diff options
Diffstat (limited to 'doc')
-rw-r--r-- | doc/atcommands.txt | 2 | ||||
-rw-r--r-- | doc/ea_job_system.txt | 2 | ||||
-rw-r--r-- | doc/script_commands.txt | 83 |
3 files changed, 45 insertions, 42 deletions
diff --git a/doc/atcommands.txt b/doc/atcommands.txt index 1e2bc786c..e8a5b0efe 100644 --- a/doc/atcommands.txt +++ b/doc/atcommands.txt @@ -209,7 +209,7 @@ New warp NPC 'my_warp_sample' created. @effect <effect ID> Creates a visual effect on or around the character. -A list of IDs can be found in '/db/const.txt'. +A list of IDs can be found in '/db/constants.conf'. Descriptions of the effects can be found in '/doc/effect_list.txt'. --------------------------------------- diff --git a/doc/ea_job_system.txt b/doc/ea_job_system.txt index 997debf4d..143251bcf 100644 --- a/doc/ea_job_system.txt +++ b/doc/ea_job_system.txt @@ -12,7 +12,7 @@ Preface: ------------------------------------------------------------------------------- - Most scripters are aware of the class values used in RO and their constants specified on db/const.txt. Each class has a number associated to it for referencing, so when someone's class is 9 that means they are a wizard. However, this list of job numbers has no real order behind it, and no logic behind it's assignation. + Most scripters are aware of the class values used in RO and their constants specified on db/constants.conf. Each class has a number associated to it for referencing, so when someone's class is 9 that means they are a wizard. However, this list of job numbers has no real order behind it, and no logic behind it's assignation. You can add 3999 to a job to get their rebirth ID, but if you try to do the same to get the Baby class ID, that fails on the super Baby class. Also, there's no way to calculate, from a given first class, which classes would be their "evolution". That is, given the Archer's ID, you cannot just add a value that will return you "Hunter", and will still work if applied to the other classes. It didn't help much when they added Taekwon Boy, a first class, with an ID of 4046, and much later they added Ninja/Gunslinger with the IDs 25/24. How do you identify a first class on all this mess without recurring to very ugly range checks? diff --git a/doc/script_commands.txt b/doc/script_commands.txt index cb7ded9df..130e5b5f6 100644 --- a/doc/script_commands.txt +++ b/doc/script_commands.txt @@ -242,7 +242,7 @@ and to make it look southeast it's facing 5.) Sprite is the sprite identifier used to display this particular NPC. For a full list of sprite numbers see http://kalen.s79.xrea.com/npc/npce.shtml as -well as db/const.txt. +well as db/constants.conf. You may also use a monster's ID constant instead to display a monster sprite for this NPC, in npcs that have view ids of mobs it's encouraged to use OnTouch events with a 2,2 range and with an 'end' after the header to avoid @@ -528,12 +528,12 @@ forever, and no trace remains of it even if it was stored with character or account data. The maximum length of variable name including prefix and suffix is 32. -Some variables are special, that is, they are already defined for you by -the scripting engine. You can see the full list somewhere in -'db/const.txt', which is a file you should read, since it also allows you -to replace lots of numbered arguments for many commands with easier to -read text. The special variables most commonly used are all permanent -character-based variables: +Some variables are special, that is, they are already defined for you by +the scripting engine. You can see the full list somewhere in +'db/constants.conf', which is a file you should read, since it also +allows you to replace lots of numbered arguments for many commands with +easier to read text. The special variables most commonly used are all +permanent character-based variables: Zeny - Amount of Zeny. Hp - Current amount of hit points. @@ -692,9 +692,9 @@ Variable References Hard-coded constants -------------------- Most of the constants defined by the scripting engine can be found in -'db/const.txt' and have the same value independently of settings that -are core related, but there are constants that can be used to retrieve -core information that's set when the server is compiled. +'db/constants.conf' and have the same value independently of settings +that are core related, but there are constants that can be used to +retrieve core information that's set when the server is compiled. PACKETVER - Server packet version MAX_LEVEL - Maximum level @@ -1196,15 +1196,16 @@ the string is empty, it will show up as an empty line. mes "Text that will appear in the box"; -Inside the string you may put color codes, which will alter the color of -the text printed after them. The color codes are all '^<R><G><B>' and -contain three hexadecimal numbers representing colors as if they were HTML -colors - ^FF0000 is bright red, ^00FF00 is bright green, ^0000FF is bright -blue, ^000000 is black. ^FF00FF is a pure magenta, but it's also a color -that is considered transparent whenever the client is drawing windows on -screen, so printing text in that color will have kind of a weird effect. -You may also use C_ constants accompany with "F_MesColor" function for the -color effect, see the full list of the available ones in 'db/const.txt' +Inside the string you may put color codes, which will alter the color of +the text printed after them. The color codes are all '^<R><G><B>' and +contain three hexadecimal numbers representing colors as if they were +HTML colors - ^FF0000 is bright red, ^00FF00 is bright green, ^0000FF is +bright blue, ^000000 is black. ^FF00FF is a pure magenta, but it's also +a color that is considered transparent whenever the client is drawing +windows on screen, so printing text in that color will have kind of a +weird effect. You may also use C_ constants accompany with "F_MesColor" +function for the color effect, see the full list of the available ones +in 'db/constants.conf' under 'C_'. Once you've set a text's color to something, you have to set it back to black unless you want all the rest of the text be in that color: @@ -2387,7 +2388,7 @@ arrays: This function will return the basic