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-rw-r--r--doc/sample/getiteminfo.txt19
-rw-r--r--doc/sample/npc_test_setitemx.txt11
-rw-r--r--doc/script_commands.txt48
3 files changed, 45 insertions, 33 deletions
diff --git a/doc/sample/getiteminfo.txt b/doc/sample/getiteminfo.txt
index 89f9a66b5..35dd9e27c 100644
--- a/doc/sample/getiteminfo.txt
+++ b/doc/sample/getiteminfo.txt
@@ -16,8 +16,21 @@ prontera,156,179,6 script test_getiteminfo 4_F_KAFRA1,{
// ^nItemID^XXXX -> Item Name
mes "Item ID: "+.@value+" ^nItemID^"+.@value;
- mes "Current item info:";
- for (.@id = 0; .@id < 14; ++.@id)
- mes " getiteminfo("+.@value+","+.@id+") = "+getiteminfo(.@value,.@id);
+ mes("Current item info:");
+ mesf("Buy Price: %d", getiteminfo(.@value, ITEMINFO_BUYPRICE));
+ mesf("Sell Price: %d", getiteminfo(.@value, ITEMINFO_SELLPRICE));
+ mesf("Type: %d", getiteminfo(.@value, ITEMINFO_TYPE));
+ mesf("Max drop chance: %d.%02d", getiteminfo(.@value, ITEMINFO_MAXCHANCE) / 100, getiteminfo(.@value, ITEMINFO_MAXCHANCE) % 100);
+ mesf("Sex: %d", getiteminfo(.@value, ITEMINFO_SEX));
+ mesf("Equip location: %d", getiteminfo(.@value, ITEMINFO_LOC));
+ mesf("Weight: %d.%d", getiteminfo(.@value, ITEMINFO_WEIGHT) / 10, getiteminfo(.@value, ITEMINFO_WEIGHT) % 10);
+ mesf("Attack: %d", getiteminfo(.@value, ITEMINFO_ATK));
+ mesf("Defense: %d", getiteminfo(.@value, ITEMINFO_DEF));
+ mesf("Range: %d", getiteminfo(.@value, ITEMINFO_RANGE));
+ mesf("Slots: %d", getiteminfo(.@value, ITEMINFO_SLOTS));
+ mesf("Subtype: %d", getiteminfo(.@value, ITEMINFO_SUBTYPE));
+ mesf("Equip Level: %d", getiteminfo(.@value, ITEMINFO_ELV));
+ mesf("Weapon Level: %d", getiteminfo(.@value, ITEMINFO_WLV));
+ mesf("View ID: %d", getiteminfo(.@value, ITEMINFO_VIEWID));
close;
}
diff --git a/doc/sample/npc_test_setitemx.txt b/doc/sample/npc_test_setitemx.txt
index a06f0dc9f..990c09bae 100644
--- a/doc/sample/npc_test_setitemx.txt
+++ b/doc/sample/npc_test_setitemx.txt
@@ -14,15 +14,14 @@ prontera,164,161,5 script Lupus WOLF,{
switch (select("Make Knife[3] Edible", "Make Apple Equippable", "Edible Knife = Full SP", "Knife = Weapon + 3 Notes")) {
case 1:
mes "Ok. We made Knife[3] edible.";
- setiteminfo(Knife, 2, IT_HEALING); //type = 0 : potion
+ setiteminfo(Knife, ITEIMINFO_TYPE, IT_HEALING);
setitemscript(Knife, "{dispbottom \"* You used Knife[3]\";}");
break;
case 2:
mes "Ok. We made Apple equippable.";
- setiteminfo(Apple, 2, IT_ARMOR); //item type -> headgear (type = 5 -> IT_ARMOR)
- setiteminfo(Apple, 5, 512); //where to equip to (equip = 512)
- setiteminfo(Apple, 11, 256); //set as headgear location (loc = 256)
- setiteminfo(Apple, 14, 85); //set Headgear Sprite ID (view id = 85)
+ setiteminfo(Apple, ITEMINFO_TYPE, IT_ARMOR);
+ setiteminfo(Apple, ITEMINFO_LOC, EQP_HEAD_MID); //where to equip to (equip = 512)
+ //setiteminfo(Apple, 14, 85); //set Headgear Sprite ID (view id = 85)
setitemscript(Apple, "{dispbottom \"* Other item's changed\";}", 0);
setitemscript(Apple, "{dispbottom \"* Equipped\";}", 1);
setitemscript(Apple, "{dispbottom \"* Unequipped\";}", 2);
