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path: root/doc/script_commands.txt
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//===== Hercules Documentation ===============================
//= Hercules Script Commands
//===== By: ==================================================
//= Hercules Dev Team
//===== Description: =========================================
//= A reference manual for the Hercules scripting language.
//= Commands are sorted depending on their functionality.
//============================================================

This document is a reference manual for all the scripting commands and 
functions available in current Hercules GIT. It is not a simple tutorial. 
When people tell you to "Read The F***ing Manual", they mean this.

The information was mostly acquired through looking up how things actually 
work in the source code of the server, which was written by many people 
over time, and lots of them don't speak English and never left any notes - 
or are otherwise not available for comments. As such, anything written in 
here might not be correct, it is only correct to the best of our 
knowledge, which is limited.

This is not a place to teach you basic programming. This document will not 
teach you basic programming by itself. It's more of a reference for those 
who have at least a vague idea of what they want to do and want to know 
what tools they have available to do it. We've tried to keep it as simple 
as feasible, but if you don't understand it, getting a clear book on 
programming in general will help better than yelling around the forum for 
help.

A little learning never caused anyone's head to explode.

Structure
---------

The commands and functions are listed in no particular order:

*Name of the command and how to call it.

Descriptive text

    Small example if possible. Will usually be incomplete, it's there just 
    to give you an idea of how it works in practice.

To find a specific command, use Ctrl+F, (or whatever keys call up a search 
function in whatever you're reading this with) put an * followed by the 
command name, and it should find the command description for you.

If you find anything omitted, please tell us. :)

Syntax
------

Throughout this document, wherever a command wants an argument, it is 
given in <angle brackets>. This doesn't mean you should type the angle 
brackets. :) If an argument of a command is optional, it is given in 
{curly brackets}. You've doubtlessly seen this convention somewhere, if 
you didn't, get used to it, that's how big boys do it. If a command can 
optionally take an unspecified number of arguments, you'll see a list like 
this:

command <argument>{,<argument>...<argument>}

This still means they will want to be separated by commas.

Where a command wants a string, it will be given in "quotes", if it's a 
number, it will be given without them. Normally, you can put an 
expression, like a bunch of functions or operators returning a value, in 
(round brackets) instead of most numbers. Round brackets will not always 
be required, but they're often a good idea.

Wherever you refer to a map, use 'mapname' instead of 'mapname.gat'.


Script loading structure
------------------------

Scripts are loaded by the map server as referenced in the 
'conf/map-server.conf' configuration file, but in the default 
configuration, it doesn't load any script files itself. Instead, it loads 
the file 'npc/scripts_main.conf' which itself contains references to other 
files. The actual scripts are loaded from txt files, which are linked up 
like this:

npc: <path to a filename>

Any line like this, invoked, ultimately, by 'map-server.conf' will load up 
the script contained in this file, which will make the script available. 
No file will get loaded twice, to prevent possible errors.

Another configuration file option of relevance is:

delnpc: <path to a filename>

This will unload a specified script filename from memory, which, while 
seemingly useless, may sometimes be required.

Whenever '//' is encountered in a line upon reading, everything beyond 
this on that line is considered to be a comment and is ignored. This works 
wherever you place it.

// This line will be ignored when processing the script.

Block comments can also be used, where you can place /* and */ between any 
text you wish Hercules to ignore.

Example:
/* This text,
 * no matter which new line you start
 * is ignored, until the following 
 * symbol is encountered: */
 
The asterisks (*) in front of each line is a personal preference, and is 
not required.

Upon loading all the files, the server will execute all the top-level 
commands in them. No variables exist yet at this point, no commands can be 
called other than those given in this section. These commands set up the 
basic server script structure - create NPC objects, spawn monster objects, 
set map flags, etc. No code is actually executed at this point except 
them. The top-level commands the scripting are pretty confusing, since 
they aren't structured like you would expect commands, command name first, 
but rather, normally start with a map name.

What's more confusing about the top-level commands is that most of them 
use a tab symbol to divide their arguments.

To prevent problems and confusion, the tab symbols are written as '%TAB%' 
or '<TAB>' throughout this document, even though this makes the text a bit 
less readable. Using an invisible symbol to denote arguments is one of the 
bad things about this language, but we're stuck with it for now. :)

Here is a list of valid top-level commands:

** Set a map flag:

<map name>%TAB%mapflag%TAB%<flag>

This will, upon loading, set a specified map flag on a map you like. These 
are normally in files inside 'npc/mapflag' and are loaded first, so by the 
time the server's up, all the maps have the flags they should have. Map 
flags determine the behavior of the map regarding various common problems, 
for a better explanation, see 'setmapflag'.

** Create a permanent monster spawn:

<map name>,<x>,<y>,<xs>,<ys>%TAB%monster%TAB%<monster name>%TAB%<mob id>,<amount>,<delay1>,<delay2>,<event>{,<mob size>,<mob ai>}

Map name is the name of the map the monsters will spawn on. X,Y are the 
coordinates where the mob should spawn. If X's and Y's are non-zero, they 
specify the 'radius' of a spawn-rectangle area centered at x,y. Putting 
zeros instead of these coordinates will spawn the monsters randomly. Note 
this is only the initial spawn zone, as mobs random-walk, they are free to 
move away from their specified spawn region.

Monster name is the name the monsters will have on screen, and has no 
relation whatsoever to their names anywhere else. It's the mob id that 
counts, which identifies monster record in 'mob_db.txt' database of 
monsters. If the mob name is given as "--ja--", the 'japanese name' field 
from the monster database is used, (which, in Hercules, actually contains 
an English name) if it's "--en--", it's the 'english name' from the 
monster database (which contains an uppercase name used to summon the 
monster with a GM command).

Amount is the amount of monsters that will be spawned when this command is 
executed, it is affected by spawn rates in 'battle.conf'.

Delay1 and delay2 control monster respawn delays - the first one is the 
fixed base respawn time, and the second is random variance on top of the 
base time. Both values are given in milliseconds (1000 = 1 second). Note 
that the server also enforces a minimum respawn delay of 5 seconds.

You can specify a custom level to use for the mob different from the one 
of the database by adjoining the level after the name with a comma. eg: 
"Poring,50" for a name will spawn a monster with name Poring and level 50.

Event is a script event to be executed when the mob is killed. The event 
must be in the form "NPCName::OnEventName" to execute, and the event name 
label should start with "On". As with all events, if the NPC is an 
on-touch NPC, the player who triggers the script must be within 'trigger' 
range for the event to work.

There are two optional fields for monster size and AI. Size can be 0 
(medium), 1 (small), or 2 (big). AI can be 0 (default), 1 
(attack/friendly), 2 (sphere), 3 (flora), or 4 (zanzou).

Alternately, a monster spawned using 'boss_monster' instead of 'monster' is able to be 
detected on the map with the SC_CASH_BOSS_ALARM status (used by Convex Mirror, item ID# 12214).

** NPC names

/!\ WARNING: this applies to warps, NPCs, duplicates and shops /!\

NPC names are kinda special and are formatted this way:

<Display name>{::<Unique name>}

All NPCs need to have a unique name that is used for identification 
purposes. When you have to identify a NPC by it's name, you should use 
<Unique name>. If <Unique name> is not provided, use <Display name> 
instead.

The client has a special feature when displaying names: if the display 
name contains a '#' character, it hides that part of the name.
Ex: if your NPC is named 'Hunter#hunter1', it will be displayed as 'Hunter'

<Display name> must be at most 24 characters in length.
<Unique name> must be at most 24 characters in length.

** Define a warp point

<from map name>,<fromX>,<fromY>{,<facing>}%TAB%warp%TAB%<warp name>%TAB%<spanx>,<spany>,<to map name>,<toX>,<toY>

This will define a warp NPC that will warp a player between maps, and 
while most arguments of that are obvious, some deserve special mention.

SpanX and SpanY will make the warp sensitive to a character who didn't 
step directly on it, but walked into a zone which is centered on the warp 
from coordinates and is SpanX in each direction across the X axis and 
SpanY in each direction across the Y axis.

Warp NPC objects also have a name, because you can use it to refer to them 
later with 'enablenpc'/'disablenpc'.

Facing of a warp object is irrelevant, it is not used in the code and all 
current scripts have a zero in there.

** Define an NPC object.

<map name>,<x>,<y>,<facing>%TAB%script%TAB%<NPC Name>%TAB%<sprite id>,{<code>}
<map name>,<x>,<y>,<facing>%TAB%script%TAB%<NPC Name>%TAB%<sprite id>,<triggerX>,<triggerY>,{<code>}

This will place an NPC object on a specified map at the specified 
location, and is a top-level command you will use the most in your custom 
scripting. The NPCs are triggered by clicking on them, and/or by walking 
in their trigger area, if defined. See that below.

Facing is a direction the NPC sprite will face in. Not all NPC sprites 
have different images depending on the direction you look from, so for 
some facing will be meaningless. Facings are counted counterclockwise in 
increments of 45 degrees, where 0 means facing towards the top of the map. 
(So to turn the sprite towards the bottom of the map, you use facing 4, 
and to make it look southeast it's facing 5.)

Sprite id is the sprite number used to display this particular NPC. For a 
full list of sprite id numbers see http://kalen.s79.xrea.com/npc/npce.shtml
You may also use a monster's ID number 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
bugs (for more info on why see npc_click@map/npc.c). It is possible to use a job
sprite as well, but you must first define it as a monster sprite in 'mob_avail.txt',
a full description on how to do this is not in the scope of this manual.
A '-1' sprite id will make the NPC invisible (and unclickable). 
A '111' sprite id will make an NPC which does not have a sprite, but is 
still clickable, which is useful if you want to make a clickable object of 
the 3D terrain.

TriggerX and triggerY, if given, will define an area, centered on NPC and 
spanning triggerX cells in every direction across X and triggerY in every 
direction across Y. Walking into that area will trigger the NPC. If no 
'OnTouch:' special label is present in the NPC code, the execution will 
start from the beginning of the script, otherwise, it will start from the 
'OnTouch:' label. Monsters can also trigger the NPC, though the label 
'OnTouchNPC:' is used in this case.

The code part is the script code that will execute whenever the NPC is 
triggered. It may contain commands and function calls, descriptions of 
which compose most of this document. It has to be in curly brackets, 
unlike elsewhere where we use curly brackets, these do NOT signify an 
optional parameter.

** Define a 'floating' NPC object.

-%TAB%script%TAB%<NPC Name>%TAB%-1,{<code>}

This will define an NPC object not triggerable by normal means. This would 
normally mean it's pointless since it can't do anything, but there are 
exceptions, mostly related to running scripts at specified time, which is 
what these floating NPC objects are for. More on that below.

** Define a shop/cashshop NPC.

-%TAB%shop%TAB%<NPC Name>%TAB%<sprite id>,<itemid>:<price>{,<itemid>:<price>...}
<map name>,<x>,<y>,<facing>%TAB%shop%TAB%<NPC Name>%TAB%<sprite id>,<itemid>:<price>{,<itemid>:<price>...}

This will define a shop NPC, which, when triggered (which can only be done 
by clicking) will cause a shop window to come up. No code whatsoever runs 
in shop NPCs and you can't change the prices otherwise than by editing the 
script itself (no variables even exist at this point of scripting, so 
don't even bother trying to use them).

The item id is the number of item in the 'item_db.txt' database. If Price 
is set to -1, the 'buy price' given in the item database will be used. 
Otherwise, the price you gave will be used for this item, which is how you 
create differing prices for items in different shops.

You can alternatively use "cashshop" in place of "shop" to use the Cash 
Shop interface, allowing you to buy items with special points (Currently 
stored as account vars in #CASHPOINTS and #KAFRAPOINTS). This 
type of shop will not allow you to sell items at it, you may only purchase 
items here. The layout used to define sale items still count, and 
"<price>" refers to how many points will be spent purchasing the them.

** Define a trader NPC
<map name>,<x>,<y>,<facing>%TAB%trader%TAB%<NPC Name>%TAB%<sprite id>,{<code>}
-%TAB%trader%TAB%<NPC Name>%TAB%-1,{<code>}

All the standards that are valid to script objects are also valid for trader objects
(see ** Define an NPC object for more information).
This will define a trader NPC, which can cause a shop, cashshop or market window
to come up when clicked or called by other means. Unlike shop/cashshop NPCs this
type will run a code and can change the items that are being sold over time without
other NPC objects.
The types that a trader object can have are the following:
- NST_ZENY	(0) Normal Zeny Shop (shop)
- NST_CASH	(1) Normal Cash Shop (cashshop)
- NST_MARKET	(2) Normal NPC Market Shop (where items have limited availability
		    and need to be refurbished)
- NST_CUSTOM	(3) Custom Shop (any currency, item/var/etca, check sample)
Unless otherwise specified via *tradertype an trader object will be defined as
NST_ZENY.

Note: NST_MARKET is only available with PACKETVER 20131223 or newer.
See '12 - NPC Trader-Related Commands' and /doc/sample/npc_trader_sample.txt for
more information regarding how to use this NPC type.

** Define an warp/shop/cashshop/NPC duplicate.

warp: <map name>,<x>,<y>{,<facing>}%TAB%duplicate(<label>)%TAB%<NPC Name>%TAB%<spanx>,<spany>
shop/cashshop/npc: -%TAB%duplicate(<label>)%TAB%<NPC Name>%TAB%<sprite id>
shop/cashshop/npc: <map name>,<x>,<y>,<facing>%TAB%duplicate(<label>)%TAB%<NPC Name>%TAB%<sprite id>
npc: -%TAB%duplicate(<label>)%TAB%<NPC Name>%TAB%<sprite id>,<triggerX>,<triggerY>
npc: <map name>,<x>,<y>,<facing>%TAB%duplicate(<label>)%TAB%<NPC Name>%TAB%<sprite id>,<triggerX>,<triggerY>

This will duplicate an warp/shop/cashshop/NPC referred to by 'label'.
Warp duplicates inherit the target location.
Shop/cashshop duplicates inherit the item list.
NPC duplicates inherit the script code.
The rest (name, location, facing, sprite ID, span/trigger area) is 
obtained from the definition of the duplicate (not inherited).

** Define a function object

function%TAB%script%TAB%<function name>%TAB%{<code>}

This will define a function object, callable with the 'callfunc' command 
(see below). This object will load on every map server separately, so you 
can get at it from anywhere. It's not possible to call the code in this 
object by anything other than the 'callfunc' script command.

The code part is the script code that will execute whenever the function 
is called with 'callfunc'. It has to be in curly brackets, unlike 
elsewhere where we use curly brackets, these do NOT signify an optional 
parameter.

Once an object is defined which has a 'code' field to it's definition, it 
contains script commands which can actually be triggered and executed.

~ RID? GID? ~

What a RID is and why do you need to know
-----------------------------------------

Most scripting commands and functions will want to request data about a 
character, store variables referenced to that character, send stuff to the 
client connected to that specific character. Whenever a script is invoked 
by a character, it is passed a so-called RID - this is the account ID 
number of a character that caused the code to execute by clicking on it, 
walking into it's OnTouch zone, or otherwise.

If you are only writing common NPCs, you don't need to bother with it. 
However, if you use functions, if you use timers, if you use clock-based 
script activation, you need to be aware of all cases when a script 
execution can be triggered without a RID attached. This will make a lot of 
commands and functions unusable, since they want data from a specific 
character, want to send stuff to a specific client, want to store 
variables specific to that character, and they would not know what 
character to work on if there's no RID.

Unless you use 'attachrid' to explicitly attach a character to the script 
first (see player-related commands).

Whenever we say 'invoking character', we mean 'the character who's RID is 
attached to the running script. The script function "playerattached" can 
be used to check which is the currently attached player to the script (it 
will return 0 if the there is no player attached or the attached player no 
longer is logged on to the map-server).

But what about GID?
--- ---- ----- ----

GID stands for the Game ID of something, this can either be the GID of a 
mob obtained through the monster script command (if only summoned one), 
the GID of a NPC obtained through the getnpcid script command or the 
account ID of a character (same as its RID). Another way would be to right 
click on a mob, NPC or char as GM sprited char to view its GID.

Item and pet scripts
--------------------

Each item in the item database has three special fields - Script, 
OnEquip_Script and OnUnequip_Script. The first is script code run every 
time a character equips the item, with the RID of the equipping character. 
Every time they unequip an item, all temporary bonuses given by the script 
commands are cleared, and all the scripts are executed once again to 
rebuild them. This also happens in several other situations (like upon 
login) but the full list is currently unknown.

OnEquip_Script is a piece of script code run whenever the item is used by 
a character by double-clicking on it. OnUnequip_Script runs whenever the 
equipment is unequipped by a character.

Not all script commands work properly in the item scripts. Where commands 
and functions are known to be meant specifically for use in item scripts, 
they are described as such.

Every pet in the pet database has a PetScript field, which determines pet 
behavior. It is invoked wherever a pet of the specified type is spawned 
(hatched from an egg, or loaded from the char server when a character who 
had that pet following them connects). This may occur in some other 
situations as well. Don't expect anything other than commands definitely 
marked as usable in pet scripts to work in there reliably.

Numbers
-------

Beside the common decimal numbers, which are nothing special whatsoever 
(though do not expect to use fractions, since ALL numbers are integer in 
this language), the script engine also handles hexadecimal numbers, which 
are otherwise identical. Writing a number like '0x<hex digits>' will make 
it recognized as a hexadecimal value. Notice that 0x10 is equal to 16. 
Also notice that if you try to 'mes 0x10' it will print '16'.

Number values can't exceed the limits of an integer variable: Any number
greater than INT_MAX (2147483647) or smaller than INT_MIN (-2147483648) will
be capped to those values and will cause a warning to be reported.

Variables
---------

The meat of every programming language is variables - places where you 
store data.

In Hercules scripting language, variable names are case sensitive. Even though
at the current time the script engine accepts them even with the incorrect
case, it is not advised to rely on this behavior, as it may change at any
time.

Variables are divided into and uniquely identified by the combination of:
prefix  - determines the scope and extent (or lifetime) of the variable
name    - an identifier consisting of '_' and alphanumeric characters
postfix - determines the type of the variable: integer or string

Scope can be:
global    - global to all servers
local     - local to the server
account   - attached to the account of the character identified by RID
character - attached to the character identified by RID
npc       - attached to the NPC
scope     - attached to the scope of the instance

Extent can be:
permanent - They still exist when the server resets.
temporary - They cease to exist when the server resets.

Prefix: scope and extent
nothing  - A permanent variable attached to the character, the default 
           variable type.
"@"      - A temporary variable attached to the character. 
           They disappear when the character logs out.
"$"      - A global permanent variable. 
           They are stored in database table `mapreg`.
"$@"     - A global temporary variable.
           They are important for scripts which are called with no RID
           attached, that is, not triggered by a specific character object.
"."      - A NPC variable.
           They exist in the NPC and disappear when the server restarts or 
           the NPC is reloaded. Can be accessed from inside the NPC or by 
           calling 'getvariableofnpc'. Function objects can also have 
           .variables which are accessible from inside the function, 
           however 'getvariableofnpc' does NOT work on function objects.
".@"     - A scope variable.
           They are unique to the character, script and scope. Each script
           execution has its own scope that ends when the script ends.
           Calling a function with callsub/callfunc starts a new scope,
           returning from the function ends it. When a scope ends, its
           variables are converted to values ('return .@var;' returns a
           value, not a reference).
"'"      - An instance variable.
           These are used with the instancing system, and are unique to 
           each instance.
"#"      - A permanent local account variable.
"##"     - A permanent global account variable stored by the login server. 
           The only difference you will note from normal # variables is 
           when you have multiple char-servers connected to the same 
           login-server. The # variables are unique to each char-server, 
           while the ## variables are shared by all these char-servers.

Postfix: integer or string
nothing - integer variable, can store positive and negative numbers, but 
          only whole numbers (so don't expect to do any fractional math).
'$'     - string variable, can store text.

Examples:
  name  - permanent character integer variable
  name$ - permanent character string variable
 @name  - temporary character integer variable
 @name$ - temporary character string variable
 $name  - permanent global integer variable
 $name$ - permanent global string variable
$@name  - temporary global integer variable
$@name$ - temporary global string variable
 .name  - NPC integer variable
 .name$ - NPC string variable
.@name  - scope integer variable
.@name$ - scope string variable
 'name  - instance integer variable
 'name$ - instance string variable
 #name  - permanent local account integer variable
 #name$ - permanent local account string variable
##name  - permanent global account integer variable
##name$ - permanent global account string variable

If a variable was never set, it is considered to equal zero for integer 
variables or an empty string ("", nothing between the quotes) for string 
variables. Once you set it to that, the variable is as good as forgotten 
forever, and no trace remains of it even if it was stored with character 
or account data.

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:

Zeny        - Amount of Zeny.
Hp          - Current amount of hit points.
MaxHp       - Maximum amount of hit points.
Sp          - Current spell points.
MaxSp       - Maximum amount of spell points.
StatusPoint - Amount of status points remaining.
SkillPoint  - Amount of skill points remaining.
BaseLevel   - Character's base level.
JobLevel    - Character's job level.
BaseExp     - Amount of base experience points.
JobExp      - Amount of job experience points.
NextBaseExp - Amount of base experience points needed to reach next level.
NextJobExp  - Amount of job experience points needed to reach next level.
Weight      - Amount of weight the character currently carries.
              Display as in Weight/10.
MaxWeight   - Maximum weight the character can carry.
              Display as in MaxWeight/10.
Sex         - 0 if female, 1 if male.
Class       - Character's job.
Upper       - 0 if the character is normal class, 1 if advanced, 2 if baby.
BaseClass   - The character's 1-1 'normal' job, regardless of Upper value.
              For example, this will return Job_Acolyte for Acolyte, 
              Priest/Monk, High Priest/Champion, and Arch Bishop/Sura. 
              If the character has not reached a 1-1 class, it will return 
              Job_Novice.
BaseJob     - The character's 'normal' job, regardless of Upper value.
              For example, this will return Job_Acolyte for Acolyte,
              Baby Acolyte, and High Acolyte.
Karma       - The character's karma. Karma system is not fully functional, 
              but this doesn't mean this doesn't work at all. Not tested.
Manner      - The character's manner rating. Becomes negative if the 
              player utters words forbidden through the use of 
              'manner.txt' client-side file.

While these behave as variables, do not always expect to just set them - 
it is not certain whether this will work for all of them. Whenever there 
is a command or a function to set something, it's usually preferable to 
use that instead. The notable exception is Zeny, which you can and often 
will address directly - setting it will make the character own this number 
of Zeny. If you try to set Zeny to a negative number, the script will be 
terminated with an error.

Assigning variables
--------- ---------

Variables can be accessed and assigned values directly without the use of 
the built-in 'set' function. This means that variables can be accessed and 
modified much like other programming languages.

    .@x = 100;
    .@x = .@y = 100;

Support for modifying variable values using 'set' is still supported (and 
required to exist for this method to work) so previous scripts will 
continue working. Its usage, though, is deprecated, and it should never be
used in new scripts unless there are special reasons to do so.

When assigning values, all operator methods are supported which exist in 
the below 'Operators' section. For instance:

    .@x += 100;
    .@x -= 100;
    .@x *= 2;
    .@x /= 2;
    .@x %= 5;
    .@x >>= 2;
    .@x <<= 2;

Will all work. For more information on available operators, see the 
Operators section described below. All operators listed there may be 
placed in-front of the '=' sign when modifying variables to perform the 
action as required.

Increment and decrement operators are also provided, for your convenience.
Pre-increment and pre-decrement operators:

    ++.@x; // same as .@x = .@x + 1
    --.@x; // same as .@x = .@x - 1

Post-increment and post-decrement operators:

    .@x++; // similar to .@x = .@x + 1
    .@x--; // similar to .@x = .@x - 1

The difference between pre- and post- increment/decrement operators is that,
when used in an expression, the pre- ones will be executed before evaluating
the expression, while the post- ones will be executed after. For example:

    .@x = 1;
    .@y = ++.@x; // After this line is executed, both .@y and .@x will be 2
    .@x = 1;
    .@y = .@x++; // After this line is executed, .@y will be 1, .@x will be 2

Note: The pre-increment/pre-decrement operators are, by design, faster (or at
least not slower) than their respective post- equivalent.

Note:

 !! Currently the scripting engine does not support directly copying array 
 !! variables. In order to copy arrays between variables the use of 
 !! 'copyarray' function is still required.

Strings
-------

Strings are enclosed in "double quotes". To include the literal double
quote symbol (") in a string you need to escape it with a blackslash:

    .@string$ = "This string contains some \"double quote\" symbols";

Arrays
------

Arrays (in Hercules at least) are essentially a set of variables going 
under the same name. You can tell between the specific variables of an 
array with an 'array index', a number of a variable in that array:

<variable name>[<array index>]

All variable types can be used as arrays.

Variables stored in this way, inside an array, are also called 'array 
elements'. Arrays are specifically useful for storing a set of similar 
data (like several item IDs for example) and then looping through it. You
can address any array variable as if it was a normal variable:

    .@arrayofnumbers[0] = 1;

You can use a variable (or an expression, or even a value from an another
array) as array index:

    .@x = 100;
    .@arrayofnumbers[.@x] = 10;
    
This will make .@arrayofnumbers[100] equal to 10.

Index numbering always starts with 0 and arrays can hold over 2 billion
variables. As such, the (guaranteed) allowed values for indices are in the
range 0 ~ 2147483647.

If the array index is omitted, it defaults to zero. Writing
.@arrayofnumbers is perfectly equivalent to writing .@arrayofnumbers[0].

Arrays can naturally store strings:

.@menulines$[0] is the 0th element of the .@menulines$ array of strings.
Notice the '$', normally denoting a string variable, before the square 
brackets that denotes an array index.

Variable References
-------------------

//##TODO

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.

PACKETVER			- Server packet version
MAX_LEVEL			- Maximum level
MAX_STORAGE			- Maximum storage items
MAX_GUILD_STORAGE	- Maximum guild storage items
MAX_CART			- Maximum cart items
MAX_INVENTORY		- Maximum inventory items
MAX_ZENY			- Maximum Zeny
MAX_BG_MEMBERS		- Maximum BattleGround members 
MAX_CHAT_USERS		- Maximum Chat users

Send targets and status options are also hard-coded and can be found
in src/map/script.c::script_hardcoded_constants or in functions that
currently use them.

Operators
---------

Operators are things you can do to variables and numbers. They are either 
the common mathematical operations or conditional operators:

+ - will add two numbers. If you try to add two strings, the result will 
    be a string glued together at the +. You can add a number to a string, 
    and the result will be a string. No other math operators work with 
    strings.
- - will subtract two numbers. 
* - will multiply two numbers.
/ - will divide two numbers. Note that this is an integer division, i.e.
    7/2 is not equal 3.5, it's equal 3.
% - will give you the remainder of the division. 7%2 is equal to 1.

There are also conditional operators. This has to do with the conditional 
command 'if' and they are meant to return either 1 if the condition is 
satisfied and 0 if it isn't. That's what they call 'boolean' variables. 0 
means 'False'. Anything except the zero is 'True'. Odd as it is, -1 and -5 
and anything below zero will also be True.)

You can compare numbers to each other and you compare strings to each 
other, but you can not compare numbers to strings.

 ==  - Is true if both sides are equal. For strings, it means they contain 
       the same value.
 >=  - True if the first value is equal to, or greater than, the second 
       value.
 <=  - True if the first value is equal to, or less than, the second value.
 >   - True if the first value greater than the second value.
 <   - True if the first value is less than the second value.
 !=  - True if the first value IS NOT equal to the second one.
 ~=  - True if the second value (as regular expression) matches the first
       value. Both values must be strings. See the script function pcre_match
       for more details and advanced features.
 ~!  - True if the second value (as regular expression) DOES NOT match the
       first value. Both values must be strings. See script function pcre_match
       for more details and advanced features.

Examples:

 1==1 is True.
 1<2 is True while 1>2 is False.
 .@x>2 is True if .@x is equal to 3. But it isn't true if .@x is 2.

Only '==', '!=', '~=' and '~!' have been tested for comparing strings. Since
there's no way to code a seriously complex data structure in this language,
trying to sort strings by alphabet would be pointless anyway.

Comparisons can be stacked in the same condition:

 && - Is True if and only if BOTH sides are true.
      ('1==1 && 2==2' is true. '2==1 && 1==1' is false.)
 || - Is True if either side of this expression is True.

 1==1 && 2==2 is True.
 1==1 && 2==1 is False.
 1==1 || 2==1 is True.

Logical bitwise operators work only on numbers, and they are the following:

 << - Left shift.
 >> - Right shift.
	Left shift moves the binary 1(s) of a number n positions to the left, 
    which is the same as multiplying by 2, n times.
	In the other hand, Right shift moves the binary 1(s) of a number n 
    positions to the right, which is the same as dividing by 2, n times.
		Example:
		b = 2;
		a =  b << 3;
		mes a;
		a = a >> 2;
		mes a;
	The first mes command would display 16, which is the same as: 
    2 x (2 x 2 x 2) = 16.
	The second mes command would display 4, which is the same as: 
    16 / 2 = 8; 8 / 2 = 4.
 &  - And.
 |  - Or.
	The bitwise operator AND (&) is used to test two values against each 
    other, and results in setting bits which are active in both arguments. 
    This can be used for a few things, but in Hercules this operator is 
    usually used to create bit-masks in scripts.
	
	The bitwise operator OR (|) sets to 1 a binary position if the binary 
    position of one of the numbers is 1. This way a variable can hold 
    several values we can check, known as bit-mask. A variable currently 
    can hold up to 32 bit-masks (from position 0 to position 1). This is a 
    cheap(skate) and easy way to avoid using arrays to store several 
    checks that a player can have.
	
	A bit-mask basically is (ab)using the variables bits to set various 
    options in one variable. With the current limit in variables it is 
    possible to store 32 different options in one variable (by using the 
    bits on position 0 to 31).

	Example(s):
	- Basic example of the & operator, bit example:
		10 & 2 = 2
	Why? :
		10 = 2^1 + 2^3 (2 + 8), so in bits, it would be 1010
		2 = 2^1 (2), so in bits (same size) it would be 0010
		The & (AND) operator sets bits which are active (1) in both 
        arguments, so in the example 1010 & 0010, only the 2^1 bit is 
        active (1) in both. Resulting in the bit 0010, which is 2.
	- Basic example of creating and using a bit-mask:
		.@options = 2|4|16; // (note: this is the same as 2+4+16, or 22)
		if (.@options & 1) mes "Option 1 is activated";
		if (.@options & 2) mes "Option 2 is activated";
		if (.@options & 4) mes "Option 3 is activated";
		if (.@options & 8) mes "Option 4 is activated";
		if (.@options & 16) mes "Option 5 is activated";
	This would return the messages about option 2, 3 and 5 being shown 
    (since we've set the 2,4 and 16 bit to 1).
 ^  - Xor.
	The bitwise operator XOR (eXclusive OR) sets a binary position to 0 if 
    both numbers have the same value in the said position. On the other 
    hand, it sets to 1 if they have different values in the said binary 
    position. This is another way of setting and unsetting bits in 
    bit-masks.

