From 288490094a7fe9167747dc78d416940759a31197 Mon Sep 17 00:00:00 2001 From: FlavioJS Date: Tue, 5 Dec 2006 13:23:07 +0000 Subject: - Massive EOL normalization & 'svn:eol-style native' flag setting for all txt/conf/h/c files. git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@9410 54d463be-8e91-2dee-dedb-b68131a5f0ec --- doc/pccommand_list.txt | 338 ++++++++++++++++++++++++------------------------- 1 file changed, 169 insertions(+), 169 deletions(-) (limited to 'doc/pccommand_list.txt') diff --git a/doc/pccommand_list.txt b/doc/pccommand_list.txt index d147cff54..25c16fed6 100644 --- a/doc/pccommand_list.txt +++ b/doc/pccommand_list.txt @@ -1,169 +1,169 @@ ----> PC Command List -------> Here's a list of scripts that can be triggered by PC actions and what they do. -------> Configuration is found at conf/script_athena.conf -------> There are two methods to define the script to be use (event_script_type) -------> 0 - By NPC. There has to be an NPC named in the same manner as the event -------> 1 - By Label. Every label from every NPC with the event name will be - executed (note that in this case the event HAS to start with the - word 'On', eg: 'OnPCBaseLvUpEvent:') - -+ PCCommand: OnPCLoginEvent -+ Code by: (davidsiaw) -+ How it works: -When a player logs in, the NPC will run as if he just clicked it. Which means -if the script is like this: - -+ Sample: -prontera.gat,0,0,0 script OnPCLoginEvent -1,{ - mes "lmao"; - close; - } - -+ Explaination: -every player who logs in will recieve a message 'lmao' in their face as soon -as they can see the map. - -+ Note: - 1) The name of the NPC has to match the one specified in scripts_athena.conf - 2) I made it invisible because you don't need to see it. Its an abstract NPC - 3) If you don't want it, simply delete it - 4) If you have more than one only the first found will be execute (when using - event_script_type 0) - 5) You can put this script in ANY file. - 6) I put an end; there because that just makes it do nothing. - 7) Modify this script to your liking and give your players a surprise - 8) Remember: IT RUNS LIKE A NORMAL NPC. BUT THE ONLY WAY TO 'CLICK' IT IS BY - LOGGING ON - 9) There are 2 ways to use this - check the examples below! - ------------------------------------------------------------------------------ - -+ PCCommand: OnPcBaseLvUpEvent -+ Code by: lordalfa -+ How it works: -When a player Base level increases, the NPC will run as if he just clicked it. Which means -if the script is like this: - -+ Sample: -- Script OnPCBaseLvUpEvent -1,{ - mes "zomfg...."; - close; -} - -+ Explanation: -whenever a player level ups his/her base level, the words zomfg will pop up -in his face. - -+ Note: - 1) This script runs every moment the player gains a level. It is adviced if - you want to repeatedly use this script, to use a sort of filter. - 2) If a player gains multiple levels from a single kill, the script will be - only called once at the end. - ------------------------------------------------------------------------------ - -+ PCCommand: OnPcJobLvUpEvent -+ Code by: lordalfa -+ How it works: -It's exactly the same as OnPcBaseLvUpEvent, except it triggers when leveling job. - ------------------------------------------------------------------------------ - -+ PCCommand: OnOnNPCKillEvent -+ Code by: lordalfa -+ How it works: -When a player kills a monster, the NPC will run as if he just clicked it. Which means -if the script is like this: - -+ Sample: -- script OnNPCKillEvent -1,{ - mes "Holy shit"; - close; -} - -+ Explaination: -whenever a player kills a monster on the map, the words "Holy Shit" will appear -on the guy's face. - -+ Note: - 1) This script runs everytime a player kills a monster It is adviced if - you want to repeatedly use this script, to use a sort of filter. - 2) The var "KilledRid" is set on the killer, this can be used in - strmobinfo to find out info about the Monster that was killed ------------------------------------------------------------------------------ - -+ PCCommand: OnPCKillEvent -+ Code by: zbuffer aka Lance -+ How it works: -It is exactly the