@@ -34,7 +33,7 @@ prontera,164,161,5 script Lupus WOLF,{
break;
case 4:
mes "Ok. We made Knife a weapon, but added 3 notes.";
- setiteminfo(Knife, 2, IT_WEAPON); //type = 4 -> IT_WEAPON
+ setiteminfo(Knife, ITEIMINFO_TYPE, IT_WEAPON);
setitemscript(Knife, "{dispbottom \"* 1 Used\";}", 0);
setitemscript(Knife, "{dispbottom \"* 2 Equipped\";}", 1);
setitemscript(Knife, "{dispbottom \"* 3 Unequipped\";}", 2);
diff --git a/doc/script_commands.txt b/doc/script_commands.txt
index 940302982..c8496d227 100644
--- a/doc/script_commands.txt
+++ b/doc/script_commands.txt
@@ -3176,23 +3176,43 @@ Example:
---------------------------------------
*getiteminfo(<item ID>, <type>)
+*setiteminfo(<item ID>, <type>, <value>)
This function will look up the item with the specified ID number in the
database and return the info set by TYPE argument.
It will return -1 if there is no such item.
Valid types are:
- 0 - Buy Price; 1 - Sell Price; 2 - Item Type;
- 3 - maxchance (Max drop chance of this item e.g. 1 = 0.01% , etc..
+
+ ITEMINFO_BUYPRICE - Buy Price
+ ITEMINFO_SELLPRICE - Sell Price
+ ITEMINFO_TYPE - Item Type
+ ITEMINFO_MAXCHANCE - Max drop chance of this item e.g. 1 = 0.01% , etc..
if = 0, then monsters don't drop it at all (rare or a quest item)
if = 10000, then this item is sold in NPC shops only
- 4 - sex; 5 - equip; 6 - weight; 7 - atk; 8 - def; 9 - range;
- 10 - slot; 11 - subtype; 12 - elv; 13 - wlv; 14 - view id
+ ITEMINFO_SEX - Sex
+ ITEMINFO_LOC - Equip location
+ ITEMINFO_WEIGHT - Weight (note: 1/10 of unit)
+ ITEMINFO_ATK - Attack
+ ITEMINFO_DEF - Defense
+ ITEMINFO_RANGE - Range
+ ITEMINFO_SLOTS - Slots
+ ITEMINFO_SUBTYPE - Item subtype
+ ITEMINFO_ELV - Equip min. level
+ ITEMINFO_WLV - Weapon level
+ ITEMINFO_VIEWID - View ID ("Sprite" field in the Item DB)
If RENEWAL is defined, 15 - matk
Check sample in doc/sample/getiteminfo.txt
+The setiteminfo function will, instead, set the item's parameters. It returns
+the new value on success, or -1 on failure (item_id not found).
+
+Example:
+
+ setiteminfo(Stone, ITEMINFO_WEIGHT, 9990); // Stone now weighs 999.0
+
---------------------------------------
*getequipisenableopt(<equipment slot>)
@@ -8296,26 +8316,6 @@ Example:
---------------------------------------
-*setiteminfo(<item id>, <type>, <value>)
-
-This function will set some value of an item.
-Returns the new value on success, or -1 on fail (item_id not found or
-invalid type).
-
-Valid types are:
- 0 - Buy Price; 1 - Sell Price; 2 - Item Type;
- 3 - maxchance (Max drop chance of this item e.g. 1 = 0.01% , etc..
- if = 0, then monsters don't drop it at all (rare or a quest item)
- if = 10000, then this item is sold in NPC shops only
- 4 - sex; 5 - equip; 6 - weight; 7 - atk; 8 - def; 9 - range;
- 10 - slot; 11 - subtype; 12 - elv; 13 - wlv; 14 - view id
-
-Example:
-
-setiteminfo Stone, 6, 9990; // Stone now weighs 999.0
-
----------------------------------------
-
*setitemscript(<item id>, <"{ new item script }">{, <type>})
Set a new script bonus to the Item. Very useful for game events.