	Example:
	- First let's set the quests that are currently in progress:
		inProgress = 1|8|16; // quest 1,8 and 16 are in progress
	- After playing for a bit, the player starts another quest:
		if( inProgress&2 == 0 ){
			// this will set the bit for quest 2 (inProgress has that bit set to 0)
			inProgress = inProgress^2;
			mes "Quest 2: find a newbie and be helpful to him for an hour.";
			close;
		}
	- After spending some time reading info on Xor's, the player finally 
      completes quest 1:
		if( inProgress&1 && isComplete ) {
			// this will unset the bit for quest 1 (inProgress has that bit set to 1)
			inProgress = inProgress^1;
			mes "Quest 1 complete!! You unlocked the secrets of the Xor dynasty, use them wisely.";
			close;
		}

Unary operators with only with a single number, which follows the 
operator, and are the following:

 -  - Negation.
	The sign of the number will be reversed. If the number was positive, 
    it will become negative and vice versa.

	Example:
		.@myvar = 10;
		mes "Negative 10 is "+(-.@myvar);

 !  - Logical Not.
	Reverses the boolean result of an expression. True will become false 
    and	false will become true.

	Example:
		if(!callfunc("F_dosomething")) {
			mes "Doing something failed.";
			close;
		}

 ~  - Bitwise Not.
	Reverses each bit in a number, also known as one's complement. Cleared 
    bits are set, and set bits are cleared.

	Example:
	- Ensure, that quest 2 is disabled, while keeping all other active, if 
      they are.
		inProgress = inProgress&(~2);
		// same as set inProgress,inProgress&0xfffffffd

Ternary operators take three expressions (numbers, strings or boolean), 
and are the following:

 ?: - Conditional operator
	Very useful e.g. to replace

		if(Sex) mes "..."; else mes "...";

	clauses with simple

		mes "Welcome, " + (Sex?"Mr.":"Mrs.") + " " + strcharinfo(0);

	or to replace any other simple if-else clauses. It might be worth
	mentioning that ?: has low priority and has to be enclosed with
	parenthesis in most (if not all) cases.

Operator Precedence and Associativity

Operator precedence and associativity work more or less like they do in
mathematics. The rules can be summarized with the following table:

Precedence  |  Description                                  | Associativity
---------------------------------------------------------------------------
1 (highest) | []  Array subscripting                        | None
---------------------------------------------------------------------------
2           | ++  Increment                                 | None
            | --  Decrement                                 |
---------------------------------------------------------------------------
2           |  -  Unary minus                               | Right to left
            |  !  Logical NOT                               |
            |  ~  Bitwise NOT (One's Complement)            |
---------------------------------------------------------------------------
3           |  *  Multiplication                            | Left to right
            |  /  Division                                  |
            |  %  Modulo (remainder)                        |
---------------------------------------------------------------------------
4           |  +  Addition                                  | Left to right
            |  -  Subtraction                               |
---------------------------------------------------------------------------
5           | <<  Bitwise left shift                        | Left to right
            | >>  Bitwise right shift                       |
---------------------------------------------------------------------------
6           |  <  Less than                                 | Left to right
            | <=  Less than or equal to                     |
            |  >  Greater than                              |
            | >=  Greater than or equal to                  |
---------------------------------------------------------------------------
7           | ==  Equal to                                  | Left to right
            | !=  Not equal to                              |
            | ~=  Regexp match                              |
            | ~!  Regexp non-match                          |
---------------------------------------------------------------------------
8           |  &  Bitwise AND                               | Left to right
---------------------------------------------------------------------------
9           |  ^  Bitwise XOR (exclusive or)                | Left to right
---------------------------------------------------------------------------
10          |  |  Bitwise OR (inclusive or)                 | Left to right
---------------------------------------------------------------------------
11          | &&  Logical AND                               | Left to right
---------------------------------------------------------------------------
12          | ||  Logical OR                                | Left to right
---------------------------------------------------------------------------
13          | ?:  Ternary conditional                       | Right to left
---------------------------------------------------------------------------
14          |  =  Direct assignment                         | Right to left
(lowest)    | +=  Assignment by sum                         |
            | -=  Assignment by difference                  |
            | *=  Assignment by product                     |
            | /=  Assignment by quotient                    |
            | %=  Assignment by remainder                   |
            | <<= Assignment by bitwise left shift          |
            | >>= Assignment by bitwise right shift         |
            | &=  Assignment by bitwise AND                 |
            | ^=  Assignment by bitwise XOR                 |
            | |=  Assignment by bitwise OR                  |

Operator precedence means some operators are evaluated before others. For
example, in 2 + 4 * 5 , the multiplication has higher precedence so 4 * 5 is
evaluated first yielding 2 + 20 == 22 and not 6 * 5 == 30 .

Operator associativity defines what happens if a sequence of the same
operators is used one after another: whether the evaluator will evaluate the
left operations first or the right. For example, in 8 - 4 - 2 , subtraction is
left associative so the expression is evaluated left to right. 8 - 4 is
evaluated first making the expression 4 - 2 == 2 and not 8 - 2 == 6 .

Labels
------

Within executable script code, some lines can be labels:

<label name>:

Labels are points of reference in your script, which can be used to route 
execution with 'goto', 'menu' and 'jump_zero' commands, invoked with 
'doevent' and 'donpcevent' commands and are otherwise essential. A label's 
name may not be longer than 22 characters. (23rd is the ':'.) There is 
some confusion in the source about whether it's 22, 23 or 24 all over the 
place, so keeping labels under 22 characters could be wise. It may only 
contain alphanumeric characters and underscore. In addition to labels you 
name yourself, there are also some special labels which the script engine 
will start execution from if a special event happens:

OnClock<hour><minute>:
OnMinute<minute>:
OnHour<hour>:
On<weekday><hour><minute>:
OnDay<month><day>:

This will execute when the server clock hits the specified date or time. 
Hours and minutes are given in military time. ('0105' will mean 01:05 AM). 
Weekdays are Sun,Mon,Tue,Wed,Thu,Fri,Sat. Months are 01 to 12, days are 01 
to 31. Remember the zero. :)

OnInit:
OnInterIfInit:
OnInterIfInitOnce:

OnInit will execute every time the scripts loading is complete, including 
when they are reloaded with @reloadscript command. OnInterIfInit will 
execute when the map server connects to a char server, OnInterIfInitOnce 
will only execute once and will not execute if the map server reconnects 
to the char server later. Note that all those events will be executed upon
scripts reloading.

OnAgitStart:
OnAgitEnd:
OnAgitInit:
OnAgitStart2:
OnAgitEnd2:
OnAgitInit2:

OnAgitStart will run whenever the server shifts into WoE mode, whether it 
is done with @agitstart GM command or with 'AgitStart' script command. 
OnAgitEnd will do likewise for the end of WoE.

OnAgitInit will run when data for all castles and all guilds that hold a 
castle is received by map-server from the char-server after initial 
connect.

No RID will be attached while any of the above mentioned labels are 
triggered, so no character or account-based variables will be accessible, 
until you attach a RID with 'attachrid' (see below).

The above also applies to, the last three labels, the only difference is 
that these labels are used exclusively for WoE SE, and are called 
independently.

OnTouch:

This label will be executed if a trigger area is defined for the NPC 
object it's in. If it isn't present, the execution will start from the 
beginning of the NPC code. The RID of the triggering character object will 
be attached.

OnTouch_:

Similar to OnTouch, but will only run one instance. Another character is
chosen once the triggering character leaves the area.

OnPCLoginEvent:
OnPCLogoutEvent:
OnPCBaseLvUpEvent:
OnPCJobLvUpEvent:

It's pretty obvious when these four special labels will be invoked.

OnPCDieEvent:

This special label triggers when a player dies. The variable 'killerrid' 
is set to the ID of the killer.

OnPCKillEvent:

This special label triggers when a player kills another player. The 
variable 'killedrid' is set to the ID of the player killed.

OnNPCKillEvent:

This special label triggers when a player kills a monster. The variable 
'killedrid' is set to the Class of the monster killed.

OnPCLoadMapEvent:

This special label will trigger once a player steps in a map marked with 
the 'loadevent' mapflag and attach its RID. The fact that this label 
requires a mapflag for it to work is because, otherwise, it'd be 
server-wide and trigger every time a player would change maps. Imagine the 
server load with 1,000 players (oh the pain...)

Only the special labels which are not associated with any script command 
are listed here. There are other kinds of labels which may be triggered in 
a similar manner, but they are described with their associated commands.

OnCountFunds:

This special label is triggered when a player opens a trader NPC object that
is NST_CUSTOM. It is used to define different currency types to the trader via
*setcurrency. Should be used along with OnPayFunds, see /doc/sample/npc_trader_sample.txt
for more information.

OnPayFunds:

This special label is triggered when a purchase is made on a trader NPC object
that is NST_CUSTOM. Receives @price, total cost and @points, secondary input
field for cash windows. It is used to remove items that are set as currency.
Should be used along with OnCountFunds, see /doc/sample/npc_trader_sample.txt
for more information.

On<label name>:

These special labels are used with Mob scripts mostly, and script commands 
that requires you to point/link a command to a mob or another NPC, giving 
a label name to start from. The label name can be any of your liking, but 
must be started with "On".

Example:

monster "prontera",123,42,"Poringz0rd",2341,23,"Master::OnThisMobDeath";

amatsu,13,152,4	script	Master	767,{
	mes "Hi there";
	close;

OnThisMobDeath:
	announce "Hey, "+strcharinfo(0)+" just killed a Poringz0rd!",bc_blue|bc_all;
	end;
}

Each time you kill one, that announce will appear in blue to everyone.

"Global" labels

There's a catch with labels and doevent. If you call a label (using 
doevent) and called label is in NPC that has trigger area, that label must 
end with "Global" to work globally (i.e. if RID is outside of the trigger 
area, which usually happens since otherwise there would be no point 
calling the label with doevent, because OnTouch would do the job). For 
further reference look for npc_event in npc.c.

Scripting commands and functions
--------------------------------

The commands and functions are listed here in no particular order. There's 
a difference between commands and functions - commands leave no 'return 
value' which might be used in a conditional statement, as a command 
argument, or stored in a variable. Calling commands as if they were 
functions will sometimes work, but is not advised, as this can lead to 
some hard to track errors. Calling functions as if they were commands will 
mess up the stack, so 'return' command will not return correctly after 
this happens in a particular script.

All commands must end with a ';'. Actually, you may expect to have 
multiple commands on one line if you properly terminate them with a ';', 
but it's better if you don't, since it is not certain just whether the 
scripting engine will behave nicely if you do.

Please note that command and function names are case sensitive.

-------------------------


From here on, we will have the commands sorted as followed:

1 - Basic Commands
2 - Information-Retrieving Commands
    -- 2.1 - Item-Related Commands
    -- 2.2 - Guild-Related Commands
3 - Checking Commands
    -- 3.1 - Checking Item-Related Commands
4 - Player-Related Commands
    -- 4.1 - Player Item-Related Commands
    -- 4.2 - Guild-Related Commands
    -- 4.3 - Marriage-Related Commands
5 - Mob / NPC Related commands
    -- 5.1 - Time-Related Commands
    -- 5.2 - Guild-Related Commands
6 - Other Commands
7 - Instance-Related Commands
8 - Quest Log Commands
9 - Battleground Commands
10 - Mercenary Commands
11 - Queue Commands
12 - NPC Trader Commands


---------------------------------------
//=====================================
1 - Basic Commands
//=====================================
---------------------------------------

*mes "<string>"{,"<string>"..."<string>"};

This command will displays a box on the screen for the invoking character, 
if no such box is displayed already, and will print the string specified 
into that box. There is normally no 'close' or 'next' button on this box, 
unless you create one with 'close' or 'next', and while it's open the 
player can't do much else, so it's important to create a button later. If 
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. 
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:

    mes "This is ^FF0000 red ^000000 and this is ^00FF00 green, ^000000 so.";
    
Notice that the text coloring is handled purely by the client. If you use 
non-English characters, the color codes might get screwed if they stick to 
letters with no intervening space. Separating them with spaces from the 
letters on either side solves the problem.

To display multiple lines of message while only using a single mes; 
command, use the script command in the following format:

    mes "Line 1", "Line 2", "Line 3";

This will display 3 different lines while only consuming a single line in
the relevant script file.

If you're using a client from 2011-10-10aRagexe.exe onwards, you can also 
use automatic navigation and open URLs in browser by using some HTML-like
labels. For example:

    mes "go to <NAVI>[Hat Maker]<INFO>izlude,131,148,</INFO></NAVI> to make hats";

Will make the [Hat Maker] text clickable in the client and start a navigation 
to that point.

    mes "You can <URL>Google<INFO>http://www.google.com/</INFO></URL> anything";

Clicking Google will open the browser and point to Google website.

---------------------------------------

*next;

This command will display a 'next' button in the message window for the 
invoking character. Clicking on it will cause the window to clear and 
display a new one. Used to segment NPC-talking, next is often used in 
combination with 'mes' and 'close'.

If no window is currently on screen, one will be created, but once the 
invoking character clicks on it, a warning is thrown on the server console 
and the script will terminate.

    mes "[Woman]";
    mes "This would appear on the page";
    next;
    // This is needed since it is a new page and the top will now be blank
    mes "[Woman]";
    mes "This would appear on the 2nd page";

---------------------------------------

*close;

This command will create a 'close' button in the message window for the 
invoking character. If no window is currently on screen, the script 
command 'end;' must be used. This is one of the ways to end a speech from 
an NPC. Once the button is clicked, the NPC script execution will end, and 
the message box will disappear.

    mes "[Woman]";
    mes "I am finished talking to you, click the close button.";
    close;
    mes "This command will not run at all, since the script has ended.";

---------------------------------------

*close2;

This command will create a 'close' button in the message window for the 
invoking character. WARNING: If no window is currently on screen, the 
script execution will halt indefinitely! See 'close'. There is one 
important difference, though - even though the message box will have 
closed, the script execution will not stop, and commands after 'close2' 
will still run, meaning an 'end' has to be used to stop the script, unless 
you make it stop in some other manner.

    mes "[Woman]";
    mes "I will warp you now.";
    close2;
    warp "place",50,50;
    end;
    
Don't expect things to run smoothly if you don't make your scripts 'end'.

---------------------------------------

*end;

This command will stop the execution for this particular script.
It is required for any script not using 'mes'.

    if (BaseLevel <= 10) {
        npctalk "Look at that you are still a n00b";
        end;
    }
    if (BaseLevel <= 20) {
        npctalk "Look at that you are getting better, but still a n00b";
        end;
    }
    if (BaseLevel <= 30) {
        npctalk "Look at that you are getting there, you are almost 2nd profession now right???";
        end;
    }
    if (BaseLevel <= 40) {
        npctalk "Look at that you are almost 2nd profession";
        end;
    }

Without the use of 'end' it would travel through the ifs until the end
of the script. If you were lvl 10 or less, you would see all the speech
lines, the use of 'end' stops this, and ends the script.

---------------------------------------

*set <variable>,<expression>;
*set(<variable>,<expression>)

This command will set a variable to the value that the expression results 
in. This isn't the only way to set a variable directly: you can set them 
much like any other programming language as stated before (refer to the 
'Assigning variables' section).

This command is deprecated and it shouldn't be used in new scripts, except
some special cases (mostly, set getvariableofnpc). Use direct value
assignment instead.

---------------------------------------

*setd "<variable name>",<value>;

Works almost identically as set, except the variable name is identified as 
a string and can thus be constructed dynamically.

This command is equivalent to:
  set getd("variable name"),<value>;

Examples:

  setd ".@var$", "Poporing";
  mes .@var$; // Displays "Poporing".

  setd ".@" + $var$ + "123$", "Poporing is cool";
  mes .@Poporing123$; // Displays "Poporing is cool".

---------------------------------------

*getd("<variable name>")

Returns a reference to a variable, the name can be constructed dynamically.
Refer to 'setd' for usage.

This can also be used to set an array dynamically:
  setarray getd(".array[0]"), 1, 2, 3, 4, 5;

Examples:

  mes "The value of $varReference is: " + getd("$varRefence");
  set .@i, getd("$" + "pikachu");

---------------------------------------

*getvariableofnpc(<variable>,"<npc name>")

Returns a reference to a NPC variable (. prefix) from the target NPC.
This can only be used to get . variables.

Examples:

//This will return the value of .var, note that this can't be used, since 
//the value isn't caught.
	getvariableofnpc(.var,"TargetNPC");
	
//This will set the .v variable to the value of the TargetNPC's .var 
//variable.
	.v = getvariableofnpc(.var,"TargetNPC");
	
//This will set the .var variable of TargetNPC to 1.
	set getvariableofnpc(.var,"TargetNPC"), 1;

Note: even though function objects can have .variables, getvariableofnpc 
will not work on them.

---------------------------------------

*goto <label>;

This command will make the script jump to a label, usually used in 
conjunction with other command, such as "if", but often used on it's own.

	...
	goto Label;
	mes "This will not be seen";
Label:
	mes "This will be seen";

Gotos are considered to be harmful and should be avoided whenever possible.

---------------------------------------

*menu "<option_text>",<target_label>{,"<option_text>",<target_label>,...};

This command will create a selectable menu for the invoking character. 
Only one menu can be on screen at the same time.

Depending on what the player picks from the menu, the script execution 
will continue from the corresponding label. It's string-label pairs, not 
label-string.

This command is deprecated and it should not be used in new scripts, as it
is likely to be removed at a later time. Please consider using select() or
prompt() instead.

Options can be grouped together, separated by the character ':'.

	menu "A:B",L_Wrong,"C",L_Right;

It also sets a special temporary character variable @menu, which contains 
the number of option the player picked. Numbering of options starts at 1. 
This number is consistent with empty options and grouped options.

       menu "A::B",L_Wrong,"",L_Impossible,"C",L_Right;
    L_Wrong:
       // If they click "A" or "B" they will end up here
	   // @menu == 1 if "A"
	   // @menu == 2 will never happen because the option is empty
	   // @menu == 3 if "B"
	L_Impossible:
	   // Empty options are not displayed and therefore can't be selected
	   // this label will never be reached from the menu command
    L_Right:
       // If they click "C" they will end up here
	   // @menu == 5

If a label is '-', the script execution will continue right after the menu 
command if that option is selected, this can be used to save you time, and 
optimize big scripts.

        menu "A::B:",-,"C",L_Right;
        // If they click "A" or "B" they will end up here
		// @menu == 1 if "A"
		// @menu == 3 if "B"
    L_Right:
        // If they click "C" they will end up here
		// @menu == 5

Both these examples will perform the exact same task.

If you give an empty string as a menu item, the item will not display. 
This can effectively be used to script dynamic menus by using empty string 
for entries that should be unavailable at that time.

You can do it by using arrays, but watch carefully - this trick isn't high 
wizardry, but minor magic at least. You can't expect to easily duplicate 
it until you understand how it works.

Create a temporary array of strings to contain your menu items, and 
populate it with the strings that should go into the menu at this 
execution, making sure not to leave any gaps. Normally, you do it with a 
loop and an extra counter, like this:

	setarray .@possiblemenuitems$[0],<list of potential menu items>;
	.@j = 0; // That's the menu lines counter.
	
	// We loop through the list of possible menu items.
	// .@i is our loop counter.
	for (.@i = 0; .@i < getarraysize(.@possiblemenuitems$); ++.@i) {
		// That 'condition' is whatever condition that determines whether 
		// a menu item number .@i actually goes into the menu or not.
		
		if (<condition>)
		{
			// We record the option into the list of options actually 
			// available.
			
			set .@menulist$[.@j],.@possiblemenuitems$[.@i];
			
			// We just copied the string, we do need it's number for later 
			// though, so we record it as well.
			
			set .@menureference[.@j],.@i;
			
			// Since we've just added a menu item into the list, we 
			// increment the menu lines counter.
			
			++.@j;
		}
		
		// We go on to the next possible menu item.
	}

This will create you an array .@menulist$ which contains the text of all
items that should actually go into the menu based on your condition, and 
an array .@menureference, which contains their numbers in the list of
possible menu items. Remember, arrays start with 0. There's less of them 
than the possible menu items you've defined, but the menu command can 
handle the empty lines - only if they are last in the list, and if it's 
made this way, they are. Now comes a dirty trick:

	// X is whatever the most menu items you expect to handle.
	menu .@menulist$[0],-,.@menulist$[1],-,...,.@menulist$[<X>],-;

This calls up a menu of all your items. Since you didn't copy some of the 
possible menu items into the list, it's end is empty and so no menu items 
will show up past the end. But this menu call doesn't jump anywhere, it 
just continues execution right after the menu command. (And it's a good 
thing it doesn't, cause you can only explicitly define labels to jump to, 
and how do you know which ones to define if you don't know beforehand 
which options will end up where in your menu?)
But how do you figure out which option the user picked? Enter the @menu.

@menu contains the number of option that the user selected from the list, 
starting with 1 for the first option. You know now which option the user 
picked and which number in your real list of possible menu items it 
translated to:

    mes "You selected "+.@possiblemenuitems$[.@menureference[@menu-1]]+"!";

@menu is the number of option the user picked.
@menu-1 is the array index for the list of actually used menu items that 
we made.
.@menureference[@menu-1] is the number of the item in the array of possible
menu items that we've saved just for this purpose.

And .@possiblemenuitems$[.@menureference[@menu-1]] is the string that we
used to display the menu line the user picked. (Yes, it's a handful, but 
it works.)

You can set up a bunch of 'if (.@menureference[@menu-1]==X) goto Y'
statements to route your execution based on the line selected and still 
generate a different menu every time, which is handy when you want to, for 
example, make users select items in any specific order before proceeding, 
or make a randomly shuffled menu.

Kafra code bundled with the standard distribution uses a similar 
array-based menu technique for teleport lists, but it's much simpler and 
doesn't use @menu, probably since that wasn't documented anywhere.

See also 'select', which is probably better in this particular case. 
Instead of menu, you could use 'select' like this:

    .@dummy = select(.@menulist$[0],.@menulist$[1],...,.@menulist$[<X>]);
    
For the purposes of the technique described above these two statements are 
perfectly equivalent.

---------------------------------------

*select("<option>"{,"<option>",...})
*prompt("<option>"{,"<option>",...})

This function is a handy replacement for 'menu' that doesn't use a complex
label structure. It will return the number of menu option picked,
starting with 1. Like 'menu', it will also set the variable @menu to
contain the option the user picked.

    if (select("Yes:No") == 1)
        mes "You said yes, I know.";

And like 'menu', the selected option is consistent with grouped options 
and empty options.

'prompt' works almost the same as select, except that when a character 
clicks the Cancel button, this function will return 255 instead.

---------------------------------------

*input(<variable>{,<min>{,<max>}})

This command will make an input box pop up on the client connected to the 
invoking character, to allow entering of a number or a string. This has 
many uses, one example would be a guessing game, also making use of the 
'rand' function:

	mes "[Woman]";
	mes "Try and guess the number I am thinking of.";
	mes "The number will be between 1 and 10.";
	next;
	.@number = rand(1,10);
	input .@guess;
	if (.@guess == .@number) {
		mes "[Woman]";
		mes "Well done that was the number I was thinking of";
		close;
	} else {
		mes "[Woman]";
		mes "Sorry, that wasn't the number I was thinking of.";
		close;
	}

If you give the input command a string variable to put the input in, it 
will allow the player to enter text. Otherwise, only numbers will be 
allowed.

	mes "[Woman]";
	mes "Please say HELLO";
	next;
	input .@var$;
	if (.@var$ == "HELLO") {
		mes "[Woman]";
		mes "Well done you typed it correctly";
		close;
	} else {
		mes "[Woman]";
		mes "Sorry you got it wrong";
		close;
	}

Normally you may not input a negative number with this command.
This is done to prevent exploits in badly written scripts, which would let 
people, for example, put negative amounts of Zeny into a bank script and 
receive free Zeny as a result.

The command has two optional arguments and a return value. 
The default value of 'min' and 'max' can be set with 'input_min_value' and 
'input_max_value' in script.conf.
For numeric inputs the value is capped to the range [min,max]. Returns 1 
if the value was higher than 'max', -1 if lower than 'min' and 0 otherwise.
For string inputs it returns 1 if the string was longer than 'max', -1 is 
shorter than 'min' and 0 otherwise.

---------------------------------------

*callfunc "<function>"{,<argument>,...<argument>};
*callfunc("<function>"{,<argument>,...<argument>})

This command lets you call up a function NPC. A function NPC can be called 
from any script on any map server. Using the 'return' command it will come 
back to the place that called it.

	place,50,50,6%TAB%script%TAB%Woman%TAB%115,{
		mes "[Woman]"
		mes "Lets see if you win";
		callfunc "funcNPC";
		mes "Well done you have won";
		close;
	}
	function%TAB%script%TAB%funcNPC%TAB%{
		.@win = rand(2);
		if (.@win == 0)
			return;
		mes "Sorry you lost";
		end;
	}

You can pass arguments to your function - values telling it what exactly 
to do - which will be available there with getarg() (see 'getarg').
Notice that returning is not mandatory, you can end execution right there.

If you want to return a real value from inside your function NPC, it is 
better to write it in the function form, which will also work and will 
make the script generally cleaner:

	place,50,50,6%TAB%script%TAB%Man%TAB%115,{
		mes "[Man]"
		mes "Gimme a number!";
		next;
		input .@number;
		if (callfunc("OddFunc",.@number)) mes "It's Odd!";
		close;
	}
	function%TAB%script%TAB%OddFunc%TAB%{
		if (getarg(0)%2==0) return 0;// it's even
		return 1;// it's odd
	}

Alternately, user-defined functions may be called directly without the use 
of the 'callfunc' script command.

	function<TAB>script<TAB>SayHello<TAB>{
		mes "Hello " + getarg(0);
		return 0;
	}

	place,50,50,6<TAB>script<TAB>Man<TAB>115,{
		mes "[Man]";
		SayHello strcharinfo(0);
		close;
	}

Note:

 !! A user-defined function must be declared /before/ a script attempts to
 !! call it. That is to say, any functions should be placed above scripts 
 !! or NPCs (or loaded in a separate file first) before attempting to call 
 !! them directly.

---------------------------------------

*callsub <label>{,<argument>,...<argument>};
*callsub(<label>{,<argument>,...<argument>})

This command will go to a specified label within the current script (do 
NOT use quotes around it) coming in as if it were a 'callfunc' call, and 
pass it arguments given, if any, which can be recovered there with 
'getarg'. When done there, you should use the 'return' command to go back 
to the point from where this label was called. This is used when there is 
a specific thing the script will do over and over, this lets you use the 
same bit of code as many times as you like, to save space and time, 
without creating extra NPC objects which are needed with 'callfunc'. A 
label is not callable in this manner from another script.

Example 1: callsub for checking (if checks pass, return to script)
	callsub S_CheckFull, "guild_vs2",50;
	switch( rand(4) ) {
		case 0: warp "guild_vs2",9,50;  end;
		case 1: warp "guild_vs2",49,90; end;
		case 2: warp "guild_vs2",90,50; end;
		case 3: warp "guild_vs2",49,9;  end;
	}

...

S_CheckFull:
	if (getmapusers(getarg(0)) >= getarg(1)) {
		mes "I'm sorry, this arena is full.  Please try again later.";
		close;
	}
	return;

Example 2: callsub used repeatedly, with different arguments
// notice how the Zeny check/delete is reused, instead of copy-pasting for 
// every warp.
	switch(select("Abyss Lake:Amatsu Dungeon:Anthell:Ayothaya Dungeon:Beacon Island, Pharos") {
		case 1: callsub S_DunWarp,"hu_fild05",192,207;
		case 2: callsub S_DunWarp,"ama_in02",119,181;
		case 3: callsub S_DunWarp,"moc_fild20",164,145;
		case 4: callsub S_DunWarp,"ayo_fild02",279,150;
		case 5: callsub S_DunWarp,"cmd_fild07",132,125;
		// etc
	}

...

S_DunWarp:
// getarg(0) = "mapname"
// getarg(1) = x
// getarg(2) = y
	if (Zeny >= 100) {
		Zeny -= 100;
		warp getarg(0),getarg(1),getarg(2);
	} else {
		mes "Dungeon warp costs 100 Zeny.";
	}
	close;

---------------------------------------

*getarg(<index>{,<default_value>})

This function is used when you use the 'callsub' or 'callfunc' commands. 
In the call you can specify variables that will make that call different 
from another one. This function will return an argument the function or 
subroutine was called with, and is the normal way to get them. 
This is another thing that can let you use the same code more than once. 

Argument numbering starts with 0, i.e. the first argument you gave is 
number 0. If no such argument was given, a zero is returned.

	place,50,50,6%TAB%script%TAB%Woman1%TAB%115,{
		mes "[Woman]";
		mes "Lets see if you win";
		callfunc "funcNPC",2;
		mes "Well done you have won";

	...

	place,52,50,6%TAB%script%TAB%Woman2%TAB%115,{
		mes "[Woman]";
		mes "Lets see if you win";
		callfunc "funcNPC",5;
		mes "Well done you have won";

	...

	function%TAB%script%TAB%funcNPC%TAB%{
		.@win = rand(getarg(0));
		if(.@win==0) return;
		mes "Sorry you lost";

"woman1" NPC object calls the funcNPC. The argument it gives in this call 
is stated as 2, so when the random number is generated by the 'rand' 
function, it can only be 0 or 1. Whereas "woman2" gives 5 as the argument 
number 0 when calling the function, so the random number could be 0, 1, 2, 
3 or 4, this makes "woman2" less likely to say the player won. 

You can pass multiple arguments in a function call:

	callfunc "funcNPC",5,4,3;

getarg(0) would be 5, getarg(1) would be 4 and getarg(2) would be 3.

Getarg also has an optional argument:
If the target argument exists, it is returned.
Otherwise, if <default_value> is present it is returned instead, if not 
the script terminates immediately.

In previous example getarg(2,-1) would be 3 and getarg(3,-1) would be -1.

---------------------------------------

*getargcount()

This function is used when you use the 'callsub' or 'callfunc' commands. 
In the call you can specify arguments. This function will return the 
number of arguments provided.

Example:
	callfunc "funcNPC",5,4,3;
	...
	function%TAB%script%TAB%funcNPC%TAB%{
		.@count = getargcount(); // 3
		...
	}

---------------------------------------

*return {<value>};

This command causes the script execution to leave previously called 
function with callfunc or script with callsub and return to the location, 
where the call originated from. Optionally a return value can be supplied, 
when the call was done using the function form. 