stats of an invoking character, referred to by the parameter number. Instead of a number, you can use a -parameter name if it is defined in 'db/const.txt'. +parameter name if it is defined in 'db/constants.conf'. Example parameters: @@ -3563,7 +3564,7 @@ mob database and return the info set by TYPE argument. It will return -1 if there is no such monster (or the type value is invalid), or "null" if you requested the monster's name. -Valid types are listed in const.txt: +Valid types are listed in constants.conf: MOB_NAME 0 MOB_LV 1 MOB_MAXHP 2 @@ -3712,7 +3713,7 @@ effect being inflicted, in percent. } You can see the full list of available effect types you can possibly -inflict in 'db/const.txt' under 'Eff_'. +inflict in 'db/constants.conf' under 'Eff_'. --------------------------------------- //===================================== @@ -4341,7 +4342,7 @@ This command will change the job class of the invoking character. This command does work with numbers, but you can also use job names. The full list of job names and the numbers they correspond to can be found in -'db/const.txt'. +'db/constants.conf'. // This would change your player into a Swordman jobchange Job_Swordman; @@ -4502,7 +4503,8 @@ Is subject to EXP bonuses and to the `quest_exp_rate` config option. getexp 10000,5000; -You can also assign directly to the parameters defined in 'db/const.txt': +You can also assign directly to the parameters defined in +'db/constants.conf': BaseExp += 10000; JobExp += 5000; @@ -4580,7 +4582,7 @@ installation that you can look at: 'npc/custom/stylist.txt' This command will push the currently attached player to given direction by given amount of square cells. Direction is the same as used when declaring NPCs, and can be specified by using one of the DIR_* constants -(db/const.txt). +(db/constants.conf). The knock-back is not restricted by items or map flags, only obstacles are taken into account. If there is not enough space to perform the push (e.g. @@ -5514,9 +5516,9 @@ Used in reset NPC's (duh!). These commands will bestow a status effect on a character. 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. +or constant, with the common statuses (mostly negative) found in +'db/constants.conf' with the 'SC_' prefix. A full list is located in +'src/map/status.h', though they are not currently documented. The duration of the status is given in <ticks>, or milleseconds. @@ -6253,9 +6255,10 @@ Examples: *unitemote <GID>,<Emote>; Okay, these commands should be fairly self explaining. -For the emotions, you can look in db/const.txt for prefixes with e_ -PS: unitwarp supports a <GID> of zero, which causes the executor of the -script to be affected. This can be used with OnTouchNPC to warp monsters: +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 +script to be affected. This can be used with OnTouchNPC to warp +monsters: OnTouchNPC: unitwarp 0,"this",-1,-1; @@ -6610,8 +6613,8 @@ This command will broadcast a message to all or most players, similar to The region the broadcast is heard in (target), source of the broadcast and the color the message will come up as is determined by the flags. -The flag values are coded as constants in db/const.txt to make them easier -to use. +The flag values are coded as constants in db/constants.conf to make them +easier to use. Target flags: - bc_all: Broadcast message is sent server-wide (default). @@ -6643,7 +6646,7 @@ depending on a game client used. The color parameter is a single number which can be in hexadecimal notation. C_ constant can also be used for color effects, see the full list -of the available ones in 'db/const.txt' under 'C_'. +of the available ones in 'db/constants.conf' under 'C_'. For example: announce "This announcement will be shown to everyone in green.",bc_all,0x00FF00; @@ -6937,7 +6940,7 @@ to the coordinates specified. This command marks a specified map with a map flag given. Map flags alter the behavior of the map, you can see the list of the available ones in -'db/const.txt' under 'mf_'. +'db/constants.conf' under 'mf_'. The map flags alter the behavior of the map regarding teleporting (mf_nomemo, mf_noteleport, mf_nowarp, mf_nogo), storing location when @@ -7326,7 +7329,7 @@ A full list of pet IDs can be found inside 'db/pet_db.txt' This command makes an object display an emotion sprite above their own as if they were doing that emotion. For a full list of emotion numbers, see -'db/const.txt' under 'e_'. The not so obvious ones are 'e_what' (a +'db/constants.conf' under 'e_'. The not so obvious ones are 'e_what' (a question mark) and 'e_gasp' (the exclamation mark). The optional target parameter specifies who will get the emotion on top of @@ -8187,14 +8190,14 @@ same time. This command will make the pet give a bonus to the owner's stat (bonus type - bInt,bVit,bDex,bAgi,bLuk,bStr,bSpeedRate - for a full list, see the -values starting with 'b' in 'db/const.txt'). +values starting with 'b' in 'db/constants.conf'). *petrecovery <status type>,<delay>; This command will make the pet cure a specified status condition. The curing actions will occur once every <delay> seconds. For a full list of status conditions that can be cured, see the list of 'SC_' status -condition constants in 'db/const.txt' +condition constants in 'db/constants.conf' *petloot <max items>; @@ -8289,7 +8292,7 @@ Each of these can be 'on' or 'off'. Together they define a cell's behavior. This command lets you alter these flags for all map cells in the specified (x1,y1)-(x2,y2) rectangle. 'type' defines which flag to modify. Possible options include cell_walkable, -cell_shootable, cell_basilica. For a full list, see const.txt. +cell_shootable, cell_basilica. For a full list, see constants.conf. 'flag' can be 0 or 1 (0:clear flag, 1:set flag). Example: @@ -8326,7 +8329,7 @@ remove a nonwalkable row of cells after the barricade mobs. This command will return 1 or 0, depending on whether the specified cell has the 'type' flag set or not. There are various types to check, all mimicking the server's cell_chk enumeration. The types can be found in -db/const.txt. +db/constants.conf. The meaning of the individual types can be confusing, so here's an overview: |