same as OnNPCKillEvent, except it triggers when a player kills another player. - ------------------------------------------------------------------------------ - -+ PCCommand: OnPCLoadMapEvent -+ Code by: zbuffer aka Lance -+ How it works: -When a player logs in on the map, the NPC will run as if he just clicked it. Which means -if the script is like this: - -+ Sample: -prontera.gat,159,192,2 script OnPCLoadMapEvent 101,{ - mes "Holy shit"; - close; -} - -----or---> - -OnPCLoadMapEvent: - announce " " strcharinfo(0) + " has changed map!", 16; - end; - - + Note: - 1) Both types will execute regardless of map. - 2) The event will only trigger on maps where you enable the 'loadevent' mapflag. - ------------------------------------------------------------------------------ - -+ PCCommand: OnPCDieEvent -+ Code by: Unknown -+ How it works: -When a player dies, the event will be run as if a npc were clicked. The RID of the person killed -will be attached. Simple. It can to be used as a floating npc or as a npc placed on a map. -Notice that this event is server-wide if used as a floating npc, so if you try running it for -more than one map, and want to make a single npc, you'll have to use some sort of filter, which -can be getmapxy, something like this: - -- script PCDieEvent -1,{ -if (getmapxy(@mapname$,@mapx,@mapy,0) == -1) goto L_Finish; -if (@mapname$ == "valkyrie.gat") || (@mapname$ == "amatsu.gat") { -killmonster "valkyrie.gat","All"; -announce "Deep Voice: You have failed.... you have another opportunity though...",bc_self,0x660033; -if (killtest != 0) enablenpc "Outern Voices"; -if (killedonce == 1) end; -set killedonce,1; -} else -end; - -L_Finish: - end; -} - -----or----> - -OnPCDieEvent: -if (getmapxy(@mapname$,@mapx,@mapy,0) == -1) goto L_Finish; -if (@mapname$ == "valkyrie.gat") || (@mapname$ == "amatsu.gat") { -killmonster "valkyrie.gat","All"; -announce "Deep Voice: You have failed.... you have another opportunity though...",bc_self,0x660033; -if (killtest != 0) enablenpc "Outern Voices"; -if (killedonce == 1) end; -set killedonce,1; -} else -end; - -L_Finish: - end; - -We're using getmapxy to obtain the mapname, then adjust our commands and actions depending on the -map. We could also use the command to find if the player died inside a wished area. - ------------------------------------------------------------------------------ +---> PC Command List +------> Here's a list of scripts that can be triggered by PC actions and what they do. +------> Configuration is found at conf/script_athena.conf +------> There are two methods to define the script to be use (event_script_type) +------> 0 - By NPC. There has to be an NPC named in the same manner as the event +------> 1 - By Label. Every label from every NPC with the event name will be + executed (note that in this case the event HAS to start with the + word 'On', eg: 'OnPCBaseLvUpEvent:') + ++ PCCommand: OnPCLoginEvent ++ Code by: (davidsiaw) ++ How it works: +When a player logs in, the NPC will run as if he just clicked it. Which means +if the script is like this: + ++ Sample: +prontera.gat,0,0,0 script OnPCLoginEvent -1,{ + mes "lmao"; + close; + } + ++ Explaination: +every player who logs in will recieve a message 'lmao' in their face as soon +as they can see the map. + ++ Note: + 1) The name of the NPC has to match the one specified in scripts_athena.conf + 2) I made it invisible because you don't need to see it. Its an abstract NPC + 3) If you don't want it, simply delete it + 4) If you have more than one only the first found will be execute (when using + event_script_type 0) + 5) You can put this script in ANY file. + 6) I put an end; there because that just makes it do nothing. + 7) Modify this script to your liking and give your players a surprise + 8) Remember: IT RUNS LIKE A NORMAL NPC. BUT THE ONLY WAY TO 'CLICK' IT IS BY + LOGGING ON + 9) There are 2 ways to use this - check the examples below! + +----------------------------------------------------------------------------- + ++ PCCommand: OnPcBaseLvUpEvent ++ Code by: lordalfa ++ How it works: +When a player Base