Using this command outside of functions or scripts referenced by callsub 
will result in error and termination of the script.

	callfunc "<your function>";// when nothing is returned
	<variable> = callfunc("<your function>");
    // when a value is being returned

---------------------------------------

*function <function name>;
*<function name>{(<argument>,...<argument>)};
*function <function name> {
<code>
}

This works like callfunc, and is used for cleaner and faster scripting. 
The function must be defined and used within a script, and works like a 
label with arguments.
Note that the name may only contain alphanumeric characters and underscore.

Usage:

    1. Declare the function.
	function <function name>;
    2. Call the function anywhere within the script.
       It can also return a value when used with parentheses.
	<function name>;
    3. Define the function within the script.
	<function name> {<code>}

Example:

prontera,154,189,4	script	Item Seller	767,{
	/* Function declaration */
	function SF_Selling;

	if (Zeny > 50) {
		mes "Welcome!";
		/* Function call */
		SF_Selling;
	}
	else mes "You need 50z, sorry!";
	close;

	/* Function definition */
	function SF_Selling {
		mes "Would you like to buy a phracon for 50z?";
		next;
		if(select("Yes","No, thanks") == 1) {
			Zeny -= 50;
			getitem 1010,1;
			mes "Thank you!";
		}
		return;
	}
}

Example with parameters and return value:

prontera,150,150,0	script	TestNPC	123,{
	/* Function declaration */
	function MyAdd;

	mes "Enter two numbers.";
	next;
	input .@a;
	input .@b;
	/* Function call */
	mes .@a+" + "+.@b+" = "+MyAdd(.@a,.@b);
	close;

	/* Function definition */
	function MyAdd {
		return getarg(0)+getarg(1);
	}
}


---------------------------------------

*is_function("<function name>")

This command checks whether a function exists.
It returns 1 if function is found, or 0 if it isn't.

Example:

	function	script	try	{
		dothat;
	}

	-	script	test	-1,{
		.@try = is_function("try"); // 1
		.@not = is_function("not"); // 0
	}

---------------------------------------

*if (<condition>) <statement>;

This is the basic conditional statement command, and just about the only 
one available in this scripting language. 

The condition can be any expression. All expressions resulting in a 
non-zero value will be considered True, including negative values. All 
expressions resulting in a zero are false.

If the expression results in True, the statement will be executed. If it 
isn't true, nothing happens and we move on to the next line of the script.

    if (1)  mes "This will always print.";
    if (0)  mes "And this will never print.";
    if (5)  mes "This will also always print.";
    if (-1) mes "Funny as it is, this will also print just fine.";

For more information on conditional operators see the operators section 
above.
Anything that is returned by a function can be used in a condition check 
without bothering to store it in a specific variable:

	if (strcharinfo(0)=="Daniel Jackson") mes "It is true, you are Daniel!";

More examples of using the 'if' command in the real world:

Example 1:

	.@var1 = 1;
	input .@var2;
	if (.@var1 == .@var2)
		close;
	mes "Sorry that is wrong";
	close;

Example 2:

	.@var1 = 1;
	input .@var2;
	if (.@var1 != .@var2)
	mes "Sorry that is wrong";
	close;

(Notice examples 1 and 2 have the same effect.)

Example 3:

	++.@var1;
	mes "[Forgetfull Man]";
	if (.@var == 1) mes "This is the first time you have talked to me";
	if (.@var == 2) mes "This is the second time you have talked to me";
	if (.@var == 3) mes "This is the third time you have talked to me";
	if (.@var == 4) mes "This is the forth time you have talked to me, but I think I am getting amnesia, I have forgotten about you";
	if (.@var == 4) .@var = 0;
	close;

Example 4:

	mes "[Quest Person]";
	// The (AegisName) constant Apple comes from item_db, it is the item number 512.
	if (countitem(Apple) >= 1) {
		mes "Oh an apple, I didn't want it, I just wanted to see one";
		close;
	}
	mes "Can you please bring me an apple?";
	close;

Example 5: Using complex conditions.

	mes "[Multi Checker]";
	if ((queststarted == 1) && (countitem(Apple) >= 5)) {
		// Executed only if the quest has been started AND You have 5 apples
		mes "[Multi Checker]";
		mes "Well done you have started the quest of got me 5 apples";
		mes "Thank you";
		queststarted = 0;
		delitem Apple, 5;
		close;
	}
	mes "Please get me 5 apples";
	queststarted = 1;
	close;

If the condition doesn't meet, it'll do the action following the else.
We can also group several actions depending on a condition, this way:

if (<condition) {
	dothis1;
	dothis2;
	dothis3;
} else {
	dothat1;
	dothat2;
	dothat3;
	dothat4;
}

Example 6:

	mes "[Person Checker]";
	if ($name$ == "") {
		mes "Please tell me someone's name";
		next;
		input $name$;
		$name2$ = strcharinfo(0);
		mes "[Person Checker]";
		mes "Thank you";
		close;
	}
	if ($name$ == strcharinfo(0)) {
		mes "You are the person that " +$name2$+ " just mentioned";
		mes "nice to meet you";
	} else {
		mes "You are not the person that " +$name2$+ " mentioned";
	}
	$name$ = "";
	$name2$ = "";
	close;

See 'strcharinfo' for explanation of what this function does.

Remember that if you plan to do several actions upon the condition being 
false, and you forget to use the curly braces (the { } ), the second 
action will be executed regardless the output of the condition, unless of 
course, you stop the execution of the script if the condition is true 
(that is, in the first grouping using a return; , and end; or a close; ).

Also, you can have multiple conditions nested or chained, and don't worry 
about limits as to how many nested if you can have, there is no spoon ;).

...
if (<condition 1>)
	dothis;
else if (<condition 2>) {
	dotheother;
	do that;
	end;
} else
	do this;
...

---------------------------------------

*jump_zero (<condition>),<label>;

This command works like an 'if'+'goto' combination in one go. (See 'if'). 
If the condition is false (equal to zero) this command will immediately 
jump to the specified label like in 'goto'.

This command should not be used in scripts directly.

The main reason for this command is that other control statements, like 
'switch', 'for' or 'while', are disassembled into simple expressions 
together with this command when a script is parsed.

---------------------------------------

*while (<condition>) <statement>;

This is probably the simplest and most frequently used loop structure. The 
'while' statement can be interpreted as "while <condition> is true, 
perform <statement>". It is a pretest loop, meaning the conditional 
expression is tested before any of the statements in the body of the loop 
are performed. If the condition evaluates to false, the statement(s) in 
the body of the loop is/are never executed. If the condition evaluates to 
true, the statement(s) are executed, then control transfers back to the 
conditional expression, which is reevaluated and the cycle continues.

Multiple statements can be grouped with { }, curly braces, just like with 
the 'if' statement.

Example 1:
	while (switch(select("Yes:No") == 2 ))
		mes "You picked no.";

Example 2: multiple statements
	while (switch(select("Yes:No") == 2 )) {
		mes "Why did you pick no?";
		mes "You should pick yes instead!";
	}

Example 3: counter-controlled loop
	.@i = 1;
	while (.@i <= 5) {
		mes "This line will print 5 times.";
		++.@i;
	}

Example 4: sentinel-controlled loop
	mes "Input 0 to stop";
	input .@num;
	while (.@num != 0) {
		mes "You entered " + .@num;
		input .@num;
	}
	close;

---------------------------------------

*for (<variable initialization>; <condition>; <variable update>) <statement>;

Another pretest looping structure is the 'for' statement. It is considered 
a specialized form of the 'while' statement, and is usually associated 
with counter-controlled loops. Here are the steps of the 'for' statement: 
the initialize statement is executed first and only once. The condition 
test is performed. When the condition evaluates to false, the rest of the 
for statement is skipped. When the condition evaluates to true, the body 
of the loop is executed, then the update statement is executed (this 
usually involves incrementing a variable). Then the condition is 
reevaluated and the cycle continues. 

Example 1:
	for (.@i = 0; .@i < 5; ++.@i)
		mes "This line will print 5 times.";

Example 2:
	mes "This will print the numbers 1 - 5.";
	for (.@i = 1; .@i <= 5; ++.@i)
		mes .@i;

---------------------------------------

*do { <statement>; } while (<condition>);

The 'do...while' is the only post-test loop structure available in this 
script language. With a post-test, the statements are executed once before 
the condition is tested. When the condition is true, the statement(s) are 
repeated. When the condition is false, control is transferred to the 
statement following the 'do...while' loop expression.

Example 1: sentinel-controlled loop
	mes "This menu will keep appearing until you pick Cancel";
	do {
		.@choice = select("One:Two:Three:Cancel");
	} while (.@choice != 4);

Example 2: counter-controlled loop
	mes "This will countdown from 10 to 1.";
	.@i = 10;
	do {
		mes .@i--;
	} while (.@i > 0);

---------------------------------------

*freeloop(<toggle>)

Toggling this to enabled (1) allows the script instance to bypass the 
infinite loop protection, allowing your script to loop as much as it may 
need. Disabling (0) may warn you if an infinite loop is detected if your
script is looping too many times.

Please note, once again, that this isn't a solution to all problems, and by
disabling this protection your Hercules server may become laggy or
unresponsive if the script it is used in is performing lenghty loop
operations.

Example:
	freeloop(1); // enable script to loop freely

	//Be aware with what you do here.
	for (.@i = 0; .@i < .@bigloop; ++.@i) {
		dothis;
		// will sleep the script for 1ms when detect an infinity loop to 
		// let Hercules do what it need to do (socket, timer, process, 
		// etc.)
	}

	freeloop(0); // disable

	for (.@i = 0; .@i < .@bigloop; ++.@i) {
		dothis;
		// throw an infinity loop error
	}

---------------------------------------

*setarray <array name>[<first value>],<value>{,<value>...<value>};

This command will allow you to quickly fill up an array in one go. Check 
the Kafra scripts in the distribution to see this used a lot.

	setarray .@array[0], 100, 200, 300, 400, 500, 600;

The index of the first element of the array to alter can be omitted if
zero. For example:

	setarray .@array, 200, 200, 200;
	setarray .@array[1], 300, 150;

will produce:

 .@array[0] = 200
 .@array[1] = 300
 .@array[2] = 150

---------------------------------------

*cleararray <array name>[<first value to alter>],<value>,<number of values to set>;

This command will change many array values at the same time to the same 
value.

	setarray .@array, 100, 200, 300, 400, 500, 600;
	// This will make all 6 values 0
	cleararray .@array[0], 0, 6;
	// This will make array element 0 change to 245
	cleararray .@array[0], 245, 1;
	// This is equivalent to the above
	cleararray .@array, 245, 1;
	// This will make elements 1 and 2 change to 345
	cleararray .@array[1], 345, 2;

See 'setarray'.

---------------------------------------

*copyarray <destination array>[<first value>],<source array>[<first value>],<amount of data to copy>;

This command lets you quickly shuffle a lot of data between arrays, which 
is in some cases invaluable.

	setarray .@array, 100, 200, 300, 400, 500, 600;
	// So we have made .@array[]
	copyarray .@array2[0],.@array[2],2;

	// Now, .@array2[0] will be equal to .@array[2] (300) and 
	// .@array2[1] will be equal to .@array[3].

So using the examples above:
 .@array[0] = 100
 .@array[1] = 200
 .@array[2] = 300
 .@array[3] = 400
 .@array[4] = 500
 .@array[5] = 600
 
New Array:
 .@array2[0] = 300
 .@array2[1] = 400
 .@array2[2] = 0
 .@array2[3] = 0

Notice that .@array[4] and .@array[5] won't be copied to the second array,
and it will return a 0.

---------------------------------------

*deletearray <array name>[<first value>],<how much to delete>;

This command will delete a specified number of array elements totally from 
an array, shifting all the elements beyond this towards the beginning.

	// This will delete array element 0, and move all the other array 
	// elements up one place.
	deletearray .@array[0],1

	// This would delete array elements numbered 1, 2 and 3, leave element 0 
	// in its place, and move the other elements ups, so there are no gaps.
	deletearray .@array[1],3

If the amount of items to delete is not specified, all elements of the
array starting from the specified one to the end, are deleted. If no
starting element is specified either, the the entire array will be
deleted.

	// This would delete all elements of the array starting from 2, leaving
	// element 0 and 1
	deletearray .@array[2];

	// This would delete all elements of the array
	deletearray .@array;

---------------------------------------
//=====================================
1 - End of Basic-Related Commands
//=====================================
---------------------------------------


---------------------------------------
//=====================================
2 - Information-retrieving Related Commands
//=====================================
---------------------------------------

*strcharinfo(<type>)

This function will return either the name, party name or guild name for 
the invoking character. Whatever it returns is determined by type.
(0) PC_NAME		- Character's name.
(1) PC_PARTY	- The name of the party they're in if any.
(2) PC_GUILD	- The name of the guild they're in if any.
(3) PC_MAP		- The name of the map the character is in.
 
If a character is not a member of any party or guild, an empty string will 
be returned when requesting that information.

Note: Numbers can also be used in <type>, but their usage is disncouraged as
using only numbers reduces script readability

---------------------------------------

*strnpcinfo(<type>)

This function will return the various parts of the name of the calling NPC.
Whatever it returns is determined by type.

 0 - The NPC's display name (visible#hidden)
 1 - The visible part of the NPC's display name
 2 - The hidden part of the NPC's display name
 3 - The NPC's unique name (::name)
 4 - The name of the map the NPC is in.

---------------------------------------

*getarraysize(<array name>)

This function returns highest index of the array that is filled.
Notice that zeros and empty strings at the end of this array are not
counted towards this number.

For example:

	setarray .@array, 100, 200, 300, 400, 500, 600;
	.@arraysize = getarraysize(.@array);

This will make .@arraysize == 6. But if you try this:

	setarray .@array, 100, 200, 300, 400, 500, 600, 0;
	.@arraysize = getarraysize(.@array);

.@arraysize will still equal 6, even though you've set 7 values.

If you do this:

	.@array[1000] = 1;
	.@arraysize = getarraysize(.@array);

.@arraysize will be 1000, even though only one element has been set.

---------------------------------------

*getelementofarray(<array name>,<index>)

This command retrieves the value of the element of given array at given 
index. This is equivalent to using:

	<array name>[<index>]

The reason for this is, that this short form is internally converted into 
a call to getelementofarray, when the script is loaded.

Also useful when passing arrays to functions or accessing another npc's 
arrays: 
	getelementofarray(getarg(0),<index>)
	getelementofarray(getvariableofnpc(.var, "testNPC"),<index>)

---------------------------------------

*readparam(<parameter number>)

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'.

Example parameters:

StatusPoint, BaseLevel, SkillPoint, Class, Upper, Zeny, Sex, Weight, 
MaxWeight, JobLevel, BaseExp, JobExp, NextBaseExp, NextJobExp, Hp, MaxHp, 
Sp, MaxSp, BaseJob, Karma, Manner, bVit, bDex, bAgi, bStr, bInt, bLuk

All of these also behave as variables, but don't expect to be able to just 
'set' them - some will not work for various internal reasons.

Example 1:

	// Returns how many status points you haven't spent yet.
	mes "Unused status points: "+readparam(9);

Using this particular information as a function call is not required. 
Typing this will return the same result:

	mes "Unused status points: "+StatusPoint;

Example 2:

You can also use this command to get stat values.

	if (readparam(bVit) > 77)
		mes "Only people with over 77 Vit are reading this!";

Example 3:

	// Display your current weight
	mes "Your current weight is "+( Weight/10 )+"/"+( MaxWeight/10 );

---------------------------------------

*getcharid(<type>{,"<character name>"})

This function will return a unique ID number of the invoking character, 
or, if a character name is specified, of that player.

Type is the kind of associated ID number required:

 0 - Character ID number.
 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).

If the character is not in a party or not in a guild, the function will 
return 0 if guild or party number is requested. If a name is specified and 
the character is not found, 0 is returned.

If getcharid(0) returns a zero, the script got called not by a character 
and doesn't have an attached RID. Note that this will cause the map server 
to print "player not attached!" error messages, so it is preferred to use 
"playerattached" to check for the character attached to the script.

if( getcharid(2) == 0 ) mes "Only members of a guild are allowed here!";

---------------------------------------

*getnpcid(<type>{,"<npc name>"});

Retrieves IDs of the currently invoked NPC. If a unique npc name is given, 
IDs of that NPC are retrieved instead. Type specifies what ID to retrieve 
and can be one of the following:

	0 - Unit ID (GID)

If an invalid type is given or the NPC does not exist, 0 is returned.

---------------------------------------

*getchildid()
*getmotherid()
*getfatherid()

These functions return the character ID of the attached player's child, 
mother, mother, or father, respectively. It returns 0 if no ID is found.

	if (getmotherid()) mes "Your mother's ID is: "+getmotherid();

---------------------------------------

*ispartneron()

This function returns 1 if the invoking character's marriage partner is 
currently online and 0 if they are not or if the character has no partner.

---------------------------------------

*getpartnerid()

This function returns the character ID of the invoking character's 
marriage partner, if any. If the invoking character is not married, it 
will return 0, which is a quick way to see if they are married:

	if (!getpartnerid()) mes "I'm not going to be your girlfriend!";
	if (getpartnerid()) mes "You're married already!";

---------------------------------------

*getpartyname(<party id>)

This function will return the name of a party that has the specified ID 
number. If there is no such party ID, "null" will be returned.

Lets say the ID of a party was saved as a global variable:

	// This would return the name of the party from the ID stored in a 
	// variable
	mes "You're in the '"+getpartyname($@var)+"' party, I know!";

---------------------------------------

*getpartymember <party id>{,<type>};

This command will find all members of a specified party and returns their 
names (or character id or account id depending on the value of "type") 
into an array of temporary global variables. There's actually quite a few 
commands like this which will fill a special variable with data upon 
execution and not do anything else.

Upon executing this,

$@partymembername$[] is a global temporary string array which contains all 
                     the names of these party members.
                     (only set when type is 0 or not specified)

$@partymembercid[]   is a global temporary number array which contains the 
                     character id of these party members.
                     (only set when type is 1)

$@partymemberaid[]   is a global temporary number array which contains the 
                     account id of these party members.
                     (only set when type is 2)

$@partymembercount   is the number of party members that were found.

The party members will (apparently) be found regardless of whether they 
are online or offline. Note that the names come in no particular order.

Be sure to use $@partymembercount to go through this array, and not 
'getarraysize', because it is not cleared between runs of 'getpartymember'.
If someone with 7 party members invokes this script, the array would have 
7 elements. But if another person calls up the NPC, and he has a party of 
5, the server will not clear the array for you, overwriting the values 
instead. So in addition to returning the 5 member names, the 6th and 7th 
elements from the last call remain, and you will get 5+2 members, of which 
the last 2 don't belong to the new guy's party. $@partymembercount will 
always contain the correct number, (5) unlike 'getarraysize()' which will 
return 7 in this case.

Example 1: list party member names

	// get the party member names
	getpartymember getcharid(1),0;
	
	// It's a good idea to copy the global temporary $@partymember***** 
	// variables to your own scope variables because if you have pauses in 
	// this script (sleep, sleep2, next, close2, input, menu, select, or 
	// prompt), another player could click this NPC, trigger 
	// 'getpartymember', and overwrite the $@partymember***** variables.
	.@count = $@partymembercount;
	copyarray .@name$[0], $@partymembername$[0], $@partymembercount;
	
	// list the party member names
	for (.@i = 0; .@i < .@count; ++.@i) {
		mes (.@i +1) + ". ^0000FF" + .@name$[.@i] + "^000000";
	}
	close;


Example 2: check party count (with a 'next' pause), before warping to event

	.register_num = 5; // How many party members are required?
	
	// get the charID and accountID of character's party members
	getpartymember getcharid(1), 1;
	getpartymember getcharid(1), 2;
	
	if ($@partymembercount != .register_num) {
		mes "Please form a party of "+ .register_num +" to continue";
		close;
	}
	
	// loop through both and use 'isloggedin' to count online party members
	for (.@i = 0; .@i < $@partymembercount; ++.@i)
		if (isloggedin($@partymemberaid[.@i], $@partymembercid[.@i]))
			.@count_online++;
	// We search accountID & charID because a single party can have 
	// multiple characters from the same account. Without searching 
	// through the charID, if a player has 2 characters from the same 
	// account inside the party but only 1 char online, it would count 
	// their online char twice.
	
	if (.@count_online != .register_num) {
		mes "All your party members must be online to continue";
		close;
	}
	
	// copy the array to prevent players cheating the system
	copyarray .@partymembercid, $@partymembercid, .register_num;
	
	mes "Are you ready?";
	next; // careful here
	select "Yes";
	
	// When a script hits a next, menu, sleep or input that pauses the 
	// script, players can invite or /leave and make changes in their 
	// party. To prevent this, we call getpartymember again and compare 
	// with the original values.
	
	getpartymember getcharid(1), 1;
	if ($@partymembercount != .register_num) {
		mes "You've made changes to your party !";
		close;
	}
	for (.@i = 0; .@i < $@partymembercount; ++.@i) {
		if (.@partymembercid[.@i] != $@partymembercid[.@i]) {
			mes "You've made changes to your party !";
			close;
		}
	}
	
	// Finally, it's safe to start the event!
	warpparty "event_map", 0,0, getcharid(1);

---------------------------------------

*getpartyleader(<party id>{,<type>})

This function returns some information about the given party-id's leader.
When type is omitted, the default information retrieved is the leader's 
name. Possible types are:

	1: Leader account id
	2: Leader character id
	3: Leader's class
	4: Leader's current map name
	5: Leader's current level as stored on the party structure (may not be
	   current level if leader leveled up recently).

If retrieval fails (leader not found or party does not exist), this 
function returns "null" instead of the character name, and -1 for the 
other types.

---------------------------------------

*getlook(<type>)

This function will return the number for the current character look value 
specified by type. See 'setlook' for valid look types.

This can be used to make a certain script behave differently for 
characters dressed in black. :)

---------------------------------------

*getsavepoint(<information type>)

This function will return information about the invoking character's save 
point. You can use it to let a character swap between several recorded 
save points. Available information types are:

 0 - Map name (a string)
 1 - X coordinate
 2 - Y coordinate

---------------------------------------
 
*getcharip({"<character name>"|<account id>|<char id>})

This function will return the IP address of the invoking character, or, if 
a player is specified, of that character. A blank string is returned if no 
player is attached.
 
Examples:

// Outputs IP address of attached player.
	mes "Your IP: " + getcharip();

// Outputs IP address of character "Silver".
	mes "Silver's IP: " + getcharip("Silver");
	
---------------------------------------

*sit({"<character name>"})
*stand({"<character name>"})

This function will force a character to sit/stand if it is standing/sitting.
If no player is specified, the attached player will be used.

---------------------------------------

*issit({"<character name>"})

This function will return a number depending on the character's sitting state.
If the character is sitting, it will return 1, otherwise (standing) it will return 0.
In case no player is specified, the function will return the state of the attached player.

---------------------------------------
//=====================================
2.1 - Item-Related Commands
//=====================================
---------------------------------------

*getequipid(<equipment slot>)

This function returns the item ID of the item equipped in the equipment 
slot specified on the invoking character. If nothing is equipped there, it 
returns -1. Valid equipment slots are:

EQI_HEAD_TOP (1)          - Upper head gear
EQI_ARMOR (2)             - Armor (Where you keep your Jackets and Robes)
EQI_HAND_L (3)            - What is in your Left hand.
EQI_HAND_R (4)            - What is in your Right hand.
EQI_GARMENT (5)           - The garment slot (Mufflers, Hoods, Manteaus)
EQI_SHOES (6)             - What foot gear the player has on.
EQI_ACC_L (7)             - Accessory 1.
EQI_ACC_R (8)             - Accessory 2.
EQI_HEAD_MID (9)          - Middle Headgear (masks and glasses)
EQI_HEAD_LOW (10)         - Lower Headgear (beards, some masks)
EQI_COSTUME_HEAD_LOW (11) - Lower Costume Headgear
EQI_COSTUME_HEAD_MID (12) - Middle Costume Headgear
EQI_COSTUME_HEAD_TOP (13) - Upper Costume Headgear
EQI_COSTUME_GARMENT (14)  - Costume Garment
EQI_SHADOW_ARMOR (15)     - Shadow Armor
EQI_SHADOW_WEAPON (16)    - Shadow Weapon
EQI_SHADOW_SHIELD (17)    - Shadow Shield
EQI_SHADOW_SHOES (18)     - Shadow Shoes
EQI_SHADOW_ACC_R (19)     - Shadow Accessory 2
EQI_SHADOW_ACC_L (20)     - Shadow Accessory 1

Notice that a few items occupy several equipment slots, and if the 
character is wearing such an item, 'getequipid' will return it's ID number 
for either slot.

Can be used to check if you have something equipped, or if you haven't got 
something equipped:

	if(getequipid(EQI_HEAD_TOP) == Tiara) {
		mes "What a lovely Tiara you have on";
		close;
	}
	mes "Come back when you have a Tiara on";
	close;

You can also use it to make sure people don't pass a point before removing 
an item totally from them. Let's say you don't want people to wear Legion 
Plate armor, but also don't want them to equip if after the check, you 
would do this:

	if (getequipid(EQI_ARMOR) == Full_Plate_Armor || getequipid(EQI_ARMOR) == Full_Plate_Armor_) {
		mes "You are wearing some Legion Plate Armor, please drop that in your stash before continuing";
		close;
	}
	if (countitem(Full_Plate_Armor) > 0 || countitem(Full_Plate_Armor_) > 0) {
		mes "You have some Legion Plate Armor in your inventory, please drop that in your stash before continuing";
		close;
	}
	mes "I will lets you pass";
	close2;
	warp "place",50,50;
	end;

---------------------------------------

*getequipname(<equipment slot>)

Returns the jname of the item equipped in the specified equipment slot on 
the invoking character, or an empty string if nothing is equipped in that 
position.
Does the same thing as getitemname(getequipid()). Useful for an NPC to 
state what your are wearing, or maybe saving as a string variable.
See 'getequipid' for a full list of valid equipment slots.

	if( getequipname(EQI_HEAD_TOP) != "" )
		mes "So you are wearing a "+getequipname(EQI_HEAD_TOP)+" on your head";
	else
		mes "You are not wearing a head gear";

---------------------------------------

*getitemname(<item id>)

Given the database ID number of an item, this function will return the 
text stored in the 'japanese name' field (which, in Hercules, stores an 
English name the players would normally see on screen).

---------------------------------------

*getbrokenid(<number>)

This function will search the invoking character's inventory for any 
broken items, and will return their item ID numbers. Since the character 
may have several broken items, 1 given as an argument will return the 
first one found, 2 will return the second one, etc. Will return 0 if no 
such item is found.

	// Let's see if they have anything broken:
	if (getbrokenid(1)==0)
		mes "You don't have anything broken, quit bothering me.";
	else // They do, so let's print the name of the first broken item:
		mes "Oh, I see you have a broken "+getitemname(getbrokenid(1))+" here!";

---------------------------------------

*getequipisequiped(<equipment slot>)

This functions will return 1 if there is an equipment placed on the 
specified equipment slot and 0 otherwise. For a list of equipment slots 
see 'getequipid'. Function originally used by the refining NPCs:

	if (getequipisequiped(EQI_HEAD_TOP)) {
		mes "[Refiner]";
		mes "That's a fine hat you are wearing there...";
		close;
	}
	mes "[Refiner]";
	mes "Do you want me to refine your dumb head?";
	close;

---------------------------------------

*getequipisenableref(<equipment slot>)

Will return 1 if the item equipped on the invoking character in the 
specified equipment slot is refinable, and 0 if it isn't. For a list of 
equipment slots see 'getequipid'.

	if (getequipisenableref(EQI_HEAD_TOP)) {
		mes "[Refiner]";
		mes "Ok I can refine this";
		close;
	}
	mes "[Refiner]";
	mes "I can't refine this hat!...";
	close;

---------------------------------------

*getequiprefinerycnt(<equipment slot>)

Returns the current number of pluses for the item in the specified 
equipment slot. For a list of equipment slots see 'getequipid'.

Can be used to check if you have reached a maximum refine value, default 
for this is +10:

	if(getequiprefinerycnt(EQI_HEAD_TOP) < 10)
		mes "I will now upgrade your "+getequipname(EQI_HEAD_TOP);
	else
		mes "Sorry, it's not possible to refine hats better than +10";
	close;

---------------------------------------

*getequipweaponlv(<equipment slot>)

This function returns the weapon level for the weapon equipped in the 
specified equipment slot on the invoking character. For a list of 
equipment slots see 'getequipid'.

Only EQI_HAND_L and EQI_HAND_R normally make sense, since only weapons 
have a weapon level. You can, however, probably, use this field for other 
equippable custom items as a flag or something.

If no item is equipped in this slot, or if it doesn't have a weapon level 
according to the database, 0 will be returned.

Examples:

// Right hand can only contain a weapon.
	switch (getequipweaponlv(EQI_HAND_R)) {
		case 1: mes "You are holding a lvl 1 weapon."; break;
		case 2: mes "You are holding a lvl 2 weapon."; break;
		case 3: mes "You are holding a lvl 3 weapon."; break;
		case 4: mes "You are holding a lvl 4 weapon."; break;
		case 5: mes "You are holding a lvl 5 weapon, hm, must be a custom design..."; break;
		default: mes "Seems you don't have a weapon on."; break;
	}

// Left hand can hold either a weapon or shield.
	if (getequipid(EQI_HAND_R) == 0) {
		mes "Seems you have nothing equipped here.";
		close;
	}
	switch (getequipweaponlv(EQI_HAND_L)) {
		case 0: mes "You are holding a shield, so it doesn't have a level."; break;
		case 1: mes "You are holding a lvl 1 weapon."; break;
		case 2: mes "You are holding a lvl 2 weapon."; break;
		case 3: mes "You are holding a lvl 3 weapon."; break;
		case 4: mes "You are holding a lvl 4 weapon."; break;
		case 5: mes "You are holding a lvl 5 weapon, hm, must be a custom design..."; break;
	}

---------------------------------------

*getequippercentrefinery(<equipment slot>)

This function calculates and returns the percent value chance to 
successfully refine the item found in the specified equipment slot of the 
invoking character by +1. There is no actual formula, the success rate for 
a given weapon level of a certain refine level is found in the 
db/refine_db.txt file. For a list of equipment slots see 'getequipid'.

These values can be displayed for the player to see, or used to calculate 
the random change of a refine succeeding or failing and then going through 
with it (which is what the official NPC refinery scripts use it for).

// This will find a random number from 0 - 99 and if that is equal to or 
// more than the value recovered by this command it will show a message
	if (getequippercentrefinery(EQI_HAND_L) <= rand(100))
		mes "Aww";

---------------------------------------

*getareadropitem("<map name>",<x1>,<y1>,<x2>,<y2>,<item>)

This function will count all the items with the specified ID number lying 
on the ground on the specified map within the x1/y1-x2/y2 square on it and 
return that number.

This is the only function around where a parameter may be either a string 
or a number! If it's a number, it means that only the items with that item 
ID number will be counted. If it is a string, it is assumed to mean the 
'english name' field from the item database. If you give it an empty 
string, or something that isn't found from the item database, it will 
count items number '512' (apples).

---------------------------------------

*getequipcardcnt(<equipment slot>)

This function will return the number of cards that have been compounded 
onto a specific equipped item for the invoking character. See 'getequipid' 
for a list of possible equipment slots.

---------------------------------------

*getinventorylist;

This command sets a bunch of arrays with a complete list of whatever the 
invoking character has in its inventory, including all the data needed to 
recreate these items perfectly if they are destroyed. Here's what you get:

@inventorylist_id[]        - array of item ids.
@inventorylist_amount[]    - their corresponding item amounts.
@inventorylist_equip[]     - whether the item is equipped or not.
@inventorylist_refine[]    - for how much it is refined.
@inventorylist_identify[]  - whether it is identified.
@inventorylist_attribute[] - whether it is broken.
@inventorylist_card1[]     - These four arrays contain card data for the
@inventorylist_card2[]       items. These data slots are also used to store
@inventorylist_card3[]       names inscribed on the items, so you can
@inventorylist_card4[]       explicitly check if the character owns an item
                             made by a specific craftsman.
@inventorylist_expire[]    - expire time (Unix time stamp). 0 means never 
                             expires.
@inventorylist_count       - the number of items in these lists.
@inventorylist_bound       - whether it is an account bounded item or not.

This could be handy to save/restore a character's inventory, since no 
other command returns such a complete set of data, and could also be the
only way to correctly handle an NPC trader for carded and named items who 
could resell them - since NPC objects cannot own items, so they have to 
store item data in variables and recreate the items.

Notice that the variables this command generates are all temporary, 
attached to the character, and integer.

Be sure to use @inventorylist_count to go through these arrays, and not 
'getarraysize', because the arrays are not automatically cleared between 
runs of 'getinventorylist'.

---------------------------------------

*cardscnt()

This function will return the number of cards inserted into the weapon 
currently equipped on the invoking character.
While this function was meant for item scripts, it will work outside them:

	if (cardscnt()==4) mes "So you've stuck four cards into that weapon, think you're cool now?";

---------------------------------------

*getrefine()

This function will return the refine count of the equipment from which 
the function is called. This function is intended for use in item scripts.

	if (getrefine()==10) mes "Wow. That's a murder weapon.";

---------------------------------------

*getnameditem(<item id>,"<name to inscribe>");
*getnameditem("<item name>","<name to inscribe>");

This function is equivalent to using 'getitem', however, it will not just 
give the character an item object, but will also inscribe it with a 
specified character's name. You may not inscribe items with arbitrary 
strings, only with names of characters that actually exist. While this 
isn't said anywhere specifically, apparently, named items may not have 
cards in them, slots or no - these data slots are taken by the character 
ID who's name is inscribed. Only one remains free and it's not quite clear 
if a card may be there.

This function will return 1 if an item was successfully created and 0 if 
it wasn't for whatever reason. Like 'getitem', this function will also 
accept an 'english name' from the item database as an item name and will 
return 0 if no such item exists.

---------------------------------------

*getitemslots(<item ID>)

This function will look up the item with the specified ID number in the 
database and return the number of slots this kind of items has - 0 if they 
are not slotted. It will also be 0 for all non-equippable items, 
naturally, unless someone messed up the item database. It will return -1 
if there is no such item.

Example:

//.@slots now has the amount of slots of the item with ID 1205.
	.@slots = getitemslots(1205);

---------------------------------------

*getiteminfo(<item ID>,<type>)

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..
		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 - look; 12 - elv; 13 - wlv; 14 - view id
	
	If RENEWAL is defined, 15 - matk

Check sample in doc/sample/getiteminfo.txt

---------------------------------------

*getequipcardid(<equipment slot>,<card slot>)

Returns value for equipped item slot in the indicated slot (0, 1, 2, or 3).

This function returns CARD ID, 255,254,-255 (for card 0, if the item is 
produced). It's useful for when you want to check whether an item contains 
cards or if it's signed.

---------------------------------------
//=====================================
2.1 - End of Item-Related Commands
//=====================================
---------------------------------------

*getmapxy("<variable for map name>",<variable for x>,<variable for y>,<type>{,"<search string>"})

This function will locate a character object, NPC object or pet's 
coordinates and place their coordinates into the variables specified when 
calling it. It will return 0 if the search was successful, and -1 if the 
parameters given were not variables or the search was not successful.

Type is the type of object to search for:

	0 - Character object
	1 - NPC object
	2 - Pet object
	3 - Monster object
	4 - Homunculus object
	5 - Mercenary object
	6 - Elemental object

While 3 is meant to look for a monster object, no searching will be done 
if you specify type 3, and the function will always return -1.

The search string is optional. If it is not specified, the location of the 
invoking character will always be returned for types 0 and 2, the location 
of the NPC running this function for type 1.
If a search string is specified, for types 0 and 1, the character or NPC 
with the specified name will be located. If type is 3, the search will 
locate the current pet of the character who's name is given in the search 
string, it will NOT locate a pet by name.

What a mess. Example, a working and tested one now:

	prontera,164,301,3%TAB%script%TAB%Meh%TAB%730,{
		mes "My name is Meh. I'm here so that Nyah can find me.";
		close;
	}

	prontera,164,299,3%TAB%script%TAB%Nyah%TAB%730,{
		mes "My name is Nyah.";
		mes "I will now search for Meh all across the world!";
		if (getmapxy(.@mapname$,.@mapx,.@mapy,1,"Meh")!=0) {
			mes "I can't seem to find Meh anywhere!";
			close;
		}
		mes "And I found him on map "+.@mapname$+" at X:"+.@mapx+" Y:"+.@mapy+" !";
		close;
	}

Notice that NPC objects disabled with 'disablenpc' will still be located.

---------------------------------------

*getgmlevel()

This function will return the (GM) level of player group the account to 
which the invoking character belongs. If this is somehow executed from a 
console command, 99 will be returned, and 0 will be returned if the 
account has no GM level.

This allows you to make NPC's only accessible for certain GM levels, or 
behave specially when talked to by GMs.

	if (getgmlevel()) mes "What is your command, your godhood?";
	if (getgmlevel() < 99) end;

---------------------------------------

*getgroupid()

This function will return the id of player group the account to which the 
invoking player belongs.

---------------------------------------

*gettimetick(<tick type>)

This function will return the system time in UNIX epoch time (if tick type 
is 2) or the time since the start of the current day in seconds if tick 
type is 1.
Passing 0 will make it return the server's tick, which is a measurement in
milliseconds used by the server's timer system. The server's tick is an
unsigned int which loops every ~50 days.

Just in case you don't know, UNIX epoch time is the number of seconds 
elapsed since 1st of January 1970, and is useful to see, for example, 
for how long the character has been online with OnPCLoginEvent and 
OnPCLogoutEvent, which could allow you to make an 'online time counted for 
conviction only' jail script.

---------------------------------------

*gettime(<type>)

This function returns specified information about the current system time.

1 - Seconds (of a minute)
2 - Minutes (of an hour)
3 - Hour (of a day)
4 - Week day (0 for Sunday, 6 is Saturday)
5 - Day of the month.
6 - Number of the month.
7 - Year.
8 - Day of the year.

It will only return numbers.

	if (gettime(4)==6) mes "It's a Saturday. I don't work on Saturdays.";

---------------------------------------

*gettimestr(<format string>,<max length>)

This function will return a string containing time data as specified by 
the format string.

This uses the C function 'strfmtime', which obeys special format 
characters. For a full description see, for example, the description of 
'strfmtime' at http://www.delorie.com/gnu/docs/glibc/libc_437.html
All the format characters given in there should properly work.
Max length is the maximum length of a time string to generate.

The example given in Hercules sample scripts works like this:

	mes gettimestr("%Y-%m/%d %H:%M:%S",21);

This will print a full date and time like 'YYYY-MM/DD HH:MM:SS'.

---------------------------------------

*getusers(<type>)

This function will return a number of users on a map or the whole server. 
What it returns is specified by Type.

Type can be one of the following values, which control what is returned:

	0 - Count of all characters on the map of the invoking character.
	1 - Count of all characters in the entire server.
	8 - Count of all characters on the map of the NPC the script is
		running in.

---------------------------------------

*getmapusers("<map name>")

This function will return the number of users currently located on the 
specified map.

Currently being used in the PVP scripts to check if a PVP room is full of 
not, if the number returned it equal to the maximum allowed it will not 
let you enter.

---------------------------------------

*getareausers("<map name>",<x1>,<y1>,<x2>,<y2>)

This function will return the count of connected characters which are 
located within the specified area - an x1/y1-x2/y2 square - on the 
specified map.

This is useful for maps that are split into many buildings, such as all 
the "*_in" maps, due to all the shops and houses.

---------------------------------------

*getusersname;

This command will give the invoking character a list of names of the 
connected characters (including themselves) into an NPC script message 
window (see 'mes') paging it by 10 names as if with the 'next' command.

You need to put a 'close' after that yourself.

---------------------------------------
//=====================================
2.2 - Guild-Related Commands
//=====================================
---------------------------------------

*getguildname(<guild id>)

This function returns a guild's name given an ID number. If there is no 
such guild, "null" will be returned;

	// Would print whatever guild 10007 name is.
	mes "The guild "+getguildname(10007)+" are all nice people.";

	// This will do the same as above:
	.@var = 10007;
	mes "We have some friends in "+getguildname(.@var)+", you know.";

This is used all over the WoE controlling scripts. You could also use it 
for a guild-based event.

---------------------------------------

*getguildmaster(<guild id>)

This function return the name of the master of the guild which has the 
specified ID number. If there is no such guild, "null" will be returned.

// Would return the guild master of guild 10007, whatever that might be.
	mes getguildmaster(10007)+" runs "+getguildname(10007);

Can be used to check if the character is the guild master of the specified 
guild.

Maybe you want to make a room only guild masters can enter:

	.@GID = getcharid(2);
	if (.@GID == 0) {
		mes "Sorry you are not in a guild";
		close;
	}
	if (strcharinfo(0) == getguildmaster(.@GID)) {
		mes "Welcome guild master of "+GetGuildName(.@GID);
		close;
	}
	mes "Sorry you don't own the guild you are in";
	close;

---------------------------------------

*getguildmasterid(<guild id>)

This function will return the character ID number of the guild master of 
the guild specified by the ID. 0 if the character is not a guild master of 
any guild.

---------------------------------------

*getcastlename("<map name>")

This function returns the name of the castle when given the map name for 
that castle. The data is read from 'db/castle_db.txt'.

---------------------------------------

*getcastledata("<map name>",<type of data>)
*setcastledata "<map name>",<type of data>,<value>;

This function returns the castle ownership information for the castle 
referred to by its map name. Castle information is stored in 
`guild_castle` SQL table.

Types of data correspond to `guild_castle` table columns:

 1 - `guild_id`   - Guild ID.
 2 - `economy`    - Castle Economy score.
 3 - `defense`    - Castle Defense score.
 4 - `triggerE`   - Number of times the economy was invested in today.
 5 - `triggerD`   - Number of times the defense was invested in today.
 6 - `nextTime`   - unused
 7 - `payTime`    - unused
 8 - `createTime` - unused
 9 - `visibleC`   - Is 1 if a Kafra was hired for this castle, 0 otherwise.
10 - `visibleG0`  - Is 1 if the 1st guardian is present (Soldier Guardian)
11 - `visibleG1`  - Is 1 if the 2nd guardian is present (Soldier Guardian)
12 - `visibleG2`  - Is 1 if the 3rd guardian is present (Soldier Guardian)
13 - `visibleG3`  - Is 1 if the 4th guardian is present (Archer Guardian)
14 - `visibleG4`  - Is 1 if the 5th guardian is present (Archer Guardian)
15 - `visibleG5`  - Is 1 if the 6th guardian is present (Knight Guardian)
16 - `visibleG6`  - Is 1 if the 7th guardian is present (Knight Guardian)
17 - `visibleG7`  - Is 1 if the 8th guardian is present (Knight Guardian)

All types of data have their meaning determined by War of Emperium 
scripts, with exception of:
 - `guild_id` that is always the ID of the guild that owns the castle,
 - `defense` that is used in Guardians & Emperium HP calculations,
 - `visibleG` that is always considered to hold guardian presence bits.

The 'setcastledata' command will behave identically, but instead of 
returning values for the specified types of accessible data, it will alter 
them and cause them to be sent to the char-server for storage.

Changing Guild ID or Castle Defense will trigger additional actions, like 
recalculating guardians' HP.

---------------------------------------

*getgdskilllv(<guild id>,<skill id>)
*getgdskilllv(<guild id>,"<skill name>")

This function returns the level of the skill <skill id> of the guild 
<guild id>. 
If the guild does not have that skill, 0 is returned.
If the guild does not exist, -1 is returned.
Refer to 'db/(pre-)re/skill_db.txt' for the full list of skills. 
GD_* are guild skills

---------------------------------------

*requestguildinfo <guild id>{,"<event label>"};

This command requests the guild data from the char server and merrily 
continues with the execution. Whenever the guild information becomes 
available (which happens instantly if the guild information is already in 
memory, or later, if it isn't and the map server has to wait for the char 
server to reply) it will run the specified event as in a 'doevent' call.

---------------------------------------

*getmapguildusers(<mapname>,<guild id>)

Returns the amount of characters from the specified guild on the given map.

Example:

mes "You have "+getmapguildusers("prontera",getcharid(2))+" guild members in Prontera.";

---------------------------------------
//=====================================
2.2 - End of Guild-Related Commands
//=====================================
---------------------------------------

*getskilllv(<skill id>)
*getskilllv("<skill name>")

This function returns the level of the specified skill that the invoking 
character has. If they don't have the skill, 0 will be returned. The full 
list of character skills is available in 'db/(pre-)re/skill_db.txt'.

There are two main uses for this function, it can check whether the 
character has a skill or not, and it can tell you if the level is high 
enough.

Example 1:

	if (getskilllv(TF_THROWSTONE)) {
		// TF_THROWSTONE is defined in skill_db.txt and its value is 152
		mes "You have got the skill Throw Stone";
		close;
	}
	mes "You don't have Throw Stone";
	close;

Example 2:

	if (getskilllv(AL_HEAL) == 10) {
		mes "Your heal lvl has been maxed";
		close;
	}
	if (getskilllv(AL_HEAL) >= 5) {
		mes "Your heal lvl is 5 or more";
		close;
	}
	mes "You heal skill is below lvl 5";
	close;

---------------------------------------

*getskilllist;

This command sets a bunch of arrays with a complete list of skills the 
invoking character has. Here's what you get:

@skilllist_id[]   - skill ids.
@skilllist_lv[]   - skill levels.
@skilllist_flag[] - see 'skill' for the meaning of skill flags.
@skilllist_count  - number of skills in the above arrays.

While 'getskillv' is probably more useful for most situations, this is the 
easiest way to store all the skills and make the character something else 
for a while. Advanced job for a day? :) This could also be useful to see 
how many skills a character has.

---------------------------------------

*getpetinfo(<type>)

This function will return pet information for the pet the invoking 
character currently has active. Valid types are:

 0 - Unique pet ID number as stored by the char server and distinguishing 
     it from all other pets the characters actually have. This value is 
     currently useless, at most you can use it to tell pets apart reliably.
 1 - Pet class number as per 'db/pet_db.txt' - will tell you what kind of 
     a pet it is.
 2 - Pet name. Will return "null" if there's no pet.
 3 - Pet friendly level (intimacy score). 1000 is full loyalty.
 4 - Pet hungry level. 100 is completely full.
 5 - Pet rename flag. 0 means this pet has not been named yet.

---------------------------------------

*petstat(<flag>)

Returns current pet status, all are integers except name.
Returns 0 or "" if the player doesn't have pets.

Flags usable:
PET_CLASS
PET_NAME
PET_LEVEL
PET_HUNGRY
PET_INTIMATE

Example:
	.@i = petstat(PET_CLASS);

---------------------------------------

*getmonsterinfo(<mob ID>,<type>)

This function will look up the monster with the specified ID number in the
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:
	MOB_NAME	0
	MOB_LV	1
	MOB_MAXHP	2
	MOB_BASEEXP	3
	MOB_JOBEXP	4
	MOB_ATK1	5
	MOB_ATK2	6
	MOB_DEF	7
	MOB_MDEF	8
	MOB_STR	9
	MOB_AGI	10
	MOB_VIT	11
	MOB_INT	12
	MOB_DEX	13
	MOB_LUK	14
	MOB_RANGE	15
	MOB_RANGE2	16
	MOB_RANGE3	17
	MOB_SIZE	18
	MOB_RACE	19
	MOB_ELEMENT	20
	MOB_MODE	21
	MOB_MVPEXP	22

Check sample in doc/sample/getmonsterinfo.txt

---------------------------------------

*addmonsterdrop(<mob id or name>, <item id>, <rate>)

This command will temporarily add a drop to an existing monster. If the
monster already drops the specified item, its drop rate will be updated to the
given value.

Both the monster and the item must be valid.  Acceptable values for the drop
rate are in the range [1:10000].

Return value will be 1 in case of success (the item was added or its drop rate
was updated), and 0 otherwise (there were no free item drop slots).

Example:
	// Add Poring Doll (741) to the Poring's (1002) drops, with 1% (100) rate
	addmonsterdrop(1002, 741, 100);

---------------------------------------

*delmonsterdrop(<mob id or name>, <item id>)

This command will temporarily remove a drop from an existing monster.

Both the monster and the item must be valid.

Return value will be 1 in case of success (the item was removed), and 0
otherwise (the monster didn't have the specified item in its drop list).

Example:
	// Remove Jellopy (909) from the Poring's (1002) drops
	delmonsterdrop(1002, 909);

---------------------------------------

*getmobdrops(<mob id>)

This command will find all drops of the specified mob and return the item 
IDs and drop percentages into arrays of temporary global variables. 
'getmobdrops' returns 1 if successful and 0 if the mob ID doesn't exist.

Upon executing this,

$@MobDrop_item[] is a global temporary number array which contains the 
                 item IDs of the monster's drops.

$@MobDrop_rate[] is a global temporary number array which contains the 
                 drop percentages of each item. (1 = .01%)

$@MobDrop_count  is the number of item drops found.

Be sure to use $@MobDrop_count to go through the arrays, and not 
'getarraysize', because the temporary global arrays are not cleared 
between runs of 'getmobdrops'. If a mob with 7 item drops is looked up, 
the arrays would have 7 elements. But if another mob is looked up and it 
only has 5 item drops, the server will not clear the arrays for you, 
overwriting the values instead. So in addition to returning the 5 item 
drops, the 6th and 7th elements from the last call remain, and you will 
get 5+2 item drops, of which the last 2 don't belong to the new mob. 
$@MobDrop_count will always contain the correct number (5), unlike 
'getarraysize()' which would return 7 in this case.

Example:

	// get a Mob ID from the user
	input .@mob_id;
	
	if (getmobdrops(.@mob_id)) {	// 'getmobdrops' returns 1 on success
		// immediately copy global temporary variables into scope 
		// variables, since we don't know when 'getmobdrops' will get 
		// called again for another mob, overwriting your global temporary 
		// variables.
		.@count = $@MobDrop_count;
		copyarray .@item[0],$@MobDrop_item[0],.@count;
		copyarray .@rate[0],$@MobDrop_rate[0],.@count;
		
		mes getmonsterinfo(.@mob_id,MOB_NAME) + " - " + .@count + " drops found:";
		for (.@i = 0; .@i < .@count; ++.@i) {
			mes .@item[.@i] + " (" + getitemname(.@item[.@i]) + ") " + .@rate[.@i]/100 + ((.@rate[.@i]%100 < 10) ? ".0":".") + .@rate[.@i]%100 + "%";
		}
	} else {
		mes "Unknown monster ID.";
	}
	close;

---------------------------------------

*skillpointcount()

Returns the total amount of skill points a character possesses 
(SkillPoint+SP's used in skills) This command can be used to check the 
currently attached characters total amount of skill points. This means the 
skill points used in skill are counted, and added to SkillPoints (number 
of skill points not used).

Example:

//This will set the temp character variable @skill_points to the amount of
//skill points, and then tell the player the value.
	@skill_points = skillpointcount();
	mes "You have "+@skill_points+" skill points in total!";
	
//Self-explanatory... :P
	if (skillpointcount() > 20)
		mes "Wow, you have more then 20 Skill Points in total!";

This command does not count skills which are set as flag 3 (permamently 
granted) (e.g. ALL_BUYING_STORE/ALL_INCCARRY).
---------------------------------------

*getscrate(<effect type>,<base rate>{,<GID>})

This function will return the chance of a status effect affecting the 
invoking character, in percent, modified by the their current defense 
against said status. The 'base rate' is the base chance of the status 
effect being inflicted, in percent.

	if (rand(100) > getscrate(Eff_Blind, 50)) {
		// do something
	}

You can see the full list of available effect types you can possibly 
inflict in 'db/const.txt' under 'Eff_'.

---------------------------------------
//=====================================
3 - Checking-Related Commands
//=====================================
---------------------------------------

*playerattached()

Returns the ID of the player currently attached to the script. It will 
return 0 if no one is attached, or if the attached player no longer exists 
on the map server. It is wise to check for the attached player in script 
functions that deal with timers as there's no guarantee the player will 
still be logged on when the timer triggers. Note that the ID of a player 
is actually their account ID.

---------------------------------------

*isloggedin(<account id>{,<char id>})

This function returns 1 if the specified account is logged in and 0 if 
they aren't. You can also pass the char_id to check for both account and 
char id.

---------------------------------------

*checkweight(<item id>,<amount>{,<item id>,<amount>,<item id>,<amount>,...});
*checkweight("<item name>",<amount>{,"<item name>",<amount>,"<item name>",<amount>,...});
*checkweight2(<id_array>,<amount_array>);

These functions will compute and return 1 if the total weight of the 
specified number of specific items does not exceed the invoking 
character's carrying capacity, and 0 otherwise. It is important to see if 
a player can carry the items you expect to give them, failing to do that 
may open your script up to abuse or create some very unfair errors.

The second function will check an array of items and amounts, and also
returns 1 on success and 0 on failure.

The functions, in addition to checking to see if the player is capable of 
holding a set amount of items, also ensure the player has room in their 
inventory for the item(s) they will be receiving.

Like 'getitem', this function will also accept an 'english name' from the 
database as an argument.

Example 1:

	if (checkweight(512,10)) {
		getitem 512,10;
	} else {
		mes "Sorry, you cannot hold this amount of apples!";
	}

Example 2:

	setarray .@item[0],512,513,514;
	setarray .@amount[0],10,5,5;
	if (!checkweight(.@item,.@amount)) {
		mes "Sorry, you cannot hold this amount of fruit!";
	}

---------------------------------------

*basicskillcheck()

This function will return the state of the configuration option 
'basic_skill_check' in 'battle.conf'. Returns 1 if the option is enabled 
and 0 if it isn't. If the 'basic_skill_check' option is enabled, which it 
is by default, characters must have a certain number of basic skill levels 
to sit, request a trade, use emotions, etc. Making your script behave 
differently depending on whether the characters must actually have the 
skill to do all these things might in some cases be required.

---------------------------------------

*checkoption(<option number>)
*checkoption1(<option number>)
*checkoption2(<option number>)
*setoption <option number>{,<flag>};

The 'setoption' series of functions check for a so-called option that is 
set on the invoking character. 'Options' are used to store status 
conditions and a lot of other non-permanent character data of the yes-no 
kind. For most common cases, it is better to use 'checkcart', 
'checkfalcon', 'checkpeco' and other similar functions, but there are some 
options which you cannot get at this way. They return 1 if the option is 
set and 0 if the option is not set.

Option numbers valid for the first (option) version of this command are:

0x000001 - Sight in effect.
0x000002 - Hide in effect.
0x000004 - Cloaking in effect.
0x000008 - Cart number 1 present.
0x000010 - Falcon present.
0x000020 - Peco Peco present.
0x000040 - GM Perfect Hide in effect.
0x000080 - Cart number 2 present.
0x000100 - Cart number 3 present.
0x000200 - Cart number 4 present.
0x000400 - Cart number 5 present.
0x000800 - Orc head present.
0x001000 - The character is wearing a wedding sprite.
0x002000 - Ruwach is in effect.
0x004000 - Chasewalk in effect.
0x008000 - Flying or Xmas suit.
0x010000 - Sighttrasher.
0x100000 - Warg present.
0x200000 - The character is riding a warg.

Option numbers valid for the second version (opt1) of this command are:

1 - Petrified.
2 - Frozen.
3 - Stunned.
4 - Sleeping.
6 - Petrifying (the state where you can still walk)

Option numbers valid for the third version (opt2) of this command are:

0x01 - Poisoned.
0x02 - Cursed.
0x04 - Silenced.
0x08 - Signum Crucis (plays a howl-like sound effect, but otherwise no
       visible effects are displayed)
0x10 - Blinded.
0x80 - Deadly poisoned.

Option numbers (except for opt1) are bit-masks - you can add them up to 
check for several states, but the functions will return true if at least 
one of them is in effect.

'setoption' will set options on the invoking character. There are no 
second and third versions of this command, so you can only change the 
values in the first list (cloak, cart, ruwach, etc). If flag is 1 (default 
when omitted), the option will be added to what the character currently 
has; if 0, the option is removed. 

This is definitely not a complete list of available option flag numbers. 
Ask a core developer (or read the source: src/map/status.h) for the full 
list.

---------------------------------------

*setcart {<type>};
*checkcart()

If <type> is 0 this command will remove the cart from the character.
Otherwise it gives the invoking character a cart. The cart given will be 
cart number <type> and will work regardless of whether the character is a 
merchant class or not.
Note: the character needs to have the skill MC_PUSHCART to gain a cart.

The accompanying function will return 1 if the invoking character has a 
cart (any kind of cart) and 0 if they don't.

    if (checkcart()) mes "But you already have a cart!";

---------------------------------------

*setfalcon {<flag>};
*checkfalcon()

If <flag> is 0 this command will remove the falcon from the character.
Otherwise it gives the invoking character a falcon. The falcon will be 
there regardless of whether the character is a hunter or not. It will 
(probably) not have any useful effects for non-hunters though.
Note: the character needs to have the skill HT_FALCON to gain a falcon.

The accompanying function will return 1 if the invoking character has a 
falcon and 0 if they don't.

	if (checkfalcon()) mes "But you already have a falcon!";

---------------------------------------

*setriding {<flag>};
*checkriding()

If <flag> is 0 this command will remove the mount from the character.
Otherwise it gives the invoking character a PecoPeco (if they are a Knight 
series class), a GrandPeco (if they are a Crusader series class), or 
a Gryphon (if they are a Royal Guard). Unlike 'setfalcon' and 'setcart' 
this will not work at all if they aren't of a class which can ride.
Note: the character needs to have the skill KN_RIDING to gain a mount.

The accompanying function will return 1 if the invoking character is 
riding a bird and 0 if they aren't.

	if (checkriding()) mes "PLEASE leave your bird outside! No riding birds on the floor here!";

---------------------------------------

*setdragon {<color>};
*checkdragon()

The 'setdragon' function toggles mounting a dragon for the invoking 
character. It will return 1 if successful, 0 otherwise.

If the character can mount a dragon, the <color> options are:
 1 - Green Dragon (default when omitted)
 2 - Brown Dragon
 3 - Gray Dragon
 4 - Blue Dragon
 5 - Red Dragon

Note: the character must be a Rune Knight and have the skill 
	  RK_DRAGONTRAINING to gain a mount.

The accompanying function will return 1 if the invoking character is 
riding a dragon and 0 if they aren't.

---------------------------------------

*setmadogear {<flag>};
*checkmadogear()

If <flag> is 0 this command will remove the mount from the character.
Otherwise it gives the invoking character a Mado (if they are a Mechanic).

The accompanying function will return 1 if the invoking character has a 
Mado and 0 if they don't.

---------------------------------------

*setmounting;
*ismounting()

The 'setmounting' function toggles cash mount for the invoking character.
It will return 1 if successful, 0 otherwise.

Note: Character must not be mounting a non-cash mount (eg. dragon, peco, 
	  wug, etc.)

The accompanying function will return 1 if the invoking character has a 
cash mount and 0 if they don't.

---------------------------------------

*checkwug()

This function will return 1 if the invoking character has a warg and 0 if 
they don't.

---------------------------------------

*checkvending({"<Player Name>"})
*checkchatting({"<Player Name>"})

Checks if the player is vending or in a chatroom.
Name is optional, and defaults to the attached player if omitted.

Return values for 'checkvending' are
  0 = not vending
  1 = normal vending
  2 = vending using @autotrade

'checkchatting' returns 1 if they are in a chat room, 0 if they are not.

Examples:
	//This will check if Aaron is vending, and if so, put a message in 
	//front of the attached player saying Aaron is vending.
	if (checkvending("Aaron"))
		mes "Aaron is currently vending!";

	//This will check if the attached player in a chat room or not.
	if (checkchatting())
		mes "You are currently in a chat room!";

---------------------------------------

*checkidle({"<Player Name>"})

Returns the time, in seconds, that the specified player has been idle.
Name is optional, and defaults to the attached player if omitted.

---------------------------------------

*agitcheck()
*agitcheck2()

These function will let you check whether the server is currently in WoE 
mode (or WoE SE mode if the second function is called) and will return 1 
if War of Emperium is on and 0 if it isn't. 

---------------------------------------

*isnight()
*isday()

These functions will return 1 or 0 depending on whether the server is in 
night mode or day mode. 'isnight' returns 1 if it's night and 0 if it 
isn't, 'isday' the other way around. They can be used interchangeably, 
pick the one you like more:

	// These two are equivalent:
	if (isday()) mes "I only prowl in the night.";
	if (isnight()!=1) mes "I only prowl in the night.";

---------------------------------------

*checkre(<type>)

Checks if a renewal feature is enabled or not in renewal.h, and returns 1 
if enabled and 0 for disabled. The renewal feature to check is determined 
by the type parameter.

 0 - RENEWAL (game renewal server mode)
 1 - RENEWAL_CAST (renewal cast time)
 2 - RENEWAL_DROP (renewal drop rate algorithms)
 3 - RENEWAL_EXP (renewal exp rate algorithms)
 4 - RENEWAL_LVDMG (renewal level modifier on damage)
 5 - RENEWAL_EDP (renewal enchant deadly poison algorithm)
 6 - RENEWAL_ASPD (renewal ASPD)

---------------------------------------
//=====================================
3.1 - Checking Item-Related Commands
//=====================================
---------------------------------------

*isequipped(<id>{,<id>{,<id>{,<id>}}})

This function will return 1 if the invoking character has all of the item 
IDs given equipped (if card IDs are passed, then it checks if the cards 
are inserted into slots in the equipment they are currently wearing). 
Theoretically there is no limit to the number of items that may be tested 
for at the same time. 
If even one of the items given is not equipped, 0 will be returned.

	// (Poring,Santa Poring,Poporing,Marin)
	if (isequipped(4001,4005,4033,4196)) mes "Wow! You're wearing a full complement of possible poring cards!";
	// (Poring)
	if (isequipped(4001)) mes "A poring card is useful, don't you think?";

The function was meant for item scripts to support the cards released by 
Gravity in February 2005, but it will work just fine in normal NPC scripts.

---------------------------------------

*isequippedcnt(<card id>{,<card id>{,<card id>{,<card id>}}})

This function is similar to 'isequipped', but instead of 1 or 0, it will 
return the number of cards in the list given that were found on the 
invoking character.

	if (isequippedcnt(4001,4005,4033,4196) == 4) mes "Finally got all four poring cards?";

---------------------------------------

*checkequipedcard(<card id>)

This function will return 1 if the card specified by it's item ID number 
is inserted into any equipment they have in their inventory, currently 
equipped or not.

---------------------------------------

*getequipisidentify(<equipment slot>)

This function will return 1 if an item in the specified equipment slot is 
identified and 0 if it isn't. Since you can't even equip unidentified 
equipment, there's a question of whether it can actually end up there, and 
it will normally return 1 all the time if there is an item in this 
equipment slot, which makes this script command kinda pointless.
For a list of equipment slots see 'getequipid'.

---------------------------------------
//=====================================
3.0 & 3.1 - End of Checking/Item-Related Commands
//=====================================
---------------------------------------

---------------------------------------
//=====================================
4 - Player-Related Commands
//=====================================
---------------------------------------

*attachrid(<account ID>)
*detachrid;

These commands allow the manipulation of the script's currently attached 
player. While attachrid allows attaching of a different player by using 
its account id for the parameter rid, detachrid makes the following 
commands run as if the script was never invoked by a player.

In case, that the player cannot be attached, such as, when the player went 
offline in the mean time, attachrid returns 0, otherwise 1.

---------------------------------------

*rid2name(<rid>)

Converts rid to name. Note: The player/monster/NPC must be online/enabled.
Good for PCKillEvent where you can convert 'killedrid' to the name of the 
player.

Note: rid2name may not produce correct character names since rid means 
      account id.
      It will return the current online character of the account only.

---------------------------------------

*message "<character name>","<message>";

That command will send a message to the chat window of the character 
specified by name. The text will also appear above the head of that 
character. It will not be seen by anyone else.

---------------------------------------

*dispbottom "<message>";

This command will send the given message into the invoking character's 
chat window.

---------------------------------------

*warp "<map name>",<x>,<y>;

This command will take the invoking character to the specified map, and if 
wanted, specified coordinates too, but these can be random.

	warp "place",50,55;

This would take them to X 50 Y 55 on the map called "place". If your X and 
Y coordinates land on an unwalkable map square, it will send the warped 
character to a random place. Same will happen if they are both zero:

	warp "place",0,0;

Notice that while warping people to coordinates 0,0 will normally get them 
into a random place, it's not certain to always be so. Darned if I know 
where this is actually coded, it might be that this happens because square 
0,0 is unwalkable on all official maps. Beware if you're using custom maps.

There are also three special 'map names' you can use:

"Random" will warp the player randomly on the current map.
"Save" and "SavePoint" will warp the player back to their save point.

---------------------------------------

*areawarp "<from map name>",<x1>,<y1>,<x2>,<y2>,"<to map name>",<x3>,<y3>{,<x4>,<y4>};

This command is similar to 'warp', however, it will not refer to the 
invoking character, but instead, all characters within a specified area, 
defined by the x1/y1-x2/y2 square, will be warped. Nobody outside the area 
will be affected, including the activating character, if they are outside 
the area.

	areawarp "place",10,10,120,120,"place2",150,150;

Everyone that is in the area between X 10 Y 10 and X 120 Y 120, in a 
square shape, on the map called "place", will be affected, and warped to 
"place2" X 150 Y 150.

	areawarp "place",10,10,120,120,"place2",0,0;

By using ,0,0; as the destination coordinates it will take all the 
characters in the affected area to a random set of co-ordinates on the 
"place2" map.

	areawarp "place",10,10,120,120,"place2",150,150,200,200;

By using the optional x4 and y4 parameters, the destination coordinates 
will be a random place within the defined x3/y3-x4/y4 square.

Like 'warp', areawarp will also explicitly warp characters randomly into 
the current map if you give the 'to map name' as "Random".

See also 'warp'.

---------------------------------------
 
*warpparty "<to_mapname>",<x>,<y>,<party_id>,{"<from_mapname>"};
 
Warps a party to specified map and coordinate given the party ID, which 
you can get with getcharid(1). You can also request another party id given 
a member's name with getcharid(1,<player_name>).

You can use the following "map names" for special warping behavior:
Random:			All party members are randomly warped in their current map 
				(as if they all used a fly wing).
SavePointAll:	All party members are warped to their respective save point.
SavePoint:		All party members are warped to the save point of the 
				currently attached player (will fail if there's no player 
				attached).
Leader:			All party members are warped to the leader's position. The 
				leader must be online and in the current map-server for this 
				to work.

If you specify a from_mapname, warpparty will only affect those on that 
map.

Example:

	mes "[Party Warper]";
	mes "Here you go!";
	close2;
	.@id = getcharid(1);
	warpparty "prontera",150,100,.@id;
	close;

---------------------------------------

*warpchar "<mapname>",<x>,<y>,<char_id>;

Warps another player to specified map and coordinate given the char id, 
which you can get with getcharid(0,<player_name>). Obviously this is 
useless if you want to warp the same player that is executing this script, 
unless it's some kind of "chosen" script.

Example:

warpchar "prontera",150,100,150001;

---------------------------------------

*warpguild "<mapname>",<x>,<y>,<guild_id>;

Warps a guild to specified map and coordinate given the guild id, which 
you can get with getcharid(2). You can also request another guild id given 
the member's name with getcharid(2,<player_name>).

You can use the following "map names" for special warping behavior:
Random:			All guild members are randomly warped in their current map 
				(as if they all used a fly wing)
SavePointAll:	All guild members are warped to their respective save point.
SavePoint:		All guild members are warped to the save point of the 
				currently attached player (will fail if there's no player 
				attached).

Example:

warpguild "prontera",x,y,Guild_ID;

---------------------------------------

*warppartner("<map name>",<x>,<y>);

This function will find the invoking character's marriage partner, if any, 
and warp them to the map and coordinates given. Go kidnap that spouse. :) 
It will return 1 upon success and 0 if the partner is not online, the 
character is not married, or if there's no invoking character (no RID). 
0,0 will, as usual, normally translate to random coordinates.

---------------------------------------

*savepoint "<map name>",<x>,<y>;
*save "<map name>",<x>,<y>;

This command saves where the invoking character will return to upon 
'return to save point', if dead or in some other cases. The two versions 
are equivalent. Map name, X coordinate and Y coordinate should be 
perfectly obvious. This ignores any and all map flags, and can make a 
character respawn where no teleportation is otherwise possible.

	savepoint "place",350,75;

---------------------------------------

*heal <hp>,<sp>;

This command will heal a set amount of HP and/or SP on the invoking 
character.

	heal 30000,0; // This will heal 30,000 HP
	heal 0,30000; // This will heal 30,000 SP
	heal 300,300; // This will heal 300 HP and 300 SP

This command just alters the hit points and spell points of the invoking 
character and produces no other output whatsoever.

---------------------------------------

*itemheal <hp>,<sp>;

This command heals given relative amounts of HP and/or SP on the invoking 
character. Unlike heal, this command is intended for use in item scripts. 
It applies potion-related bonuses, such as alchemist ranking, cards, 
status changes.
It also applies a sp/vit-related bonus that is calculated by:
	heal = heal*[(100+STATUS*2)/100]
So if a player has 99 vit and the script is 'itemheal 5,0':
	heal(hp) = 5*[(100+99*2)/100]
	heal(hp) = 14,9
	heal(hp) = 14
	heal(sp) = 0

When used inside an NPC script, potion-related bonuses are omitted.

There is also a nice example on using this with the 'rand' function, to 
give you a random amount of healing.

	// If the player has 50 vit and no bonuses this will heal
	// anything from 200 to 300 HP and 5 SP
	itemheal rand(100,150),5;

---------------------------------------

*percentheal <hp>,<sp>;

This command will heal the invoking character. It heals the character, but 
not by a set value - it adds percent of their maximum HP/SP.

	percentheal 100,0; // This will heal 100% HP
	percentheal 0,100; // This will heal 100% SP
	percentheal 50,50; // This will heal 50% HP and 50% SP

So the amount that this will heal will depend on the total amount of HP or 
SP you have maximum. Like 'heal', this will not call up any animations or 
effects.

---------------------------------------

*recovery;

This command will revive and restore full HP and SP to all characters 
currently connected to the server.

---------------------------------------

*jobchange <job number>{,<upper flag>};

This command will change the job class of the invoking character.

	jobchange 1; // This would change your player into a Swordman
	jobchange 4002; // This would change your player into a Swordman High

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'.

	// This would change your player into a Swordman
	jobchange Job_Swordman;
	// This would change your player into a Swordman High
	jobchange Job_Swordman_High;

'upper flag' can alternatively be used to specify the type of job one 
changes to. For example, jobchange Job_Swordman,1; will change the 
character to a high swordsman. The upper values are:
-1 (or when omitted): preserves the current job type.
0: Normal/standard classes
1: High/Advanced classes
2: Baby classes

This command will also set a permanent character-based variable 
'jobchange_level' which will contain the job level at the time right 
before changing jobs, which can be checked for later in scripts.

---------------------------------------

*jobname (<job number>)

This command retrieves the name of the given job using the messages.conf 
entries 550 to 650.

	mes "[Kid]";
	mes "I never thought I'd met a "+jobname(Class)+" here of all places.";
	close;

---------------------------------------

*eaclass ({<job number>})

This commands returns the "eA job-number" corresponding to the given 
class, and uses the invoking player's class if none is given. The eA 
job-number is also a class number system, but it's one that comes with 
constants which make it easy to convert among classes. The command will 
return -1 if you pass it a job number which doesn't have an eA job-number 
equivalent.

	.@eac = eaclass();
	if ((.@eac&EAJ_BASEMASK) == EAJ_SWORDMAN)
		mes "Your base job is Swordman.";
	if (.@eac&EAJL_UPPER)
		mes "You are a rebirth job.";
	if ((.@eac&EAJ_UPPERMASK) == EAJ_SWORDMAN)
		mes "You must be a Swordman, Baby Swordman or High Swordman.";

For more information on the eA Job System, see the docs/ea_job_system.txt 
file.

---------------------------------------
*roclass <job number> {,<gender>}

Does the opposite of eaclass. That is, given an eA job-number, it returns 
the corresponding RO class number. A gender is required because both Bard 
and Dancers share the same eA job-number (EAJ_BARDDANCER), and uses the 
invoking player's gender if none is given (if no player is attached, 
male will be used by default). The command will return -1 if there is no 
valid class to represent the specified job (for example, if you try to get 
the baby version of a Taekwon class).

	.@eac = eaclass();
	//Check if class is already rebirth
	if (.@eac&EAJL_UPPER) {
		mes "You look strong.";
		close;
	}
	.@eac = roclass(.@eac|EAJL_UPPER);
	//Check if class has a rebirth version
	if (.@eac != -1) {
		mes "Bet you can't wait to become a "+jobname(.@eac)+"!";
		close;
	}

---------------------------------------

*changebase <job ID number>;

This command will change the appearance of the invoking character to that 
of a specified job class. Nothing but appearance will change.

Examples:

	/* This example is an item script in the item db */
	{
		Id: 2338
		AegisName: "Wedding_Dress"
		Name: "Wedding Dress"
		Type: 5
		Buy: 43000
		Weight: 500
		Job: 0xFFFFFFFE
		Loc: 16
		Script: <"
			bonus bMdef,15;
			changebase Job_Wedding;
		">
	},

changebase Job_Novice; // Changes player to Novice sprite.

changebase Class; // Changes player back to default sprite.

---------------------------------------

*classchange <view id>,<type>;

This command is very ancient, it's origins are clouded in mystery. 
It will send a 'display id change' packet to everyone in the immediate 
area of the NPC object, which will supposedly make the NPC look like a 
different sprite, an NPC sprite ID, or a monster ID. This effect is not 
stored anywhere and will not persist (Which is odd, cause it would be 
relatively easy to make it do so) and most importantly, will not work at 
all since this command was broken with the introduction of advanced 
classes. The code is written with the assumption that the lowest sprite 
IDs are the job sprites and the anything beyond them is monster and NPC 
sprites, but since the advanced classes rolled in, they got the ID numbers 
on the other end of the number pool where monster sprites float.

As a result it is currently impossible to call this command with a valid 
view id. It will do nothing whatsoever if the view ID is below 4047. 
Getting it to run will actually just crash the client.

It could be a real gem if it can be gotten to actually do what it's 
supposed to do, but this will only happen in a later Git revision.

---------------------------------------

*changesex;

This command will change the gender for the attached character's account. 
If it was male, it will become female, if it was female, it will become 
male. The change will be written to the character server, the player will 
receive the message: "Need disconnection to perform change-sex request..." 
and the player will be immediately kicked to the login screen. When they 
log back in, they will be the opposite sex.

If there are any Dancer/Gypsy or Bard/Clown characters on the account, 
they will also have their skills reset upon 'changesex'.

---------------------------------------

*getexp <base xp>,<job xp>;

This command will give the invoking character a specified number of base 
and job experience points. Can be used as a quest reward. Negative values 
won't work.

	getexp 10000,5000;

You can also assign directly to the constants defined in 'db/const.txt':

	// These 2 combined has the same effect as the above command
	BaseExp += 10000;
	JobExp += 5000;

You can also reduce the amount of experience points:

	BaseExp -= 10000;

Note that 'getexp' is now subject to the 'quest_exp_rate' config option, 
which adjusts the gained value. If you want to bypass this, use the 'set' 
method.

---------------------------------------

*setlook <look type>,<look value>;
*changelook <look type>,<look value>;

'setlook' will alter the look data for the invoking character. It is used 
mainly for changing the palette used on hair and clothes: you specify 
which look type you want to change, then the palette you want to use. Make 
sure you specify a palette number that exists/is usable by the client you 
use. 'changelook' works the same, but is only client side (it doesn't save 
the look value).

	// This will change your hair(6), so that it uses palette 8, what ever 
	// your palette 8 is, your hair will use that color.

	setlook VAR_HEADPALETTE, 8;

	// This will change your clothes(7), so they are using palette 1, 
	// whatever your palette 1 is, your clothes will then use that set of 
	// colors.

	setlook VAR_BODYPALETTE,1;

Here are the possible look types:

0                   - Base sprite
1 - VAR_HEAD        - Hairstyle
2 - VAR_WEAPON      - Weapon
3 - VAR_HEAD_TOP    - Head top
4 - VAR_HEAD_MID    - Head mid
5 - VAR_HEAD_BOTTOM - Head bottom
6 - VAR_HEADPALETTE - Hair color
7 - VAR_BODYPALETTE - Clothes color
8 - VAR_SHIELD      - Shield
9 - VAR_SHOES       - Shoes

Whatever 'shoes' means is anyone's guess, ask Gravity - the client does 
nothing with this value. It still wants it from the server though, so it 
is kept, but normally doesn't do a thing.
 
Only the look data for hairstyle, hair color and clothes color are saved 
to the char server's database and will persist. The rest freely change as 
the character puts on and removes equipment, changes maps, logs in and out 
and otherwise you should not expect to set them. In fact, messing with 
them is generally hazardous, do it at your own risk, it is not tested 
what will this actually do - it won't cause database corruption and 
probably won't cause a server crash, but it's easy to crash the client 
with just about anything unusual.

However, it might be an easy way to quickly check for empty view IDs for 
sprites, which is essential for making custom headgear. 

Since a lot of people have different palettes for hair and clothes, it's 
impossible to tell you what all the color numbers are. If you want a 
serious example, there is a Stylist script inside the default Hercules 
installation that you can look at: 'npc/custom/stylist.txt'

---------------------------------------

*pushpc <direction>,<cells>;

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).

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. 
due to a wall), the character is pushed only up to the obstacle.

	// pushes the character 5 cells in 3 o'clock direction from it's
	// current position.
	pushpc DIR_EAST, 5;

---------------------------------------

*get_version()

This command will return the SVN revision number or Git SHA-1 hash the 
server is currently running on (depends on whether you used a SVN or Git 
client for getting Hercules).

	if ( get_version() >= 15000 )
		mes "Welcome to Hercules!";

---------------------------------------
//=====================================
4.1 - Player Item-Related Commands
//=====================================
---------------------------------------

*getitem <item id>,<amount>{,<account ID>};
*getitem "<item name>",<amount>{,<account ID>};

This command will give a specific amount of specified items to the target 
character. If the character is not online, nothing will happen.
If <account ID> is not specified, items will be created in the invoking 
character inventory instead.

In the first and most commonly used version of this command, items are 
referred to by their database ID number found in 'db/(pre-)re/item_db.txt'.

	getitem 502,10 // The person will receive 10 apples
	getitem 617,1  // The person will receive 1 Old Violet Box

Giving an item ID of -1 will give a specified number of random items from 
the list of those that fall out of Old Blue Box. Unlike in all other 
cases, these will be unidentified, if they turn out to be equipment. This 
is exactly what's written in the Old Blue Box's item script.

Other negative IDs also correspond to other random item generating item 
tables:

Giving an item ID of -2 will produce the effects of Old Violet Box.
Giving an item ID of -3 will produce the effects of Old Card Album.
Giving an item ID of -4 will produce the effects of Gift Box.
Giving an item ID of -5 will produce the effects of Worn Out Scroll, 
which, in current Git, drops only Jellopies anyway.

This transaction is logged if the log script generated transactions option 
is enabled.

You may also create an item by it's name in the 'english name' field in 
the item database:

    getitem "RED_POTION",10;

Which will do what you'd expect. If it can't find that name in the 
database, apples will be created anyway. It is often a VERY GOOD IDEA to 
use it like this.

This is used in pretty much all NPC scripts that have to do with items and 
quite a few item scripts. For more examples check just about any official 
script.

---------------------------------------

*getitem2 <item id>,<amount>,<identify>,<refine>,<attribute>,<card1>,<card2>,<card3>,<card4>{,<account ID>};
*getitem2 "<item name>",<amount>,<identify>,<refine>,<attribute>,<card1>,<card2>,<card3>,<card4>{,<account ID>};

This command will give an amount of specified items to the invoking 
character. If an optional account ID is specified, and the target 
character is currently online, items will be created in their inventory 
instead. If they are not online, nothing will happen. It works essentially 
the same as 'getitem' (it even works for negative ID numbers the same way) 
but is a lot more flexible.

Those parameters that are different from 'getitem' are:

identify	- Whether you want the item to be identified (1) or not (0).
refine		- For how many pluses will it be refined. It will not let you 
			  refine an item higher than the max refine.
attribute	- Whether the item is broken (1) or not (0).
card1,2,3,4	- If you want a card compound to it, place the card ID number 
			  into the specific card slot.

Card1-card4 values are also used to store name information for named 
items, as well as the elemental property of weapons and armor. You can 
create a named item in this manner, however, if you just need a named 
piece of standard equipment, it is much easier to the 'getnameditem' 
function instead.

You will need to keep these values if you want to destroy and then 
perfectly recreate a named item, for this see 'getinventorylist'.

If you still want to try creating a named item with this command because 
'getnameditem' won't do it for you cause it's too limited, you can do it 
like this. Careful, minor magic ahead.

	// First, let's get an ID of a character who's name will be on the 
	// item. Only an existing character's name may be there.
	// Let's assume our character is 'Adam' and find his ID.

	.@charid = getcharid(0,"Adam");

	// Now we split the character ID number into two portions with a 
	// binary shift operation. If you don't understand what this does, 
	// just copy it.

	.@card3 = .@charid & 65535;
	.@card4 = .@charid >> 16;

	// If you're inscribing non-equipment, .@card1 must be 254.
	// Arrows are also not equipment. :)
	.@card1 = 254;

	// For named equipment, card2 means the Star Crumbs and elemental 
	// crystals used to make this equipment. For everything else, it's 0.

	.@card2 = 0;

	// Now, let's give the character who invoked the script some 
	// Adam's Apples:

	getitem2 512,1,1,0,0,.@card1,.@card2,.@card3,.@card4;

This wasn't tested with all possible items, so I can't give any promises, 
experiment first before relying on it.

To create equipment, continue this example it like this:

	// We've already have card3 and card4 loaded with correct
	// values so we'll just set up card1 and card2 with data
	// for an Ice Stiletto.

	// If you're inscribing equipment, .@card1 must be 255.
	.@card1 = 255;

	// That's the number of star crumbs in a weapon.
	.@sc = 2;

	// That's the number of elemental property of the weapon.
	.@ele = 1;

	// And that's the wacky formula that makes them into
	// a single number.    
	.@card2 = .@ele+((.@sc*5)<<8);

	// That will make us an Adam's +2 VVS Ice Stiletto:

	getitem2 1216,1,1,2,0,.@card1,.@card2,.@card3,.@card4;

Experiment with the number of star crumbs - I'm not certain just how much 
will work most and what it depends on. The valid element numbers are:

 1 - Ice, 2 - Earth 3 - Fire 4 - Wind.

You can, apparently, even create duplicates of the same pet egg with this 
command, creating a pet which is the same, but simultaneously exists in 
two eggs, and may hatch from either, although, I'm not sure what kind of a 
mess will this really cause.

---------------------------------------
*getitembound <item id>,<amount>,<bound type>{,<account ID>};
*getitembound "<item name>",<amount>,<bound type>{,<account ID>};

This command behaves identically to 'getitem', but the items created will be
bound to the target character as specified by the bound type. All items created
in this manner cannot be dropped, sold, vended, auctioned, or mailed, and in
some cases cannot be traded or stored.

Valid bound types are:
 1 - Account Bound
 2 - Guild Bound
 3 - Party Bound
 4 - Character Bound

---------------------------------------

*getitembound2 <item id>,<amount>,<identify>,<refine>,<attribute>,<card1>,<card2>,<card3>,<card4>,<bound type>;
*getitembound2 "<item name>",<amount>,<identify>,<refine>,<attribute>,<card1>,<card2>,<card3>,<card4>,<bound type>;

This command behaves identically to 'getitem2', but the items created will be
bound to the target character as specified by the bound type. All items created
in this manner cannot be dropped, sold, vended, auctioned, or mailed, and in
some cases cannot be traded or stored.

For a list of bound types see 'getitembound'.

---------------------------------------

*countbound({<bound type>})

This function will return the number of bounded items in the character's
inventory, and sets an array @bound_items[] containing all item IDs of the
counted items. If a bound type is specified, only those items will be counted.

For a list of bound types see 'getitembound'.

Example:
	mes "You currently have "+countbound()+" bounded items.";
	next;
	mes "The list of bounded items include:";
	for (.@i = 0; .@i < getarraysize(@bound_items); ++.@i)
		mes getitemname(@bound_items[.@i]);
	close;

---------------------------------------

*getnameditem <item id>,<character name|character ID>;
*getnameditem "<item name>",<character name|character ID>;

Create an item signed with the given character's name. 

The command returns 1 when the item is created successfully, or 0 if it 
fails. Failure occurs when:
- There is no player attached.
- Item name or ID is not valid.
- The given character ID/name is offline.

Example:

//This will give the currently attached player a Aaron's Apple (if Aaron 
//is online).
	getnameditem "Apple","Aaron";
	
//Self-explanatory (I hope).
	if (getnameitem("Apple","Aaron")) {
		mes "You now have a Aaron's Apple!";
	}

---------------------------------------

*rentitem <item id>,<time>;
*rentitem "<item name>",<time>;

Creates a rental item in the attached character's inventory. The item will 
expire in <time> seconds and be automatically deleted. When receiving a 
rental item, the character will receive a message in their chat window. 
The character will also receive warning messages in their chat window 
before the item disappears.

This command can not be used to rent stackable items. Rental items cannot 
be dropped, traded, sold to NPCs, or placed in guild storage (i.e. trade 
mask 75).
Note: 'delitem' in an NPC script can still remove rental items.

---------------------------------------

*makeitem <item id>,<amount>,"<map name>",<X>,<Y>;
*makeitem "<item name>",<amount>,"<map name>",<X>,<Y>;

This command will create an item lying around on a specified map in the 
specified location.

	itemid   - Found in 'db/(pre-)re/item_db.txt'
	amount   - Amount you want produced
	map name - The map name
	X        - The X coordinate
	Y        - The Y coordinate.

This item will still disappear just like any other dropped item. Like 
'getitem', it also accepts an 'english name' field from the database and 
creates apples if the name isn't found.
If the map name is given as "this", the map the invoking character is on 
will be used.

---------------------------------------

*cleanarea "<map name>",<x1>,<y1>,<x2>,<y2>;
*cleanmap "<map name>";

These commands will clear all items lying on the ground on the specified 
map, either within the x1/y1-x2/y2 rectangle or across the entire map.

---------------------------------------

*searchitem <array name>,"<item name>";

This command will fill the given array with the ID of items whose name 
matches the given one. It returns the number of items found. For 
performance reasons, the results array is limited to 10 items.

	mes "What item are you looking for?";
	input .@name$;
	.@qty = searchitem(.@matches[0],.@name$);
	mes "I found "+.@qty+" items:";
	for (.@i = 0; .@i < .@qty; ++.@i)
		//Display name (eg: "Apple[0]")
		mes getitemname(.@matches[.@i])+"["+getitemslots(.@matches[.@i])+"]";

---------------------------------------

*delitem <item id>,<amount>{,<account ID>};
*delitem "<item name>",<amount>{,<account ID>};

This command will remove a specified amount of items from the invoking or 
target character. Like all the item commands, it uses the item ID found 
inside 'db/(pre-)re/item_db.txt'.

	delitem 502,10; // The person will lose 10 apples
	delitem 617,1;  // The person will lose 1 Old Violet Box

It is always a good idea to check if the player actually has the items 
before you delete them. If you try to delete more items that the player 
has, the player will lose the ones he/she has and the script will be 
terminated with an error.

Like 'getitem' this command will also accept an 'english name' field from 
the database. If the name is not found, nothing will be deleted.

---------------------------------------

*delitem2 <item id>,<amount>,<identify>,<refine>,<attribute>,<card1>,<card2>,<card3>,<card4>{,<account ID>};
*delitem2 "<item name>",<amount>,<identify>,<refine>,<attribute>,<card1>,<card2>,<card3>,<card4>{,<account ID>};

This command will remove a specified amount of items from the invoking or 
target character.
Check 'getitem2' to understand its expanded parameters.

---------------------------------------

*countitem(<item id>)
*countitem("<item name>")

This function will return the number of items for the specified item ID 
that the invoking character has in the inventory.

	mes "[Item Checker]";
	mes "Hmmm, it seems you have "+countitem(502)+" apples";
	close;

Like 'getitem', this function will also accept an 'english name' from the 
database as an argument.

If you want to state the number at the end of a sentence, you can do it by 
adding up strings:

	mes "[Item Checker]";
	mes "Hmmm, the total number of apples you are holding is "+countitem("APPLE");
	close;

---------------------------------------

*countitem2(<item id>,<identify>,<refine>,<attribute>,<card1>,<card2>,<card3>,<card4>)
*countitem2("<item name>",<identify>,<refine>,<attribute>,<card1>,<card2>,<card3>,<card4>)

Expanded version of 'countitem' function, used for created/carded/forged 
items.

This function will return the number of items for the specified item ID 
and other parameters that the invoking character has in the inventory.
Check 'getitem2' to understand the arguments of the function.
    
---------------------------------------

*groupranditem <item_id/constant>;

Returns the item_id of a random item picked from the item container specified. There
are different item containers and they are specified in 'db/(pre-)re/item_group.conf'.

Example:
   getitem groupranditem 603,1;
   getitem groupranditem Old_Blue_Box,1;

---------------------------------------

*getrandgroupitem <item_id/constant>,<quantity>;

Similar to the above example, this command allows players to obtain the specified
quantity of a random item from the container. The different containers
are specified in 'db/(pre-)re/item_group.conf'.

Example:
   getrandgroupitem Old_Blue_Box,1;
   getrandgroupitem 603,1;

---------------------------------------

*packageitem

This command has only 1 param which is optional. If the package item_id is not provided, it
will try to use the item id from the item it is being used from (if called from an item script). 
It runs a item package and grants the items accordingly to the attached player.

Example:

/* This example is an item script from the item db */
	{
		Id: 12477
		AegisName: "Gift_Bundle"
		Name: "Gift Bundle"
		Type: 2
		Buy: 0
		Script: <" packageitem(); ">
	},

---------------------------------------

*enable_items;
*disable_items;

These commands enable/disable changing of equipments while an NPC is 
running. When disable_items is run, equipments cannot be changed during 
scripts until enable_items is called or the script has terminated. To 
avoid possible exploits, when disable_items is invoked, it will only 
disable changing equips while running that script in particular. Note that 
if a different script also calls disable_items, it will override the last 
call (so you may want to call this command at the start of your script 
without assuming the effect is still in effect).
If 'item_enabled_npc' option is set to Yes in 'items.conf' all NPC are 
allowing changing of equipment by default except for those have been set 
with 'disable_items'.

---------------------------------------

*itemskill <skill id>,<skill level>,{flag};
*itemskill "<skill name>",<skill level>,{flag};

This command meant for item scripts to replicate single-use skills in 
usable items. It will not work properly if there is a visible dialog 
window or menu.
If the skill is self or auto-targeting, it will be used immediately. 
Otherwise, a target cursor is shown.
Flag is a optional param and, when present, the command will not check for 
skill requirements.

// When Anodyne is used, it will cast Endure (8), Level 1, as if the 
// actual skill has been used from skill tree.
605,Anodyne,Anodyne,11,2000,0,100,,,,,10477567,2,,,,,{ itemskill 8,1; },{}

---------------------------------------

*itemeffect <item id>;
*itemeffect "<item name>";
*consumeitem is an alias of itemeffect (added for compatibility)

This command will run the item script of the specified item on the 
invoking character. The character does not need to posess the item, and 
the item will not be deleted. While this command is intended for usable 
items, it will run for any item type.

---------------------------------------

*produce <item level>;

This command will open a crafting window on the client connected to the 
invoking character. The 'item level' is a number which determines what 
kind of a crafting window will pop-up. 

You can see the full list of such item levels in 'db/produce_db.txt' which 
determines what can actually be produced. The window will not be empty 
only if the invoking character can actually produce the items of that type 
and has the appropriate raw materials in their inventory.

The success rate to produce the item is the same as the success rate of 
the skill associated with the item level. If there is no skill id, the 
success rate will be 50%.

Valid item levels are:

 1   - Level 1 Weapons
 2   - Level 2 Weapons
 3   - Level 3 Weapons
 21  - Blacksmith's Stones and Metals
 22  - Alchemist's Potions, Holy Water, Assassin Cross's Deadly Poison
 23  - Elemental Converters

---------------------------------------

*cooking <dish level>;

This command will open a produce window on the client connected to the 
invoking character. The 'dish level' is the number which determines what 
kind of dish level you can produce. You can see the full list of dishes 
that can be produced in 'db/produce_db.txt'.

The window will be shown empty if the invoking character does not have 
enough of the required incredients to cook a dish.

Valid dish levels are:

11 - Level 1 Dish
12 - Level 2 Dish
13 - Level 3 Dish
14 - Level 4 Dish
15 - Level 5 Dish
16 - Level 6 Dish
17 - Level 7 Dish
18 - Level 8 Dish
19 - Level 9 Dish
20 - Level 10 Dish

Although it's required to set a dish level, it doesn't matter if you set 
it to 1 and you want to cook a level 10 dish, as long as you got the 
required ingredients to cook the dish the command works.

---------------------------------------

*makerune <% success bonus>;

This command will open a rune crafting window on the client connected to 
the invoking character. Since this command is officially used in rune 
ores, a bonus success rate must be specified (which adds to the base 
formula).

You can see the full list of runes that can be produced in 
'db/produce_db.txt'. The window will not be empty only if the invoking 
character can actually produce a rune and has the appropriate raw 
materials in their inventory.

---------------------------------------

*successremovecards <equipment slot>;

This command will remove all cards from the item found in the specified 
equipment slot of the invoking character, create new card items and give 
them to the character. If any cards were removed in this manner, it will 
also show a success effect.

---------------------------------------

*failedremovecards <equipment slot>,<type>;

This command will remove all cards from the item found in the specified 
equipment slot of the invoking character. 'type' determines what happens 
to the item and the cards:

 0 - will destroy both the item and the cards.
 1 - will keep the item, but destroy the cards.
 2 - will keep the cards, but destroy the item.
  
Whatever the type is, it will also show a failure effect on screen.

---------------------------------------

*repair <broken item number>;

This command repairs a broken piece of equipment, using the same list of 
broken items as available through 'getbrokenid'.

The official scripts seem to use the repair command as a function instead: 
'repair(<number>)' but it returns nothing on the stack. Probably only 
Valaris, who made it, can answer why is it so.

---------------------------------------

*repairall;

This command repairs all broken equipment in the attached player's 
inventory. A repair effect will be shown if any items are repaired, else 
the command will end silently.

---------------------------------------

*successrefitem <equipment slot>{,<upgrade_count>};

This command will refine an item in the specified equipment slot of the 
invoking character by +1 (unless <upgrade_count> is specified).
For a list of equipment slots see 'getequipid'. 
This command will also display a 'refine success' 
effect on the character and put appropriate messages into their chat 
window. It will also give the character fame points if a weapon reached 
+10 this way, even though these will only take effect for blacksmith who 
will later forge a weapon.

---------------------------------------

*failedrefitem <equipment slot>;

This command will fail to refine an item in the specified equipment slot 
of the invoking character. The item will be destroyed. This will also 
display a 'refine failure' effect on the character and put appropriate 
messages into their chat window.

---------------------------------------

*downrefitem <equipment slot>{,<downgrade_count>};

This command will downgrade an item by - 1 (unless optional <downgrade_count> is provided)
in the specified equipment slot  of the invoking character.
So the item will not be destroyed unlike in the 
failedrefitem script command. This will also display a 'refine failure' 
effect on the character and put appropriate messages into their chat 
window.

---------------------------------------

*unequip <equipment slot>;

This command will unequip whatever is currently equipped in the invoking 
character's specified equipment slot. For a full list of possible 
equipment slots see 'getequipid'.

If an item occupies several equipment slots, it will get unequipped from 
all of them.

---------------------------------------

*clearitem;

This command will destroy all items the invoking character has in their 
inventory (including equipped items). It will not affect anything else, 
like storage or cart.

---------------------------------------

*equip <item id>;
*autoequip <item id>,<option>;

These commands are to equip a equipment on the attached character. 
The equip function will equip the item ID given when the player has this 
item in his/her inventory, while the autoequip function will equip the 
given item ID when this is looted. The option parameter of the autoequip 
is 1 or 0, 1 to turn it on, and 0 to turn it off.

Examples:

//This will equip a 1104 (falchion) on the character if this is in the 
//inventory.
	equip 1104;
	
//The invoked character will now automatically equip a falchion when it's 
//looted.
	autoequip 1104,1;
	
//The invoked character will no longer automatically equip a falchion.
	autoequip 1104,0;

---------------------------------------

*buyingstore <slots>;

Invokes buying store preparation window like the skill 'Open Buying 
Store', without the item requirement. Amount of slots is limited by the 
server to a maximum of 5 slots by default.

Example:

	// Gives the player opportunity to buy 4 different kinds of items.
	buyingstore 4;

---------------------------------------

*searchstores <uses>,<effect>;

Invokes the store search window, which allows to search for both vending 
and buying stores. Parameter uses indicates, how many searches can be 
started, before the window has to be reopened. Effect value affects what 
happens when a result item is double-clicked and can be one of the
following:

	0 = Shows the store's position on the mini-map and highlights the shop 
		sign with yellow color, when the store is on same map as the 
		invoking player.
	1 = Directly opens the shop, regardless of distance.

Example:

	// Item Universal_Catalog_Gold (10 uses, effect: open shop)
	searchstores 10,1;

---------------------------------------

*delequip <equipment slot>;

This command will destroy whatever is currently equipped in the invoking
character's specified equipment slot. For a full list of possible equipment 
slots see 'getequipid'.

This command will return 1 if an item was deleted and 0 otherwise.

---------------------------------------
//=====================================
4.1 - End of Player Item-Related Commands
//=====================================
---------------------------------------

*openstorage;

This will open character's Kafra storage window on the client connected to 
the invoking character. It can be used from any kind of NPC or item 
script, not just limited to Kafra Staff.

The storage window opens regardless of whether there are open NPC dialogs 
or not, but it is preferred to close the dialog before displaying the 
storage window, to avoid any disruption when both windows overlap.

	mes "I will now open your stash for you";
	close2;
	openstorage;
	end;

---------------------------------------

*openmail;

This will open a character's Mail window on the client connected to the 
invoking character.

	mes "Close this window to open your mail inbox.";
	close2;
	openmail;
	end;

---------------------------------------

*openauction;

This will open the Auction window on the client connected to the invoking 
character.

	mes "Close this window to open the Auction window.";
	close2;
	openauction;
	end;

---------------------------------------
//=====================================
4.2 - Guild-Related Commands
//=====================================
---------------------------------------

*guildopenstorage()

This function works the same as 'openstorage' but will open a guild 
storage window instead for the guild storage of the guild the invoking 
character belongs to. This is a function because it returns a value - 0 if 
the guild storage was opened successfully and 1 if it wasn't. (Notice, 
it's a ZERO upon success.) 
Since guild storage is only accessible to one character at one time, it 
may fail if another character is accessing the guild storage at the same 
time.

This will also fail and return 2 if the attached character does not belong 
to any guild.

---------------------------------------

*guildchangegm(<guild id>,<new master's name>)

This function will change the Guild Master of a guild. The ID is the 
guild's id, and the new guild master's name must be passed.

Returns 1 on success, 0 otherwise.

---------------------------------------

*guildgetexp <amount>;

This will give the specified amount of guild experience points to the 
guild the invoking character belongs to. It will silently fail if they do 
not belong to any guild.

---------------------------------------

*guildskill <skill id>,<level>
*guildskill "<skill name>",<level>

This command will bump up the specified guild skill by the specified 
number of levels. This refers to the invoking character and will only work 
if the invoking character is a member of a guild AND it's guild master, 
otherwise no failure message will be given and no error will occur, but 
nothing will happen. The full list of guild skills is available in 
'db/(pre-)re/skill_db.txt', these are all the GD_ skills at the end.
If a level higher than the maximum is given as parameter the skill will be
leveled to the maximum and not above.

// This would give your character's guild one level of Approval 
// (GD_APPROVAL ID 10000). Notice that if you try to add two levels of 
// Approval, or add Approval when the guild already has it, it will only 
// have one level of Approval afterwards.
	guildskill 10000,1;

You might want to make a quest for getting a certain guild skill, make it 
hard enough that all the guild needs to help or something. Doing this for 
the Glory of the Guild skill, which allows your guild to use an emblem, is 
a good idea for a fun quest. (Wasting a level point on that is really 
annoying :D)

---------------------------------------
//=====================================
4.2 - End of Guild-Related Commands
//=====================================
---------------------------------------

*resetlvl <action type>;

This is a character reset command, meant mostly for rebirth script 
supporting Advanced jobs, which will reset the invoking character's stats 
and level depending on the action type given. Valid action types are:

 1 - Base level 1, Job level 1, 0 skill points, 0 base exp, 0 job exp, 
     wipes the status effects (only the ones settable by 'setoption'), 
     sets all stats to 1. If the new job is 'Novice High', give 100 status 
     points, give First Aid and Play Dead skills.
 2 - Base level 1, Job level 1, 0 skill points, 0 base exp, 0 job exp. 
     Skills and attribute values are not altered.
 3 - Base level 1, base exp 0. Nothing else is changed.
 4 - Job level 1, job exp 0. Nothing else is changed.

In all cases everything the character has on will be unequipped.

Even though it doesn't return a value, it is used as a function in the 
official rebirth scripts.

---------------------------------------

*resetstatus;

This is a character reset command, which will reset the stats on the 
invoking character and give back all the stat points used to raise them 
previously. Nothing will happen to any other numbers about the character.

Used in reset NPC's (duh!).

---------------------------------------

*resetskill;

This command takes off all the skill points on the invoking character, so 
they only have Basic Skill blanked out (lvl 0) left, and returns the 
points for them to spend again. Nothing else will change but the skills. 
Quest skills will also reset if 'quest_skill_reset' option is set to Yes 
in 'battle.conf'. If the 'quest_skill_learn' option is set in there, the 
points in the quest skills will also count towards the total.

Used in reset NPC's (duh!).

---------------------------------------

*sc_start 	<effect type>,<ticks>,<extra argument>{,<GID>};
*sc_start2 	<effect type>,<ticks>,<extra argument>,<percent chance>{,<GID>};
*sc_start4	<effect type>,<ticks>,<value 1>,<value 2>,<value 3>,<value 4>{,<GID>};
*sc_end 	<effect type>{,<GID>};

These command bestow a status effect on the invoking character. This 
command is used a lot in the item scripts.

	// This would poison them for 10 min
	sc_start SC_Poison,600000,0;

Effect type is a number of effect, 'db/const.txt' lists the common (mostly 
negative) status effect types as constants, starting with 'SC_'. You can 
also use this to give someone an effect of a player-cast spell:

	// This will bless someone as if with Bless 10:
	sc_start 10,240000,10;

Extra argument's meaning differs depending on the effect type, for most 
effects caused by a player skill the extra argument means the level of the 
skill that would have been used to create that effect, for others it might 
have no meaning whatsoever. You can actually bless someone with a 0 bless 
spell level this way, which is fun, but weird.

The GID, if given, will cause the status effect to appear on a specified 
character, instead of the one attached to the running script. This has not 
been properly tested.

'sc_start2' is perfectly equivalent, but unlike 'sc_start', a status 
change effect will only occur with a specified percentage chance. 10000 
given as the chance is equivalent to a 100% chance, 0 is a zero.

'sc_start4' is just like sc_start, however it takes four parameters for 
the status change instead of one. What these values are depends on the 
status change in question. For example, elemental armor defense takes the 
following four values:
- val1 is the first element, val2 is the resistance to the element val1.
- val3 is the second element, val4 is the resistance to said element.
eg: sc_start4 SC_ARMOR_RESIST,300000,20,20,20,20;

'sc_end' will remove a specified status effect. If SC_All is used (-1), it 
will do a complete removal of all statuses (although permanent ones will 
re-apply).

You can see the full list of status effects caused by skills in 
'src/map/status.h' - they are currently not fully documented, but most of 
that should be rather obvious.
Note: to use SC_NOCHAT you should alter Manner
	Manner = -5;	// Will mute a user for 5 minutes
	Manner = 0;	// Will unmute a user
	Manner = 5;	// Will unmute a user and prevent the next use of 'Manner'

---------------------------------------

*getstatus <effect type>{,<type>};

Retrieve information about a specific status effect when called. Depending 
on <type> specified the function will return different information.

Possible <type> values:
	- 0 or undefined: whether the status is active
	- 1: the val1 of the status
	- 2: the val2 of the status
	- 3: the val3 of the status
	- 4: the val4 of the status
	- 5: the amount of time in milliseconds that the status has remaining

If <type> is not defined or is set to 0, then the script function will 
either return 1 if the status is active, or 0 if the status is not active. 
If the status is not active when any of the <type> fields are provided, 
this script function will always return 0.

---------------------------------------

*skilleffect <skill id>,<number>;
*skilleffect "<skill name>",<number>;

This command displays visual and aural effects of given skill on currently 
attached character. The number parameter is for skill whose visual effect 
involves displaying of a number (healing or damaging). Note that this 
command will not actually use the skill: it is intended for scripts which 
simulate skill usage by the NPC, such as buffs, by setting appropriate 
status and displaying the skill's effect.

	mes "Be blessed!";
	// Heal of 2000 HP
	heal 2000,0;
	skilleffect 28,2000;
	// Blessing Level 10
	sc_start 10,240000,10;
	skilleffect 34,0;
	// Increase AGI Level 5
	sc_start 12,140000,5;
	skilleffect 29,0;

This will heal the character with 2000 HP, buff it with Blessing Lv 10 and 
Increase AGI Lv 5, and display appropriate effects.

---------------------------------------

*npcskilleffect <skill id>,<number>,<x>,<y>;
*npcskilleffect "<skill name>",<number>,<x>,<y>;

This command behaves identically to 'skilleffect', however, the effect 
will not be centered on the invoking character's sprite, nor on the NPC 
sprite, if any, but will be centered at map coordinates given on the same 
map as the invoking character.

---------------------------------------

*specialeffect <effect number>{,<send_target>{,"<NPC Name>"}};

This command will display special effect with the given number, centered 
on the specified NPCs coordinates, if any. For a full list of special 
effect numbers known see 'doc/effect_list.txt'. Some effect numbers are 
known not to work in some client releases. (Notably, rain is absent from 
any client executables released after April 2005.)

<NPC name> parameter will display <effect number> on another NPC. If the 
NPC specified does not exist, the command will do nothing. When specifying 
an NPC, <send_target> must be specified when specifying an <NPC Name>, 
specifying AREA will retain the default behavior of the command.

	// this will make the NPC "John Doe#1"
	// show the effect "EF_HIT1" specified by
	// Jane Doe. I wonder what John did...
	mes "[Jane Doe]";
	mes "Well, I never!";
	specialeffect EF_HIT1,AREA,"John Doe#1";
	close;

---------------------------------------

*specialeffect2 <effect number>{,<send_target>{,"<Player Name>"}};

This command behaves identically to the 'specialeffect', but the effect 
will be centered on the invoking character's sprite.

<Player name> parameter will display <effect number> on another Player 
than the one currently attached to the script. Like with specialeffect, 
when specifying a player, <send_target> must be supplied, specifying AREA 
will retain the default behavior of the command.

---------------------------------------

*statusup <stat>;

This command will bump a specified stat of the invoking character up by 
one permanently using status points to do so, if there aren't enough to perform
the change nothing will happen.
Stats are to be given as number, but you can use these constants to replace them:

bStr -  Strength
bVit -  Vitality
bInt -  Intelligence
bAgi -  Agility
bDex -  Dexterity
bLuk -  Luck

---------------------------------------

*statusup2 <stat>,<amount>;

This command will bump a specified stat of the invoking character up by 
the specified amount permanently without using status points.
Amount can be negative. See 'statusup'.

// This will decrease a character's Vit forever.
	statusup bVit,-1;

---------------------------------------

*bonus <bonus type>,<val1>;
*bonus2 <bonus type>,<val1>,<val2>;
*bonus3 <bonus type>,<val1>,<val2>,<val3>;
*bonus4 <bonus type>,<val1>,<val2>,<val3>,<val4>;
*bonus5 <bonus type>,<val1>,<val2>,<val3>,<val4>,<val5>;

These commands are meant to be used in item scripts. They will probably 
work outside item scripts, but the bonus will not persist for long. They, 
as expected, refer only to an invoking character.

You can find the full list of possible bonuses and which command to use 
for each kind in 'doc/item_bonus.txt'.

---------------------------------------

*autobonus <bonus script>,<rate>,<duration>{,<flag>,{<other script>}};
*autobonus2 <bonus script>,<rate>,<duration>{,<flag>,{<other script>}};
*autobonus3 <bonus script>,<rate>,<duration>,<skill id>,{<other script>};
*autobonus3 <bonus script>,<rate>,<duration>,"<skill name>",{<other script>};

These commands are meant to be used in item scripts. They will probably 
work outside item scripts, but the bonus will not persist for long. They, 
as expected, refer only to an invoking character.

What these commands do is 'attach' a script to the player which will get
executed on attack (or when attacked in the case of autobonus2).

Rate is the trigger rate of the script (10000 = 100%). 

Duration is the time that the bonus will last for since the script has 
triggered.

Skill ID/skill name the skill which will be used as trigger to start the 
bonus (for autobonus3).

The optional argument 'flag' is used to classify the type of attack where 
the script can trigger (it shares the same flags as the bAutoSpell bonus 
script):

Range criteria:
	BF_SHORT:  Trigger on melee attack
	BF_LONG:   Trigger on ranged attack
	Default:   BF_SHORT+BF_LONG
Attack type criteria:
	BF_WEAPON: Trigger on weapon skills 
	BF_MAGIC:  Trigger on magic skills 
	BF_MISC:   Trigger on misc skills
	Default:   BF_WEAPON
Skill criteria:
	BF_NORMAL: Trigger on normal attacks
	BF_SKILL:  Trigger on skills
	default:   If the attack type is BF_WEAPON (only) BF_NORMAL is used,
		       otherwise BF_SKILL+BF_NORMAL is used.

The difference between the optional argument 'other script' and the 'bonus 
script' is that, the former one triggers only when attacking (or attacked) 
and the latter one runs on status calculation as well, which makes sure, 
within the duration, the "bonus" that get lost on status calculation is 
restored. So, 'bonus script' is technically supposed to accept "bonus" 
command only. And we usually use 'other script' to show visual effects.

In all cases, when the script triggers, the attached player will be the 
one who holds the bonus. There is currently no way of knowing within this 
script who was the other character (the attacker in autobonus2, or the 
target in autobonus and autobonus3).

//Grants a 1% chance of starting the state "all stats +10" for 10 seconds 
//when using weapon or misc attacks (both melee and ranged skills) and 
//shows a special effect when the bonus is active.
	autobonus "{ bonus bAllStats,10; }",10,10000,BF_WEAPON|BF_MISC,"{ specialeffect2 EF_FIRESPLASHHIT; }";

---------------------------------------

*skill <skill id>,<level>{,<flag>};
*skill "<skill name>",<level>{,<flag>};
*addtoskill <skill id>,<level>{,<flag>};
*addtoskill "<skill name>",<level>{,<flag>};

These commands will give the invoking character a specified skill. This is 
also used for item scripts.

Level is obvious. Skill id is the ID number of the skill in question as 
per 'db/(pre-)re/skill_db.txt'. It is not known for certain whether this 
can be used to give a character a monster's skill, but you're welcome to 
try with the numbers given in 'db/(pre-)re/mob_skill_db.txt'.

Flag is 0 if the skill is given permanently (will get written with the 
character data) or 1 if it is temporary (will be lost eventually, this is 
meant for card item scripts usage.).  The flag parameter is optional, and 
defaults to 1 in 'skill' and to 2 in 'addtoskill'.

Flag 2 means that the level parameter is to be interpreted as a stackable 
additional bonus to the skill level. If the character did not have that 
skill previously, they will now at 0+the level given.

// This will permanently give the character Stone Throw 
// (TF_THROWSTONE,152), at level 1.
    skill 152,1,0;

Flag 3 is the same as flag 0 in that it saves to the database. However, 
these skills are ignored when any action is taken that adjusts the skill 
tree (reset/job change).

---------------------------------------

*nude;

This command will unequip anything equipped on the invoking character.

It is not required to do this when changing jobs since 'jobchange' will 
unequip everything not equippable by the new job class anyway.

---------------------------------------

*disguise <Monster ID>;
*undisguise;

This command disguises the current player with a monster sprite.
The disguise lasts until 'undisguise' is issued or the player logs out.

Example:

disguise 1002; // Disguise character as a Poring.
next;
undisguise; // Return to normal character sprite.

---------------------------------------
//=====================================
4.3 - Marriage-Related Commands
//=====================================
---------------------------------------

*marriage("<spouse name>");

This function will marry two characters, the invoking character and the 
one referred to by name given, together, setting them up as each other's 
marriage partner. No second function call has to be issued (in current Git 
at least) to make sure the marriage works both ways. The function returns 
1 upon success, or 0 if the marriage could not be completed, either 
because the other character wasn't found or because one of the two 
characters is already married.

This will do nothing else for the marriage except setting up the spouse ID 
for both of these characters. No rings will be given and no effects will 
be shown.

---------------------------------------

*wedding;

This command will call up wedding effects - the music and confetti - 
centered on the invoking character. Example can be found in the wedding 
script.

---------------------------------------

*divorce()

This function will "un-marry" the invoking character from whoever they 
were married to. Both will no longer be each other's marriage partner, 
(at least in current Git, which prevents the cases of multi-spouse 
problems). It will return 1 upon success or 0 if the character was not 
married at all.

This function will also destroy both wedding rings and send a message to 
both players, telling them they are now divorced.

---------------------------------------
//=====================================
4.3 - End of Marriage-Related Commands
//=====================================
---------------------------------------

*pcfollow <id>,<target id>;
*pcstopfollow <id>;

Makes a character follow or stop following someone. This command does the 
same as the @follow command. The main difference is that @follow can use 
character names, and this commands needs the Account ID for the target.

Examples:

// This will make Aaron follow Bullah, when both of these characters are 
// online.
	pcfollow getcharid(3,"Aaron"),getcharid(3,"Bullah");
	
// Makes Aaron stop following whoever he is following.
	pcstopfollow getcharid(3,"Aaron");
	
---------------------------------------

*pcblockmove <id>,<option>;

Prevents the given ID from moving when the option != 0, and 0 enables the 
ID to move again. The ID can either be the GID of a monster/NPC or account 
ID of a character, and will run for the attached player if zero is 
supplied.

Examples:

// Prevents the current char from moving away.
	pcblockmove getcharid(3),1;
	
// Enables the current char to move again.
	pcblockmove getcharid(3),0;


---------------------------------------
//=====================================
4 - End of Player-Related Commands
//=====================================
---------------------------------------

---------------------------------------
//=====================================
5 - Mob / NPC Related Commands
//=====================================
---------------------------------------

*monster     "<map name>",<x>,<y>,"<name to show>",<mob id>,<amount>{,"<event label>"{,<size>{,<ai>}}};
*areamonster "<map name>",<x1>,<y1>,<x2>,<y2>,"<name to show>",<mob id>,<amount>{,"<event label>"{,<size>{,<ai>}}};

This command will spawn a monster on the specified coordinates on the 
specified map. If the script is invoked by a character, a special map 
name, "this", will be recognized to mean the name of the map the invoking 
character is located at. This command works fine in the item scripts.

The same command arguments mean the same things as described above in the 
beginning of this document when talking about permanent monster spawns. 
Monsters spawned in this manner will not respawn upon being killed.

Unlike the permanent monster spawns, if the mob id is -1, a random monster 
will be picked from the entire database according to the rules configured 
in the server for dead branches. This will work for all other kinds of 
non-permanent monster spawns.

The only very special thing about this command is an event label, which is 
an optional parameter. This label is written like 
'<NPC object name>::<label name>' and upon the monster being killed, it 
will execute the script inside of the specified NPC object starting from 
the label given. The RID of the player attached at this execution will be 
the RID of the killing character.

<size> can be:
	0 = medium (default)
	1 = small
	2 = big
	
<ai> can be:
	0 = none (default)
	1 = attack/friendly
	2 = sphere (Alchemist skill)
	3 = flora (Alchemist skill)
	4 = zanzou (Kagerou/Oboro skill)

	monster "place",60,100,"Poring",1002,1,"NPCNAME::OnLabel";

The coordinates of 0,0 will spawn the monster on a random place on the 
map. Both 'monster' and 'areamonster' return the GID of the monster 
spawned if there was ONLY ONE monster to be spawned. This is useful for 
controlling each of the spawned mobs with the unit* commands shown below.
For example:

	// We'll make a poring which will automatically attack invoking player:
	.@mobGID = monster "Prontera",150,150,"Poring",PORING,1; // PORING is defined in the mob db and its value is 1002
	unitattack .@mobGID, getcharid(3); // Attacker GID, attacked GID

The way you can get the GID of more than only one monster is looping 
through all the summons to get their individual GIDs and do whatever you 
want with them. For example:

	// We want to summon .mobnumber porings which will give us a kiss
	for (.@i = 0; .@i < .mobnumber; ++.@i) {
		.@mobGID = monster "map",.x,.y,"Kisser Poring",PORING,1;
		unitemote .@mobGID, e_kis;
	}

Refer to the unit* commands below.

The 'areamonster' command works much like the 'monster' command and is not 
significantly different, but spawns the monsters within a square defined 
by x1/y1-x2/y2.

Simple monster killing script:

	<NPC object definition. Let's assume you called him NPCNAME.>
		mes "[Summon Man]";
		mes "Want to start the kill?";
		next;
		if (select("Yes:No") != 1) {
			mes "[Summon Man]";
			mes "Come back later";
			close;
		}
		monster "prontera",0,0,"Quest Poring",PORING,10,"NPCNAME::OnPoringKilled";
		// By using 0,0 it will spawn them in a random place.
		mes "[Summon Man]";
		mes "Now go and kill all the Poring I summoned";
		// He summoned ten.
		close;
	OnPoringKilled:
		++$poring_killed;
		if ($poring_killed == 10) {
			announce "Summon Man: Well done all the poring are dead",bc_self;
			$poring_killed = 0;
		}
		end;

For more examples see just about any official 2-1 or 2-2 job quest script.

---------------------------------------

*areamobuseskill "<map name>",<x>,<y>,<range>,<mob id>,<skill id>,<skill level>,<cast time>,<cancelable>,<emotion>,<target type>;
*areamobuseskill "<map name>",<x>,<y>,<range>,<mob id>,"<skill name>",<skill level>,<cast time>,<cancelable>,<emotion>,<target type>;

This command will make all monsters of the specified mob ID in the 
specified area use the specified skill. Map name, x, and y define the 
center of the area, which extending <range> cells in each direction (ex: a 
range of 3 would create a 7x7 square). The skill can be specified by skill 
ID or name. <cast time> is in milliseconds (1000 = 1 second), and the rest 
should be self-explanatory. 

<target type> can be: 
	0 = self
	1 = the mob's current target
	2 = the mob's master
	3 = random target

Example:

	// spawn 1 Shining Plant in the 5x5 area centered on (155,188)
	areamonster "prontera",153,186,157,190,"Shining Plant",1083,1;
	// make the plant cast level 10 Cold Bolt on a random target
	areamobuseskill "prontera",155,188,2,1083,"MG_COLDBOLT",10,3000,1,e_gg,3;

---------------------------------------

*killmonster "<map name>","<event label>"{,<type>};

This command will kill all monsters that were spawned with 'monster' or 
'addmonster' and have a specified event label attached to them. Commonly 
used to get rid of remaining quest monsters once the quest is complete.

If the label is given as "All", all monsters which have their respawn 
times set to -1 (like all the monsters summoned with 'monster' or 
'areamonster' script command, and all monsters summoned with GM commands, 
but no other ones - that is, all non-permanent monsters) on the specified 
map will be killed regardless of the event label value.

killmonster supports an optional argument type. Using 1 for type will make 
the command fire "OnMyMobDead" events from any monsters that do die as a 
result of this command.

---------------------------------------

*killmonsterall "<map name>"{,<type>};

This command will kill all monsters on a specified map name, regardless of 
how they were spawned or what they are without triggering any event label 
attached to them, unless you specify 1 for type parameter. In this case, 
mob death labels will be allowed totrigger when there is no player. Any 
other number for this parameter won't be recognized.

---------------------------------------

*strmobinfo(<type>,<monster id>);

This function will return information about a monster record in the 
database, as per 'db/(pre-)re/mob_db.txt'. Type is the kind of information 
returned. Valid types are:

 1 - 'english name' field in the database, a string.
 2 - 'japanese name' field in the database, a string.
     All other returned values are numbers:
 3 - Level.
 4 - Maximum HP.
 5 - Maximum SP.
 6 - Experience reward.
 7 - Job experience reward.

---------------------------------------

*mobcount("<map name>","<event label>")

This function will count all the monsters on the specified map that have a 
given event label and return the number or 0 if it can't find any. 
Naturally, only monsters spawned with 'monster' and 'areamonster' script 
commands can have non-empty event label.
If you pass this function an empty string for the event label, it will 
return the total count of monster without event label, including 
permanently spawning monsters.

With the dynamic mobs system enabled, where mobs are not kept in memory 
for maps with no actual people playing on them, this will return a 0 for 
any such map.

If the event label is given as "all", all monsters will be counted, 
regardless of having any event label attached.

If the map name is given as "this", the map the invoking character is on 
will be used. If the map is not found, or the invoker is not a character 
while the map is "this", it will return -1.

---------------------------------------

*clone "<map name>",<x>,<y>,"<event>",<char id>{,<master_id>{,<mode>{,<flag>,<duration>}}}

This command creates a monster which is a copy of another player. The 
first four arguments serve the same purpose as in the monster script 
command, The <char id> is the character id of the player to clone (player 
must be online).
If <master id> is given, the clone will be a 'slave/minion' of it. 
Master_id must be a character id of another online player.

The mode can be specified to determine the behavior of the clone, its 
values are the same as the ones used for the mode field in the mob_db. The 
default mode is aggressive, assists, can move, can attack.

Flag can be either zero or one currently. If zero, the clone is a normal 
monster that'll target players, if one, it is considered a summoned 
monster, and as such, it'll target other monsters. Defaults to zero.

The duration specifies how long the clone will live before it is 
auto-removed. Specified in seconds, defaults to no limit (zero).

Returned value is the monster ID of the spawned clone. If command fails, 
returned value is zero.

---------------------------------------

*summon "Monster name",<monster id>{,<Time Out>{,"event label"}};

This command will summon a monster. (see also 'monster') Unlike monsters 
spawned with other commands, this one will set up the monster to fight to 
protect the invoking character. Monster name and mob id obey the same 
rules as the one given at the beginning of this document for permanent 
monster spawns with the exceptions mentioned when describing 'monster' 
command.

The effect for the skill 'Call Homunculus' will be displayed centered on 
the invoking character.

Timeout is the time in milliseconds the summon lives, and is set default 
to 60000 (1 minute). Note that also the value 0 will set the timer to 
default, and it is not possible to create a spawn that lasts forever.
If an event label is given, upon the monster being killed, the event label 
will run as if by 'donpcevent'.

// Will summon a dead branch-style monster to fight for the character.
summon "--ja--",-1;

---------------------------------------

*homevolution;

This command will try to evolve the current player's homunculus.
If it doesn't work, the /swt emotion is shown.

To evolve a homunculus, the invoking player must have a homunculus, the 
homunculus must not be the last evolution and the homunculus must have 
above 91000 intimacy with its owner.

---------------------------------------

*gethominfo(<type>)

This function works as a direct counterpart of 'getpetinfo':
 0 - Homunculus unique ID
 1 - Homunculus Class
 2 - Name
 3 - Friendly level (intimacy score). 100000 is full loyalty.
 4 - Hungry level. 100 is completely full.
 5 - Rename flag. 0 means this homunculus has not been named yet.
 6 - Homunculus level

---------------------------------------

*morphembryo;

This command will try to put the invoking player's Homunculus in an
uncallable state, required for mutation into a Homunculus S. The player
will also receive a Strange Embryo (ID 6415) in their inventory if
successful, which is deleted upon mutation.

The command will fail if the invoking player does not have an evolved
Homunculus at level 99 or above. The /swt emotion is shown upon failure.

Returns 1 upon success and 0 for all failures.

---------------------------------------

*hommutate {<ID>};

This command will try to mutate the invoking player's Homunculus into
a Homunculus S. The Strange Embryo (ID 6415) is deleted upon success.

The command will fail if the invoking player does not have an evolved
Homunculus at level 99 or above, if it is not in the embryo state
(from the 'morphembryo' command), or if the invoking player does not
possess a Strange Embryo. The /swt emotion is shown upon failure.

If the optional parameter <ID> is set, the invoking player's Homunculus
will change into the specified Homunculus ID. Otherwise, a random Homunculus S
will be chosen. See 'db/homunculus_db.txt' for a full list of IDs.

Returns 1 upon success and 0 for all failures.

---------------------------------------

*checkhomcall()

This function checks if the attached player's Homunculus is active,
and will return the following values:
 -1: The player has no Homunculus.
  0: The player's Homunculus is active.
  1: The player's Homunculus is vaporized.
  2: The player's Homunculus is in morph state.

---------------------------------------

*unitwalk <GID>,<x>,<y>;
*unitwalk <GID>,<target_GID>;

This is one command, but can be used in two ways. If only the first 
argument is given, the unit whose GID is given will start walking towards 
the target whose GID is given.

When 2 arguments are passed, the given unit will walk to the given x,y 
coordinates on the map where the unit currently is.

Examples:

//Will move/walk the poring we made to the coordinates 150,150
	unitwalk .GID,150,150;

//NPC will move towards the attached player.
	unitwalk .GID,getcharid(3);//a player's GID is their account ID

---------------------------------------

*unitkill <GID>;
*unitwarp <GID>,<Mapname>,<x>,<y>;
*unitattack <GID>,<Target ID>;
*unitstop <GID>;
*unittalk <GID>,<Text>;
*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:

OnTouchNPC:
	unitwarp 0,"this",-1,-1;

---------------------------------------

*disablenpc "<NPC object name>";
*enablenpc "<NPC object name>";

These two commands will disable and enable, respectively, an NPC object 
specified by name. The disabled NPC will disappear from sight and will no 
longer be triggerable in the normal way. It is not clear whether it will 
still be accessible through 'donpcevent' and other triggering commands, 
but it probably will be. You can disable even warp NPCs if you know their 
object names, which is an easy way to make a map only accessible through 
walking half the time. Then you 'enablenpc' them back.

You can also use these commands to create the illusion of an NPC switching 
between several locations, which is often better than actually moving the 
NPC - create one NPC object with a visible and a hidden part to their 
name, make a few copies, and then disable all except one.

---------------------------------------

*hideonnpc "<NPC object name>";
*hideoffnpc "<NPC object name>";

These commands will make the NPC object specified display as hidden or 
visible, even though not actually disabled per se. Hidden as in thief Hide 
skill, but unfortunately, not detectable by Ruwach or Sight.

As they are now, these commands are pointless, it is suggested to use 
'disablenpc'/'enablenpc', because these two commands actually unload the 
NPC sprite location and other accompanying data from memory when it is not 
used. However, you can use these for some quest ideas (such as cloaking 
NPCs talking while hidden then revealing... you can wonder around =P).

---------------------------------------

*doevent "<NPC object name>::<event label>";

This command will start a new execution thread in a specified NPC object 
at the specified label. The execution of the script running this command 
will not stop, and the event called by the 'doevent' command will not run 
until the invoking script has terminated. No parameters may be passed with 
a doevent call.

The script of the NPC object invoked in this manner will run as if it's 
been invoked by the RID that was active in the script that issued a 
'doevent'. As such, the command will not work if an RID is not attached.

	place,100,100,1%TAB%script%TAB%NPC%TAB%53,{
		mes "This is what you will see when you click me";
		close;
	OnLabel:
		mes "This is what you will see if the doevent is activated";
		close;
	}

	....

	doevent "NPC::OnLabel";

---------------------------------------

*donpcevent "<NPC object name>::<event label>";

This command invokes the event label code within an another NPC or NPCs. 
It starts a separate instance of execution, and the invoking NPC will 
resume execution its immediately.

If the supplied event label has the form "NpcName::OnLabel", then only 
given NPC's event label will be invoked (much like 'goto' into another 
NPC). If the form is "::OnLabel" (NPC name omitted), the event code of all 
NPCs with given label will be invoked, one after another. In both cases 
the invoked script will run without an attached RID, whether or not the 
invoking script was attached to a player. The event label name is required 
to start with "On".

This command can be used to make other NPCs act, as if they were 
responding to the invoking NPC's actions, such as using an emotion or 
talking.

	place,100,100,1%TAB%script%TAB%NPC%TAB%53,{
		mes "Hey NPC2 copy what I do";
		close2;
		@emote = rand(1,30);
		donpcevent "NPC2::OnEmote";
	OnEmote:
		emotion @emote;
		end;
	}

	place,102,100,1%TAB%script%TAB%NPC2%TAB%53,{
		mes "Hey NPC copy what I do";
		close2;
		@emote = rand(1,30);
		donpcevent "NPC::OnEmote";
	OnEmote:
		emotion @emote;
		end;
	}

Whichever of the both NPCs is talked to, both will show a random emotion 
at the same time. 

Command returns 1 or 0 on success and failure.
A debug message also shows on the console when no events are triggered.

---------------------------------------

*cmdothernpc "<npc name>","<command>";

This is simply "donpcevent <npc name>::OnCommand<command>".
It is an approximation of official server script language's 'cmdothernpc'.

---------------------------------------

*npctalk "<message>";

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.

	// This will make everyone in the area see the NPC greet the character
	// who just invoked it.
	npctalk "Hello "+strcharinfo(0)+", how are you?";

---------------------------------------

*setnpcdisplay("<npc name>", "<display name>", <class id>, <size>)
*setnpcdisplay("<npc name>", "<display name>", <class id>)
*setnpcdisplay("<npc name>", "<display name>")
*setnpcdisplay("<npc name>", <class id>)

Changes the display name and/or display class of the target NPC.
Returns 0 is successful, 1 if the NPC does not exist.
Size is 0 = normal 1 = small 2 = big.

---------------------------------------
//=====================================
5.1 - Time-Related Commands
//=====================================
---------------------------------------

*addtimer <ticks>,"NPC::OnLabel";
*deltimer "NPC::OnLabel";
*addtimercount "NPC::OnLabel",<ticks>;

These commands will create, destroy, and delay a countdown timer - 
'addtimer' to create, 'deltimer' to destroy and 'addtimercount' to delay 
it by the specified number of ticks. For all three cases, the event label 
given is the identifier of that timer. The timer runs on the character 
object that is attached to the script, and can have multiple instances. 
When the label is run, it is run as if the player that the timer runs on 
has clicked the NPC.

When this timer runs out, a new execution thread will start in the 
specified NPC object at the specified label.

The ticks are given in 1/1000ths of a second.

One more thing. These timers are stored as part of player data. If the 
player logs out, all of these get immediately deleted, without executing 
the script. If this behavior is undesirable, use some other timer 
mechanism (like 'sleep').

Example:
<NPC Header> {
	dispbottom "Starting a 5 second timer...";
	addtimer 5000, strnpcinfo(3)+"::On5secs";
	end;
On5secs:
	dispbottom "5 seconds have passed!";
	end;
}

---------------------------------------

*initnpctimer	{ "<NPC name>" {, <Attach Flag>} } |
				{ "<NPC name>" | <Attach Flag> };
*stopnpctimer	{ "<NPC name>" {, <Detach Flag>}  } |
				{ "<NPC name>" | <Detach Flag> };
*startnpctimer	{ "<NPC name>" {, <Attach Flag>} } |
				{ "<NPC name>" | <Attach Flag> };
*setnpctimer	<tick>{,"<NPC name>"};
*getnpctimer	(<type of information>{,"<NPC name>"})
*attachnpctimer	{"<character name>"};
*detachnpctimer	{"<NPC name>"};

This set of commands and functions will create and manage an NPC-based 
timer. The NPC name may be omitted, in which case the calling NPC is used 
as target.

Contrary to addtimer/deltimer commands which let you have many different 
timers referencing different labels in the same NPC, each with their own 
countdown, 'initnpctimer' can only have one per NPC object. But it can 
trigger many labels and let you know how many were triggered already and 
how many still remain.

This timer is counting up from 0 in ticks of 1/1000ths of a second each. 
Upon  creating this timer, the execution will not stop, but will happily 
continue onward. The timer will then invoke new execution threads at 
labels "OnTimer<time>:" in the NPC object it is attached to. 

To create the timer, use the 'initnpctimer', which will start it running. 
'stopnpctimer' will pause the timer, without clearing the current tick, 
while 'startnpctimer' will let the paused timer continue.

By default timers do not have a RID attached, which lets them continue 
even if the player that started them logs off. To attach a RID to a timer, 
you can either use the optional "attach flag" when using 
'initnpctimer/startnpctimer', or do it manually by using 'attachnpctimer'. 
Likewise, the optional flag of stopnpctimer lets you detach any RID after 
stopping the timer, and by using 'detachnpctimer' you can detach a RID at 
any time.

Normally there is only a single timer per NPC, but as an exception, as 
long as you attach a player to the timer, you can have multiple timers 
running at once, because these will get stored on the players instead of 
the NPC.
NOTE: You need to attach the RID before the timer _before_ you start it to
get a player-attached timer. Otherwise it'll stay a NPC timer (no effect).

If the player that is attached to the npctimer logs out, the 
"OnTimerQuit:" event label of that NPC will be triggered, so you can do 
the appropriate cleanup (the player is still attached when this event is 
triggered).

The 'setnpctimer' command will explicitly set the timer to a given tick. 
'getnpctimer' provides timer information. Its parameter defines what type:

 0 - Will return the current tick count of the timer.
 1 - Will return 1 if there are remaining "OnTimer<ticks>:" labels in the 
	 specified NPC waiting for execution.
 2 - Will return the number of times the timer has triggered and will 
	 trigger an "OnTimer<tick>:"  label in the specified NPC.

Example 1:

	<NPC Header> {
		// We need to use attachnpctimer because the mes command below 
		// needs RID attach
		attachnpctimer;
		initnpctimer;
		npctalk "I cant talk right now, give me 10 seconds";
		end;
	OnTimer5000:
		npctalk "Ok 5 seconds more";
		end;
	OnTimer6000:
		npctalk "4";
		end;
	OnTimer7000:
		npctalk "3";
		end;
	OnTimer8000:
		npctalk "2";
		end;
	OnTimer9000:
		npctalk "1";
		end;
	OnTimer10000:
		stopnpctimer;
		mes "[Man]";
		mes "Ok we can talk now";
		detachnpctimer;
		// and remember attachnpctimer and detachnpctimer can only be used 
		// while the NPC timer is not running!
	}

Example 2:

	OnTimer15000:
		npctalk "Another 15 seconds have passed.";

		// You have to use 'initnpctimer' instead of 'setnpctimer 0'.
		// This is equal to 'setnpctimer 0' + 'startnpctimer'.
		// Alternatively, you can also insert another 'OnTimer15001' label 
		// so that the timer won't stop.
		initnpctimer;
		end;

	// This OnInit label will run when the script is loaded, so that the 
	// timer is initialized immediately as the server starts. It is 
	// dropped back to 0 every time the NPC says something, so it will 
	// cycle continuously.
	OnInit:
		initnpctimer;
		end;

Example 3:

	mes "[Man]";
	mes "I have been waiting "+(getnpctimer(0)/1000)+" seconds for you.";
	// We divide the timer returned by 1000 to convert milliseconds to 
	// seconds.
	close;

Example 4:

	mes "[Man]";
	mes "Ok, I will let you have 30 more seconds...";
	close2;
	setnpctimer (getnpctimer(0)-30000);
	// Notice the 'close2'. If there were a 'next' there the timer would 
	// be changed only after the player pressed the 'next' button.
	end;
 
---------------------------------------
 
*sleep {<milliseconds>};
*sleep2 {<milliseconds>};
*awake "<NPC name>";

These commands are used to control the pause of a NPC.
sleep and sleep2 will pause the script for the given amount of 
milliseconds.
Awake is used to cancel a sleep. When awake is called on a NPC it will run 
as if the sleep timer ran out, and thus making the script continue. Sleep 
and sleep2 basically do the same, but the main difference is that sleep 
will not keep the rid, while sleep2 does.

Examples:
	// This will pause the script for 10 seconds and ditch the RID 
	// (so no player is attached anymore)
	sleep 10000; 
	// Pauses the script for 5 seconds, and continue with the RID attached.
	sleep2 5000; 
	//Cancels any running sleep timers on the NPC 'NPC'.
	awake "NPC"; 

---------------------------------------

*progressbar "<color>",<seconds>;

This command works almost like sleep2, but displays a progress bar above 
the head of the currently attached character (like cast bar). Once the 
given amount of seconds passes, the script resumes. If the character moves 
while the progress bar progresses, it is aborted and the script ends. The 
color format is in RGB (0xRRGGBB). The color is currently ignored by the 
client and appears always green.

---------------------------------------
//=====================================
5.1 - End of Time-related commands
//=====================================
---------------------------------------

*announce "<text>",<flag>{,<fontColor>{,<fontType>{,<fontSize>{,<fontAlign>{,<fontY>}}}}};

This command will broadcast a message to all or most players, similar to 
@kami/@kamib GM commands.

	announce "This will be shown to everyone at all in yellow.",0;

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.

Target flags:
- bc_all:	Broadcast message is sent server-wide (default).
- bc_map:	Message is sent to everyone in the same map as the source of 
			the broadcast (see below).
- bc_area:	Message is sent to players in the vicinity of the source.
- bc_self:	Message is sent only to current player.
You cannot	use more than one target flag.

Source flags:
- bc_pc:	Broadcast source is the attached player (default).
- bc_npc:	Broadcast source is the NPC, not the player attached to the 
			script (useful when a player is not attached or the message 
			should be sent to those nearby the NPC).
You cannot use more than one source flag.

Special flags:
- bc_yellow:Broadcast will be displayed in yellow color (default).
- bc_blue:	Broadcast will be displayed in blue color.
- bc_woe:	Indicates that this broadcast is 'WoE Information' that can 
			be disabled client-side.
Due to the way client handles broadcasts, it is impossible to set both 
bc_blue and bc_woe.

The optional parameters allow usage of broadcasts in custom colors, 
font-weights, sizes etc. If any of the optional parameters is used, 
special flag is ignored. Optional parameters may not work well (or at all) 
depending on a game client used.

The color parameter is a single number which can be in hexadecimal 
notation.

For example:
	announce "This will be shown to everyone at all in green.",bc_all,0x00FF00;
Will display a global announce in green. The color format is in RGB 
(0xRRGGBB).

In official scripts only two font-weights (types) are used:
 - normal (FW_NORMAL = 400, default),
 - bold   (FW_BOLD = 700).

Default font size is 12.

Using this for private messages to players is probably not that good an 
idea, but it can be used instead in NPCs to "preview" an announce.

	// This will be a private message to the player using the NPC that 
	// made the announcement
	announce "This is my message just for you",bc_blue|bc_self;

	// This will be shown on everyones screen that is in sight of the NPC.
	announce "This is my message just for you people here",bc_npc|bc_area;

---------------------------------------

*mapannounce "<map name>","<text>",<flag>{,<fontColor>{,<fontType>{,<fontSize>{,<fontAlign>{,<fontY>}}}}}};

This command will work like 'announce' but will only broadcast to 
characters currently residing on the specified map. The flag and optional 
parameters parameters are the same as in 'announce', but target and source 
flags are ignored.

---------------------------------------

*areaannounce "<map name>",<x1>,<y1>,<x2>,<y2>,"<text>",<flag>{,<fontColor>{,<fontType>{,<fontSize>{,<fontAlign>{,<fontY>}}}}}};

This command works like 'announce' but will only broadcast to characters 
residing in the specified x1/y1-x2/y2 rectangle on the map given. The 
flags and optional parameters are the same as in 'announce', but target 
and source flags are ignored.

	areaannounce "prt_church",0,0,350,350,"God's in his heaven, all right with the world",0;

---------------------------------------

*callshop "<name>",<option>;

These are a series of commands used to create dynamic shops. 
The callshop function calls an invisible shop (view -1) as if the player 
clicked on it.

For the options on callShop:
	0 = The normal window (buy, sell and cancel)
	1 = The buy window
	2 = The sell window
	
Example:

//Will call the shop named DaShop and opens the buy menu.
callshop "DaShop",1;


The shop which is called by callshop (as long as an npcshop* command is 
executed from that NPC (see note 1)) will trigger the labels OnBuyItem and 
OnSellitem. These labels can take over handling for relatively the buying 
of items from the shop and selling the items to a shop. Via these labels 
you can customize the way an item is bought or sold by a player. 

In the OnBuyItem, two arrays are set (@bought_nameid and 
@bought_quantity), which 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, @sold_quantity, @sold_refine, 
@sold_attribute, @sold_identify, @sold_card1, @sold_card2, @sold_card3, 
@sold_card4). An example on a shop comes with Hercules, and 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.

Note 1: These labels will only be triggered if a npcshop* command is 
executed, this is because these commands set a special data on the shop 
NPC, named master_nd in the source. 
The OnSellItem and OnBuyItem are triggered in the NPC whose master_nd is 
given in the shop.

---------------------------------------

*npcshopitem "<name>",<item id>,<price>{,<item id>,<price>{,<item id>,<price>{,...}}}

This command lets you override the contents of an existing NPC shop or 
cashshop. The current sell list will be wiped, and only the items 
specified with the price specified will be for sale.

The function returns 1 if shop was updated successfully, or 0 if not found.

Note that you cannot use -1 to specify default selling price!

---------------------------------------

*npcshopadditem "<name>",<item id>,<price>{,<item id>,<price>{,<item id>,<price>{,...}}}

This command will add more items at the end of the selling list for the 
specified NPC shop or cashshop. If you specify an item already for sell, 
that item will appear twice on the sell list.

The function returns 1 if shop was updated successfully, or 0 if not found.

Note that you cannot use -1 to specify default selling price!

---------------------------------------

*npcshopdelitem "<name>",<item id>{,<item id>{,<item id>{,...}}}

This command will remove items from the specified NPC shop or cashshop.
If the item to remove exists more than once on the shop, all instances 
will be removed.

Note that the function returns 1 even if no items were removed. The return 
value is only to confirm that the shop was indeed found.

---------------------------------------

*npcshopattach "<name>"{,<flag>}

This command will attach the current script to the given NPC shop.
When a script is attached to a shop, the events "OnBuyItem" and 
"OnSellItem" of your script will be executed whenever a player buys/sells 
from the shop. Additionally, the arrays @bought_nameid[], 
@bought_quantity[] or @sold_nameid[] and @sold_quantity[] will be filled 
up with the items and quantities bought/sold.

The optional parameter specifies whether to attach ("1") or detach ("0") 
from the shop (the default is to attach). Note that detaching will detach 
any NPC attached to the shop, even if it's from another script, while 
attaching will override any other script that may be already attached.

The function returns 0 if the shop was not found, 1 otherwise.

---------------------------------------

*waitingroom "<chatroom name>",<limit>{,<event label>,<trigger>,<required zeny>,<min lvl>,<max lvl>};

This command will create a chat room, owned by the NPC object running this 
script and displayed above the NPC sprite.
The maximum length of a chat room name is 60 letters.

The limit is the maximum number of people allowed to enter the chat room. 
The attached NPC is included in this count. If the optional event and 
trigger parameters are given, the event label 
("<NPC object name>::<label name>") will be invoked as if with a 'doevent' 
upon the number of people in the chat room reaching the given triggering 
amount.

// The NPC will just show a box above its head that says "Hello World", 
// clicking it will do nothing, since the limit is zero.
	waitingroom "Hello World",0;

// The NPC will have a box above its head, with "Disco - Waiting Room"
// written on it, and will have 8 waiting slots. Clicking this will enter 
// the chat room, where the player will be able to wait until 7 players 
// accumulate. Once this happens, it will cause the NPC "Bouncer" run the 
// label "OnStart".

	waitingroom "Disco - Waiting Room",8,"Bouncer::OnStart",7;

// The NPC will have a box above its head, with "Party - Waiting Room" 
// written on it, and will have 8 waiting slots. Clicking this will allow 
// a player who has 5000 zeny and lvl 50~99 to enter the chat room, where 
// the player will be able to wait until 7 players accumulate. Once this 
// happens, it will cause the NPC "Bouncer" run the label "OnStart".

	waitingroom "Party - Waiting Room",8,"Bouncer::OnStart",7,5000,50,99;

Creating a waiting room does not stop the execution of the script and it 
will continue to the next line.

For more examples see the 2-1 and 2-2 job quest scripts which make 
extensive use of waiting rooms.

---------------------------------------

*delwaitingroom {"<NPC object name"};

This command will delete a waiting room. If no parameter is given, it will 
delete a waiting room attached to the NPC object running this command, if 
it is, it will delete a waiting room owned by another NPC object. This is 
the only way to get rid of a waiting room, nothing else will cause it to 
disappear.

It's not clear what happens to a waiting room if the NPC is disabled with 
'disablenpc', by the way.

---------------------------------------

*enablewaitingroomevent {"<NPC object name>"};
*disablewaitingroomevent {"<NPC object name>"};
*enablearena;
*disablearena;

This will enable and disable triggering the waiting room event (see 
'waitingroom') respectively. Optionally giving an NPC object name will do 
that for a specified NPC object. The chat room will not disappear when 
triggering is disabled and enabled in this manner and players will not be 
kicked out of it. Enabling a chat room event will also cause it to 
immediately check whether the number of users in it exceeded the trigger 
amount and trigger the event accordingly.

Normally, whenever a waiting room was created to make sure that only one 
character is, for example, trying to pass a job quest trial, and no other 
characters are present in the room to mess up the script.

The 'enablearena'/'disablearena' commands are just aliases with no 
parameter. These are supposedly left here for compatibility with official 
server scripts, but no Hercules script uses these at the moment.

---------------------------------------

*getwaitingroomstate(<information type>{,"<NPC object name>"})

This function will return information about the waiting room state for the 
attached waiting room or for a waiting room attached to the specified NPC 
if any.

The valid information types are:

 0  - Number of users currently chatting.
 1  - Maximum number of users allowed.
 2  - Will return 1 if the waiting room has a trigger set.
      0 otherwise.
 3  - Will return 1 if the waiting room is currently disabled.
      0 otherwise.
 4  - The Title of the waiting room (string)
 5  - Password of the waiting room, if any. Pointless, since there is no 
      way to set a password on a waiting room right now.
 16 - Event name of the waiting room (string)
 32 - Whether or not the waiting room is full.
 33 - Whether the amount of users in the waiting room is higher than the 
      trigger number.

---------------------------------------

*warpwaitingpc "<map name>",<x>,<y>{,<number of people>};

This command will warp the amount of characters equal to the trigger 
number of the waiting room chat attached to the NPC object running this 
command to the specified map and coordinates, kicking them out of the 
chat. Those waiting the longest will get warped first. It can also do a 
random warp on the same map ("Random" instead of map name) and warp to the 
save point ("SavePoint").

The list of characters to warp is taken from the list of the chat room 
members. Those not in the chat room will not be considered even if they 
are talking to the NPC in question. If the number of people is given, 
exactly this much people will be warped.

This command can also keep track of who just got warped. It does this by 
setting special variables:

$@warpwaitingpc[] is an array containing the account_id numbers of the 
                  characters who were just warped.
$@warpwaitingpcnum contains the number of the character it just warped.

See also 'getpartymember' for advice on what to do with those variables.

The obvious way of using this effectively would be to set up a waiting 
room for two characters to be warped onto a random PVP map for a 
one-on-one duel, for example.

---------------------------------------

*kickwaitingroomall {"<NPC object name>"};

This command kicks everybody out of a specified waiting room chat.

---------------------------------------

*setmapflagnosave "<map name>","<alternate map name>",<x>,<y>;

This command sets the 'nosave' flag for the specified map and also gives 
an alternate respawn-upon-relogin point.

It does not make a map impossible to make a save point on as you would 
normally think, 'savepoint' will still work. It will, however, make the 
specified map kick the reconnecting players off to the alternate map given 
to the coordinates specified.

---------------------------------------

*setmapflag "<map name>",<flag>{,<val>};

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_'.

The map flags alter the behavior of the map regarding teleporting 
(mf_nomemo, mf_noteleport, mf_nowarp, mf_nogo), storing location when 
disconnected (mf_nosave), dead branch usage (mf_nobranch), penalties upon 
death (mf_nopenalty, mf_nozenypenalty), PVP behavior (mf_pvp, 
mf_pvp_noparty, mf_pvp_noguild), WoE behavior (mf_gvg,mf_gvg_noparty), 
ability to use skills or open up trade deals (mf_notrade, mf_novending, 
mf_noskill, mf_noicewall), current weather effects (mf_snow, mf_fog, 
mf_sakura, mf_leaves, mf_rain, mf_clouds, mf_fireworks) and whether night 
will be in effect on this map (mf_nightenabled).

The val optional parameter is as the mapflags variable when one exists, it 
may be a number or a string depending on the mapflag in question.

---------------------------------------

*removemapflag "<map name>",<flag>;

This command removes a mapflag from a specified map. 
See 'setmapflag' for a list of mapflags.

---------------------------------------

*getmapflag("<map name>",<flag>)

This command checks the status of a given mapflag and returns the 
mapflag's state. 
0 means OFF, and 1 means ON. See 'setmapflag' for a list of mapflags.

---------------------------------------

*setbattleflag "<battle flag>",<value>;
*getbattleflag("<battle flag>")

Sets or gets the value of the given battle flag.
Battle flags are the flags found in the battle/*.conf files and is also 
used in Lupus' variable rates script.

Examples:

// Will set the base experience rate to 20x (2000%)
	setbattleflag "base_exp_rate",2000;
	
// Will return the value of the base experience rate (when used after the 
// above example, it would print 2000).
	mes getbattleflag("base_exp_rate");

---------------------------------------

*warpportal <x>,<y>,"<mapname>",<x>,<y>;

Creates a warp Portal as if a acolyte class character did it.
The first x and y is the place of the warp portal on the map where the NPC 
is on the mapname and second x and y is the target area of the warp portal.

Examples:

// Will create a warp portal on the NPC's map at 150,150 
// leading to prontera, coords 150,180.
	warpportal 150,150,"prontera",150,180;

---------------------------------------

*mapwarp "<from map>","<to map>",<x>,<y>{,<type>,<ID>};

This command will collect all characters located on the From map and warp 
them wholesale to the same point on the To map, or randomly distribute 
them there if the coordinates are zero. "Random" is understood as a 
special To map name and will mean randomly shuffling everyone on the same 
map.

Optionally, a type and ID can be specified. Available types are:

 0 - Everyone
 1 - Guild
 2 - Party

Example:

// Will warp all members of guild with ID 63 on map prontera to alberta.
	mapwarp "prontera","alberta",150,150,1,63;

---------------------------------------
//=====================================
5.2 - Guild-Related Commands
//=====================================
---------------------------------------

*maprespawnguildid "<map name>",<guild id>,<flag>;

This command goes through the specified map and for each player and 
monster found there does stuff.

Flag is a bit-mask (add up numbers to get effects you want)
 1 - warp all guild members to their save points.
 2 - warp all non-guild members to their save points.
 4 - remove all monsters which are not guardian or Emperium.

Flag 7 will, therefore, mean 'wipe all mobs but guardians and the Emperium 
and kick all characters out', which is what the official scripts do upon 
castle surrender. Upon start of WoE, the scripts do 2 (warp out all people 
not in the guild that owns the castle).

Characters not belonging to any guild will be warped out regardless of the 
flag setting.

For examples, check the WoE scripts in the distribution.

---------------------------------------

*agitstart;
*agitend;
*agitstart2;
*agitend2;

These four commands will start/end War of Emperium or War of Emperium SE.

This is a bit more complex than it sounds, since the commands themselves 
won't actually do anything interesting, except causing all 'OnAgitStart:' 
and 'OnAgitEnd:', or 'OnAgitStart2:' and 'OnAgitEnd2:' in the case of 
latter two commands, events to run everywhere, respectively. They are used 
as  simple triggers to run a lot of complex scripts all across the server, 
and they, in turn, are triggered by clock with an 'OnClock<time>:' 
time-triggering label.

---------------------------------------

*gvgon "<map name>";
*gvgoff "<map name>";

These commands will turn GVG mode for the specified maps on and off, 
setting up appropriate map flags. In GVG mode, maps behave as if during 
the time of WoE, even though WoE itself may or may not actually be in 
effect. 

---------------------------------------

*flagemblem <guild id>;

This command only works when run by the NPC objects which have sprite id 
722, which is a 3D guild flag sprite. If it isn't, the data will change, 
but nothing will be seen by anyone. If it is invoked in that manner, the 
emblem of the specified guild will appear on the flag, though, if any 
players are watching it at this moment, they will not see the emblem 
change until they move out of sight of the flag and return.

This is commonly used in official guildwar scripts with a function call 
which returns a guild id:

// This will change the emblem on the flag to that of the guild that owns
// "guildcastle"

	flagemblem getcastledata("guildcastle",1);

---------------------------------------

*guardian "<map name>",<x>,<y>,"<name to show>",<mob id>{,"<event label>"{,<guardian index>}};

This command is roughly equivalent to 'monster', but is meant to be used 
with castle guardian monsters and will only work with them. It will set 
the guardian characteristics up according to the castle's investment 
values and otherwise set the things up that only castle guardians need.

Returns the id of the mob or 0 if an error occurred.
When 'guardian index' isn't supplied it produces a temporary guardian.
Temporary guardians are not saved with the castle and can't be accessed by 
guardianinfo.

---------------------------------------

*guardianinfo("<map name>", <guardian number>, <type>);

This function will return various info about the specified guardian, or -1 
if it fails for some reason. It is primarily used in the castle manager 
NPC.

Map name and guardian number (value between 0 and 7) define the target.
Type indicates what information to return:
 0 - visibility (whether the guardian is installed or not)
 1 - max. hp
 2 - current hp

---------------------------------------
//=====================================
5.2 - End of Guild-Related Commands
//=====================================
---------------------------------------

*npcspeed <speed value>;
*npcwalkto <x>,<y>;
*npcstop;

These commands will make the NPC object in question move around the map. 
As they currently are, they are a bit buggy and are not useful for much 
more than making an NPC move randomly around the map.

'npcspeed' will set the NPCs walking speed to a specified value. As in the 
@speed GM command, 200 is the slowest possible speed while 0 is the 
fastest possible (instant motion). 100 is the default character walking 
speed.
'npcwalkto' will start the NPC sprite moving towards the specified 
coordinates on the same map as it is currently on. The script proceeds 
immediately after the NPC begins moving.
'npcstop' will stop the motion.

While in transit, the NPC will be clickable, but invoking it will cause it 
to stop moving, which will make it's coordinates different from what the 
client computed based on the speed and motion coordinates. The effect is 
rather unnerving.

Only a few NPC sprites have walking animations, and those that do, do not 
get the animation invoked when moving the NPC, due to the problem in the 
NPC walking code, which looks a bit silly. You might have better success 
by defining a job-sprite based sprite id in 'db/mob_avail.txt' with this.

---------------------------------------

*movenpc "<NPC name>",<x>,<y>{,<dir>};

This command looks like the npcwalktoxy function,but is a little different.

While npcwalktoxy just makes the NPC 'walk' to the coordinates given
(which sometimes gives problems if the path isn't a straight line without 
objects), this command just moves the NPC. It basically warps out and in 
on the current and given spot. Direction can be used to change the NPC's 
facing direction.

Example:

// This will move Bugga from to the coordinates 100,20 (if those 
// coordinates are legit).
	movenpc "Bugga",100,20;

---------------------------------------
//=====================================
6 - Other Commands
//=====================================
---------------------------------------

*debugmes "<message>";

This command will send the message to the server console (map-server 
window). It will not be displayed anywhere else.
//
	// Displays "NAME has clicked me!" in the map-server window.
	debugmes strcharinfo(0)+" has clicked me!";
	
	// debugmes "\033[38D\033[K ==Message== \n"; // enable colour code.
---------------------------------------

*logmes "<message>";

This command will write the message given to the map server NPC log file, 
as specified in 'conf/logs.conf'. If SQL logging is enabled, the message 
will go to the 'npclog' table.

If logs are not enabled for NPCs, nothing will happen.

---------------------------------------

*globalmes "<message>"{,"<NPC name>"};

This command will send a message to the chat window of all currently 
connected characters.

If NPC name is specified, the message will be sent as if the sender would 
be the NPC with the said name.

---------------------------------------

*rand(<number>{,<number>});

This function returns a number ...
(if you specify one) ... randomly positioned between 0 and the number you 
                         specify -1.
(if you specify two) ... randomly positioned between the two numbers you 
                         specify.

rand(10)  would result in 0,1,2,3,4,5,6,7,8 or 9
rand(0,9) would result in 0,1,2,3,4,5,6,7,8 or 9
rand(2,5) would result in 2,3,4 or 5

---------------------------------------

*viewpoint <action>,<x>,<y>,<point number>,<color>;

This command will mark places on the mini map in the client connected to 
the invoking character. It uses the normal X and Y coordinates from the 
main map. The colors of the marks are defined using a hexadecimal number, 
same as the ones used to color text in 'mes' output, but are written as 
hexadecimal numbers in C. (They look like 0x<six numbers>.)

Action is what you want to do with a point, 1 will set it, while 2 will 
clear it. 0 will also set it, but automatically removes the point after 15 
seconds.
Point number is the number of the point - you can have several. If more 
than one point is drawn at the same coordinates, they will cycle, which 
can be used to create flashing marks.

	// This command will show a mark at coordinates X 30 Y 40, is mark 
	// number 1, and will be red.

	viewpoint 1,30,40,1,0xFF0000;

This will create three points:

	viewpoint 1,30,40,1,0xFF0000;
	viewpoint 1,35,45,2,0xFF0000;
	viewpoint 1,40,50,3,0xFF0000;

And this is how you remove them:

	viewpoint 2,30,40,1,0xFF0000;
	viewpoint 2,35,45,2,0xFF0000;
	viewpoint 2,40,50,3,0xFF0000;

The client determines what it does with the points entirely, the server 
keeps no memory of where the points are set whatsoever.

---------------------------------------

*cutin "<filename>",<position>;

This command will display a picture, usually an NPC illustration, also 
called cutin, for the currently attached client. The position parameter 
determines the placement of the illustration and takes following values:

	0 - bottom left corner 
	1 - bottom middle 
	2 - bottom right corner 
	3 - middle of screen in a movable window with an empty title bar 
	4 - middle of screen without the window header, but still movable 

The picture is read from data\texture\???????\illust, from both the 
GRF archive and data folder, and is required to be a bitmap. The file 
extension .bmp can be omitted. Magenta color (#ff00ff) is considered 
transparent. There is no limit placed on the size of the illustrations 
by the client, although loading of large pictures (about 700x700 and 
larger) causes the client to freeze shortly (lag). Typically the size is 
about 320x480. New illustrations can be added by just putting the new file 
into the location above.

The client is able to display only one cutin at the same time and each new 
one will cause the old one to disappear. To delete the currently displayed 
illustration without displaying a new one, an empty file name and position 
255 must be used.

	// Displays the Comodo Kafra illustration in lower right corner.
	cutin "kafra_07",2;

	// Typical way to end a script, which displayed an illustration during a
	// dialog with a player.
	mes "See you.";
	close2;
	cutin "",255;
	end;

---------------------------------------

*pet <pet id>;

This command is used in all the item scripts for taming items. Running 
this command will make the pet catching cursor appear on the client 
connected to the invoking character, usable on the monsters with the 
specified pet ID number. It will still work outside an item script.

A full list of pet IDs can be found inside 'db/pet_db.txt'

---------------------------------------

*emotion <emotion number>{,<target>{,"<target name>"}};

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 
question mark) and 'e_gasp' (the exclamation mark).

The optional target parameter specifies who will get the emotion on top of 
their head. If 0 (default if omitted), the NPC in current use will show 
the emotion, if 1, the player that is running the script will display it.

Target name parameter allows to display emotion on top of other NPC/PC 
without event labels. If specified name is not found, command does nothing.

---------------------------------------

*misceffect <effect number>;

This command, if run from an NPC object that has a sprite, will call up a 
specified effect number, centered on the NPC sprite. If the running code 
does not have an object ID (a 'floating' NPC) or is not running from an 
NPC object at all (an item script) the effect will be centered on the 
character who's RID got attached to the script, if any. For usable item 
scripts, this command will create an effect centered on the player using 
the item.

A full list of known effects is found in 'doc/effect_list.txt'. The list 
of those that actually work may differ greatly between client versions.

---------------------------------------

*soundeffect "<effect filename>",<type>;
*soundeffectall "<effect filename>",<type>{,"<map name>"}{,<x0>,<y0>,<x1>,<y1>};

These two commands will play a sound effect to either the invoking 
character only ('soundeffect') or multiple characters ('soundeffectall'). 
If the running code does not have an object ID (a 'floating' NPC) or is 
not running from an NPC object at all (an item script) the sound will be 
centered on the character who's RID got attached to the script, if any. 
If it does, it will be centered on that object. (an NPC sprite)

Effect filename is the filename in a GRF. It must have the .wav extension.

It's not quite certain what the 'type' actually does, it is sent to the 
client directly. It probably determines which directory to play the effect 
from. It's certain that giving 0 for the number will play sound files from 
'\data\wav\', but where the other numbers will read from is unclear.

The sound files themselves must be in the PCM format, and file names 
should also have a maximum length of 23 characters including the .wav 
extension:

soundeffect "1234567890123456789.wav", 0; // will play the soundeffect
soundeffect "12345678901234567890.wav", 0; // throws gravity error 

You can add your own effects this way, naturally.

---------------------------------------

*playbgm "<BGM filename>";
*playbgmall "<BGM filename>"{,"<map name>"{,<x0>,<y0>,<x1>,<y1>}};

These two commands will play a Background Music to either the invoking 
character only ('playbgm') or multiple characters ('playbgmall').

BGM filename is the filename in /BGM/ folder. It has to be in .mp3 
extension, but it's not required to specify the extension in the script. 

If coordinates are omitted, BGM will be broadcasted on the entire map. If 
the map name is also omitted the BGM will be played for the entire server.

You can add your own BGMs this way, naturally.

---------------------------------------

*pvpon "<map name>";
*pvpoff "<map name>";

These commands will turn PVP mode for the specified maps on and off. 
Beside setting the flags referred to in 'setmapflag', 'pvpon' will also 
create a PVP timer and ranking as will @pvpon GM command do.

---------------------------------------

*atcommand "<command>";

This command will run the given command line exactly as if it was typed in 
from the keyboard by the player connected to the invoking character, and 
that character belonged to an account which had GM level 99.

	// This will ask the invoker for a character name and then use the 
	// '@nuke' GM command on them, killing them mercilessly.
	input .@player$;
	atcommand "@nuke "+.@player$;

This command has a lot of good uses, I am sure you can have some fun with 
this one.

---------------------------------------

*charcommand "<command>";

This command will run the given command line exactly as if it was typed in 
from the keyboard from a character that belonged to an account which had 
GM level 99.

The commands can also run without an attached rid.

	// This would do the same as above, but now
	// it doesn't need a player attached by default.
	charcommand "#option 0 0 0 Roy";

---------------------------------------

*bindatcmd "command","<NPC object name>::<event label>"{,<group level>,<group level char>,<log>};

This command will bind a NPC event label to an atcommand. Upon execution 
of the atcommand, the user will invoke the NPC event label. Each atcommand 
is only allowed one binding. If you rebind, it will override the original 
binding. If group level is provided, only users of that group level or 
above will be able to access the command, if not provided, everyone will 
be able to access the command.
"group level char" is the minimum group level required for the label to be 
used on others like a char command would, e.g. "#command "target" params", 
when not provided, "group level char" defaults to 99.
"log" whether to log the usages of this command with the atcommand log 
(1 = log, 0 = no log), default is to not log.

The following variables are set upon execution:
	.@atcmd_command$       =  The name of the @command used.
	.@atcmd_parameters$[]  =  Array containing the given parameters, 
                              starting from an index of 0.
	.@atcmd_numparameters  =  The number of parameters defined.

Example:

When a user types the command "@test", an angel effect will be shown.

-	script	atcmd_example	-1,{
OnInit:
	bindatcmd "test",strnpcinfo(3)+"::OnAtcommand";
	end;
OnAtcommand:
	specialeffect2 338;
	end;
}

---------------------------------------

*unbindatcmd "command";

This command will unbind a NPC event label from an atcommand.

---------------------------------------

*useatcmd "command";

This command will execute an atcommand binding on the attached RID from a 
script. The three .@atcmd_***** variables will NOT be set when invoking 
scripts-atcommands this way.

---------------------------------------

*unitskilluseid <GID>,<skill id>,<skill lvl>{,<target id>};
*unitskilluseid <GID>,"<skill name>",<skill lvl>{,<target id>};
*unitskillusepos <GID>,<skill id>,<skill lvl>,<x>,<y>;
*unitskillusepos <GID>,"<skill name>",<skill lvl>,<x>,<y>;

This is the replacement of the older commands, these use the same values 
for GID as the other unit* commands (See 'GID').

Skill ID is the ID of the skill, skill level is the level of the skill.
For the position, the x and y are given in the unitskillusepos.

---------------------------------------

*npcskill <skill id>,<skill lvl>,<stat point>,<NPC level>;
*npcskill "<skill name>",<skill lvl>,<stat point>,<NPC level>;

This command causes the attached NPC object to cast a skill on the 
attached player. The skill will have no cast time or cooldown. The player 
must be within the default skill range or the command will fail silently.

The "stat point" parameter temporarily sets all NPC stats to the given 
value, and "NPC level" is the temporary level of the NPC (used in some 
skills). Neither value can be greater than the max level defined in 
config, and will not work properly if the NPC has a mob sprite.

	// Casts Level 10 Heal on the attached player, calculated with
	// all stats 99 and base level 60.
	npcskill "AL_HEAL",10,99,60;

---------------------------------------

*day;
*night;

These two commands will switch the entire server between day and night 
mode respectively. If your server is set to cycle between day and night by 
configuration, it will eventually return to that cycle.

Example:

-	script	DayNight	-1,{
OnClock0600:
	day;
	end;
OnInit:
	// setting correct mode upon server start-up
	if(gettime(3)>=6 && gettime(3)<18) end;
OnClock1800:
	night;
	end;
}

This script allows to emulate the day/night cycle as the server does, but 
also allows triggering additional effects upon change, like announces, 
gifts, etc.
The day/night cycle set by configuration should be disabled when this 
script is used.

---------------------------------------

*pcre_match("<string>","<regex>");

This command is only available if the server is compiled with regular
expressions library enabled.

The string <string> will be searched for a match to the regular expression
<regex>, and the number of matches will be returned.

An alternative way to invoke this command is to use the operators '~=' or '~!'.
The operator '~=' is exactly the same as pcre_match, while the operator '~!'
will return 1 if no matches were found, or 0 if at least a match was found.

	if (pcre_match("string", "regex")) mes "There was a match.";
	if ("string" ~= "regex") mes "There was a match.";
	if ("string" ~! "regex") mes "There were no matches.";

You can find more usage examples in the test script npc/custom/test.txt.

Using regular expressions is high wizardry. But with this high wizardry
comes unparalleled power of text manipulation. For an explanation of what
a regular expression pattern is, see a few web pages:

http://www.regular-expressions.info/
http://www.weitz.de/regex-coach/

Additionally, the following temporary variables will be filled (unless the
command is invoked as '~!'):

- $@regexmatchcount: The number of matches detected, including any
  parenthesized capture-groups.
- $@regexmatch$[0]: The part of <string> That matched the full <regex> pattern.
- $@regexmatch$[1 .. $@regexmatchcount]: The parts of <string> that matched
  each of the parenthesized capture-groups in <pattern>.

A capture group is a part of a regex enclosed in (parentheses) in order to
store in a variable the part of the expression that was matched by that part of
the regex. For more details, see the links above, as this is not intended to be
a regex tutorial.

---------------------------------------

*defpattern <set number>,"<regular expression pattern>","<event label>";
*activatepset <set number>;
*deactivatepset <set number>;
*deletepset <set number>;

This set of commands is only available if the server is compiled with 
regular expressions library enabled.

They will make the NPC object listen for text spoken publicly by players 
and match it against regular expression patterns, then trigger labels 
associated with these regular expression patterns.

Patterns are organized into sets, which are referred to by a set number. 
You can have multiple sets patterns, and multiple patterns may be active 
at once. Numbers for pattern sets start at 1.

'defpattern' will associate a given regular expression pattern with an 
event label. This event will be triggered whenever something a player says 
is matched by this regular expression pattern, if the pattern is currently 
active.

'activatepset' will make the pattern set specified active. An active 
pattern will enable triggering labels defined with 'defpattern', which 
will not happen by default.
'deactivatepset' will deactivate a specified pattern set. Giving -1 as a 
pattern set number in this case will deactivate all pattern sets defined.

'deletepset' will delete a pattern set from memory, so you can create a 
new pattern set in its place.

For an example of this in use, see doc/sample/npc_test_pcre.txt

With this you could, for example, automatically punish players for asking 
for Zeny in public places, or alternatively, automatically give them Zeny 
instead if they want it so much.

---------------------------------------

*pow(<number>,<power>)

Returns the result of the calculation.

Example:
	.@i = pow(2,3); // .@i will be 8

---------------------------------------

*sqrt(<number>)

Returns square-root of number.

Example:
	.@i = sqrt(25); // .@i will be 5

---------------------------------------

*distance(<x0>,<y0>,<x1>,<y1>)

Returns distance between 2 points.

Example:
	.@i = distance(100,200,101,202);

---------------------------------------

*md5("<string>")

Returns the md5 checksum of a number or string.

Example:
	mes md5(12345);
	mes md5("12345"); // Will both display 827ccb0eea8a706c4c34a16891f84e7b
	mes md5("qwerty");// Will display d8578edf8458ce06fbc5bb76a58c5ca4

---------------------------------------

*query_sql("your MySQL query"{, <array variable>{, <array variable>{, ...}}});
*query_logsql("your MySQL query"{, <array variable>{, <array variable>{, ...}}});

Executes an SQL query. A 'select' query can fill array variables with up 
to 128 rows of values, and will return the number of rows (the array size).

Note that 'query_sql' runs on the main database while 'query_logsql' runs 
on the log database.

Example:
	.@nb = query_sql("select name,fame from `char` ORDER BY fame DESC LIMIT 5", .@name$, .@fame);
	mes "Hall Of Fame: TOP5";
	mes "1."+.@name$[0]+"("+.@fame[0]+")"; // Will return a person with the biggest fame value.
	mes "2."+.@name$[1]+"("+.@fame[1]+")";
	mes "3."+.@name$[2]+"("+.@fame[2]+")";
	mes "4."+.@name$[3]+"("+.@fame[3]+")";
	mes "5."+.@name$[4]+"("+.@fame[4]+")";

---------------------------------------

*escape_sql(<value>)

Converts the value to a string and escapes special characters so that it's 
safe to use in query_sql(). Returns the escaped form of the given value.

Example:
	.@str$ = "John's Laptop";
	.@esc_str$ = escape_sql(.@name$); // Escaped string: John\'s Laptop

---------------------------------------

*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 - look; 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.
You can remove an item's itemscript by leaving the itemscript argument 
empty. Returns 1 on success, or 0 on fail (item_id not found or new item 
script is invalid).
Type can optionally be used indicates which script to set (default is 0):
 0 - Script
 1 - OnEquip_Script
 2 - OnUnequip_Script

Example:

setitemscript Silver_Ring_, "{ if(isequipped(2236)==0)end; if(getskilllv(26)){skill 40,1;}else{skill 26,1+isequipped(2636);} }";
setitemscript Silver_Ring_, "";

---------------------------------------

*atoi("<string>")
*axtoi("<string>")
*strtol("string", base)

These commands are used to convert strings to numbers. 'atoi' will 
interpret given string as a decimal number (base 10), while 'axtoi' 
interprets strings as hexadecimal numbers (base 16). 'strtol' lets
the user specify a base (valid range is between 2 and 36 inclusive,
or the special value0, which means auto-detection).

The atoi and strtol functions conform to the C functions with the same
names, and axtoi is the same as strtol, with a base of 16. Results are
clamped to signed 32 bit int range (INT_MIN ~ INT_MAX)

Example:

.@var = atoi("11");        // Sets .@var to 11
.@var = axtoi("FF");       // Sets .@var to 255
mes axtoi("11");           // Displays 17 (1 = 1, 10 = 16)
.@var = strtol("11", 10);  // Sets .@var to 11 (11 base 10)
.@var = strtol("11", 16);  // Sets .@var to 17 (11 base 16)
.@var = strtol("11", 0);   // Sets .@var to 11 (11 base 10, auto-detected)
.@var = strtol("0x11", 0); // Sets .@var to 17 (11 base 16, auto-detected because of the "0x" prefix)
.@var = strtol("011", 0);  // Sets .@var to 9 (11 base 8, auto-detected because of the "0" prefix)
.@var = strtol("11", 2);   // Sets .@var to 3 (binary 11)

---------------------------------------

*compare(<string>,<substring>)

This command returns 1 or 0 when the substring is in the main string (1) 
or not (0). This command is not case sensitive.

Examples:

//dothis; will be executed ('Bloody Murderer' contains 'Blood').
	if (compare("Bloody Murderer","Blood"))
		dothis;
//dothat; will not be executed ('Blood butterfly' does not contain 'Bloody').
	if (compare("Blood Butterfly","Bloody"))
		dothat;

---------------------------------------

*getstrlen("<string>")

This function will return the length of the string given as an argument. 
It is useful to check if anything input by the player exceeds name length 
limits and other length limits and asking them to try to input something 
else.

---------------------------------------

*charisalpha("<string>",<position>)

This function will return 1 if the character number Position in the given 
string is a letter, 0 if it isn't a letter but a digit or a space.
The first letter is position 0.

---------------------------------------

*charat(<string>,<index>)

Returns char at specified index. If index is out of range, returns an  
empty string.

Example:

	charat("This is a string", 10); //returns "s"

---------------------------------------

*setchar(<string>,<char>,<index>)

Returns the original string with the char at the specified index set to 
the specified char. If index is out of range, the original string will be 
returned. Only the 1st char in the <char> parameter will be used.

Example:
	
	setchar("Cat", "B", 0); //returns "Bat"

---------------------------------------

*insertchar(<string>,<char>,<index>)

Returns the original string with the specified char inserted at the 
specified index. If index is out of range, the char will be inserted on 
the end of the string that it is closest. Only the 1st char in the <char> 
parameter will be used.

Example:

	insertchar("laughter", "s", 0); //returns "slaughter"

---------------------------------------

*delchar(<string>,<index>)

Returns the original string with the char at the specified index removed.
If index is out of range, original string will be returned.

Example:

	delchar("Diet", 3); //returns "Die"

---------------------------------------

*strtoupper(<string>)
*strtolower(<string>)

Returns the specified string in it's uppercase/lowercase form.
All non-alpha characters will be preserved.

Example:

	strtoupper("The duck is blue!!"); //returns "THE DUCK IS BLUE!!"

---------------------------------------

*charisupper(<string>,<index>)
*charislower(<string>,<index>)

Returns 1 if character at specified index of specified string is
uppercase for 'charisupper' or lowercase for 'charislower'. Otherwise, 0. 
Characters not of the alphabelt will return 0.

Example:

	charisupper("Hercules", 0); //returns 1

---------------------------------------

*substr(<string>,<start_index>,<end_index>)

Returns the sub-string of the specified string inclusively between the set 
indexes. If indexes are out of range, or the start index is after the end 
index, an empty string will be returned.

Example:

	substr("foobar", 3, 5); //returns "bar"

---------------------------------------

*explode(<dest_array>,<string>,<delimiter>)

Breaks a string up into substrings based on the specified delimiter. 
Substrings will be stored within the specified string array. Only the 1st 
char of the delimiter parameter will be used. If an empty string is passed 
as a delimiter, the string will be placed in the array in its original 
form, without any changes.

Example:

	explode(.@my_array$, "Explode:Test:1965:red:PIE", ":");
	//.@my_array$ contents will be...
	//.@my_array$[0]: "Explode"
	//.@my_array$[1]: "Test"
	//.@my_array$[2]: "1965"
	//.@my_array$[3]: "red"
	//.@my_array$[4]: "PIE"

---------------------------------------

*implode(<string_array>{,<glue>})

Combines all substrings within the specified string array into a single 
string. If the glue parameter is specified, it will be inserted inbetween 
each substring.

Example:
	setarray .@my_array$[0], "This", "is", "a", "test";
	implode(.@my_array$, " "); //returns "This is a test"

---------------------------------------

*sprintf(<format>{,param{,param{,...}}})

C style sprintf. The resulting string is returned same as in PHP. All C 
format specifiers are supported except %n. For more info check sprintf 
function at www.cplusplus.com 
Number of params is only limited by Hercules' script engine.

Example:
	.@format$ = "The %s contains %d monkeys";
	dispbottom(sprintf(.@format$, "zoo", 5));
	//prints "The zoo contains 5 monkeys"

	dispbottom(sprintf(.@format$, "barrel", 82));
	//prints "The barrel contains 82 monkeys"

---------------------------------------

*sscanf(<string>,<format>{,param{,param{,...}}})
	
C style sscanf. All C format specifiers are supported. 
More info: sscanf @ www.cplusplus.com. The number of params is only 
limited by Hercules' script engine.

Example:
	sscanf("This is a test: 42 foobar", "This is a test: %d %s", .@num, .@str$);
	dispbottom(.@num + " " + .@str$); //prints "42 foobar"

---------------------------------------

*strpos(<haystack>,<needle>{,<offset>})

PHP style strpos. Finds a substring (needle) within a string (haystack).
The offset parameter indicates the index of the string to start searching.
Returns index of substring on successful search, else -1.
Comparison is case sensitive.

Example:
	strpos("foobar", "bar", 0); //returns 3
	strpos("foobarfoo", "foo", 0); //returns 0
	strpos("foobarfoo", "foo", 1); //returns 6

---------------------------------------

*replacestr(<input>, <search>, <replace>{, <usecase>{, <count>}})

Replaces all instances of a search string in the input with the specified 
replacement string. By default is case sensitive unless <usecase> is set 
to 0. If specified it will only replace as many instances as specified 
in the count parameter.

Example:
	replacestr("testing tester", "test", "dash"); //returns "dashing dasher"
	replacestr("Donkey", "don", "mon", 0);	//returns "monkey"
	replacestr("test test test test test", "test", "yay", 0, 3); //returns "yay yay yay test test"

---------------------------------------

*countstr(<input>, <search>{, <usecase>})

Counts all instances of a search string in the input. By default is case 
sensitive unless <usecase> is set to 0.

Example:
	countstr("test test test Test", "test"); //returns 3
	countstr("cake Cake", "Cake", 0); //returns 2

---------------------------------------

*setfont <font>;

This command sets the current RO client interface font to one of the fonts 
stored in data\*.eot by using an ID of the font. When the ID of the 
currently used font is used, default interface font is used again.

	0 - Default
	1 - RixLoveangel
	2 - RixSquirrel
	3 - NHCgogo
	4 - RixDiary
	5 - RixMiniHeart
	6 - RixFreshman
	7 - RixKid
	8 - RixMagic
	9 - RixJJangu

---------------------------------------

*showdigit <value>{,<type>};

Displays given numeric 'value' in large digital clock font on top of the 
screen. The optional parameter 'type' specifies visual aspects of the 
"clock" and can be one of the following values:

	0 - Displays the value for 5 seconds (default).
	1 - Incremental counter (1 tick/second).
	2 - Decremental counter (1 tick/second). Does not stop at zero, but 
		overflows.
	3 - Decremental counter (1 tick/second). Two digits only, stops at 
		zero.

For type 1 and 2 the start value is set by using negative number of the 
one intended to set (ex. -10 starts the counter at 10 seconds). Except for 
type 3 the value is interpreted as seconds and formatted as time in days, 
hours, minutes and seconds. Note, that the official script command does 
not have the optional parameter.

	// displays 23:59:59 for 5 seconds
	showdigit 86399;

	// counter that starts at 60 and runs for 60 seconds
	showdigit 60,3;

---------------------------------------

* The Pet AI commands

These commands will only work if the invoking character has a pet, and are 
meant to be executed from pet scripts. They will modify the pet AI 
decision-making for the current pet of the invoking character, and will 
NOT have any independent effect by themselves, which is why only one of 
them each may be in effect at any time for a specific pet. A pet may 
have 'petloot', 'petskillbonus', 'petskillattack' OR 'petpetskillattack2' 
and 'petskillsupport' OR 'petheal' at the same time. 'petheal' is 
deprecated and is no longer used in the default pet scripts. 

*petskillbonus <bonus type>,<value>,<duration>,<delay>;

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').

*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'

*petloot <max items>;

This command will turn on pet looting, with a maximum number of items to 
loot specified. Pet will store items and return them when the maximum is 
reached or when pet performance is activated.

*petskillsupport <skill id>,<skill level>,<delay>,<percent hp>,<percent sp>;
*petskillsupport "<skill name>",<skill level>,<delay>,<percent hp>,<percent sp>;
*petheal <level>,<delay>,<percent hp>,<percent sp>;

This will make the pet use a specified support skill on the owner whenever 
the HP and SP are below the given percent values, with a specified delay 
time between activations. The skill numbers are as per 
'db/(pre-)re/skill_db.txt'.
'petheal' works the same as 'petskillsupport' but has the skill ID 
hard-coded to 28 (Heal). This command is deprecated.
It's not quite certain who's stats will be used for the skills cast, the 
character's or the pets. Probably, Skotlex can answer that question.

*petskillattack <skill id>,<skill level>,<rate>,<bonusrate>;
*petskillattack "<skill name>",<skill level>,<rate>,<bonusrate>;
*petskillattack2 <skill id>,<damage>,<number of attacks>,<rate>,<bonusrate>;
*petskillattack2 "<skill name>",<damage>,<number of attacks>,<rate>,<bonusrate>;

These two commands will make the pet cast an attack skill on the enemy the 
pet's owner is currently fighting. Skill IDs and levels are as per 
'petskillsupport'. 
'petskillattack2' will make the pet cast the skill with a fixed amount of 
damage inflicted and the specified number of attacks.

All commands with delays and durations will only make the behavior active 
for the specified duration of seconds, with a delay of the specified 
number of seconds between activations. Rates are a chance of the effect 
occurring and are given in percent. 'bonusrate' is added to the normal 
rate if the pet intimacy is at the maximum possible.

The behavior modified with the above mentioned commands will only be 
exhibited if the pet is loyal and appropriate configuration options are 
set in 'battle.conf'.

Pet scripts in the database normally run whenever a pet of that type 
hatches from the egg. Other commands usable in item scripts (see 'bonus') 
will also happily run from pet scripts. