + +---------------------------------------- + +*areapercentheal "<mapname>",<x1>,<y1>,<x2>,<y2>,<hp>,<sp>; + +Not exactly limited to battleground use, this will restore HP/SP in a defined area at a percentage. + +Example: + areapercentheal "bat_a01",52,208,61,217,100,100; + end; + +---------------------------------------- + +*bg_get_data(<Battle Group>,<type>); + +---------------------------------------- + +*bg_getareausers + +---------------------------------------- + +*bg_updatescore "<mapname>",<Guillaume Score>,<Croix Score>; + +Only usable when the map is defined as type: +mapflag <mapname> battleground 2 +This command will force the update of the displayed scoreboard. + +---------------------------------------- + Whew. That's about all of them. |