level increases, the NPC will run as if he just clicked it. Which means +if the script is like this: + ++ Sample: +- Script OnPCBaseLvUpEvent -1,{ + mes "zomfg...."; + close; +} + ++ Explanation: +whenever a player level ups his/her base level, the words zomfg will pop up +in his face. + ++ Note: + 1) This script runs every moment the player gains a level. It is adviced if + you want to repeatedly use this script, to use a sort of filter. + 2) If a player gains multiple levels from a single kill, the script will be + only called once at the end. + +----------------------------------------------------------------------------- + ++ PCCommand: OnPcJobLvUpEvent ++ Code by: lordalfa ++ How it works: +It's exactly the same as OnPcBaseLvUpEvent, except it triggers when leveling job. + +----------------------------------------------------------------------------- + ++ PCCommand: OnOnNPCKillEvent ++ Code by: lordalfa ++ How it works: +When a player kills a monster, the NPC will run as if he just clicked it. Which means +if the script is like this: + ++ Sample: +- script OnNPCKillEvent -1,{ + mes "Holy shit"; + close; +} + ++ Explaination: +whenever a player kills a monster on the map, the words "Holy Shit" will appear +on the guy's face. + ++ Note: + 1) This script runs everytime a player kills a monster It is adviced if + you want to repeatedly use this script, to use a sort of filter. + 2) The var "KilledRid" is set on the killer, this can be used in + strmobinfo to find out info about the Monster that was killed +----------------------------------------------------------------------------- + ++ PCCommand: OnPCKillEvent ++ Code by: zbuffer aka Lance ++ How it works: +It is exactly the same as OnNPCKillEvent, except it triggers when a player kills another player. + +----------------------------------------------------------------------------- + ++ PCCommand: OnPCLoadMapEvent ++ Code by: zbuffer aka Lance ++ How it works: +When a player logs in on the map, the NPC will run as if he just clicked it. Which means +if the script is like this: + ++ Sample: +prontera.gat,159,192,2 script OnPCLoadMapEvent 101,{ + mes "Holy shit"; + close; +} + +----or---> + +OnPCLoadMapEvent: + announce " " strcharinfo(0) + " has changed map!", 16; + end; + + + Note: + 1) Both types will execute regardless of map. + 2) The event will only trigger on maps where you enable the 'loadevent' mapflag. + +----------------------------------------------------------------------------- + ++ PCCommand: OnPCDieEvent ++ Code by: Unknown ++ How it works: +When a player dies, the event will be run as if a npc were clicked. The RID of the person killed +will be attached. Simple. It can to be used as a floating npc or as a npc placed on a map. +Notice that this event is server-wide if used as a floating npc, so if you try running it for +more than one map, and want to make a single npc, you'll have to use some sort of filter, which +can be getmapxy, something like this: + +- script PCDieEvent -1,{ +if (getmapxy(@mapname$,@mapx,@mapy,0) == -1) goto L_Finish; +if (@mapname$ == "valkyrie.gat") || (@mapname$ == "amatsu.gat") { +killmonster "valkyrie.gat","All"; +announce "Deep Voice: You have failed.... you have another opportunity though...",bc_self,0x660033; +if (killtest != 0) enablenpc "Outern Voices"; +if (killedonce == 1) end; +set killedonce,1; +} else +end; + +L_Finish: + end; +} + +----or----> + +OnPCDieEvent: +if (getmapxy(@mapname$,@mapx,@mapy,0) == -1) goto L_Finish; +if (@mapname$ == "valkyrie.gat") || (@mapname$ == "amatsu.gat") { +killmonster "valkyrie.gat","All"; +announce "Deep Voice: You have failed.... you have another opportunity though...",bc_self,0x660033; +if (killtest != 0) enablenpc "Outern Voices"; +if (killedonce == 1) end; +set killedonce,1; +} else +end; + +L_Finish: + end; + +We're using getmapxy to obtain the mapname, then adjust our commands and actions depending on the +map. We could also use the command to find if the player died inside a wished area. + +----------------------------------------------------------------------------- -- cgit v1.2.3-70-g09d2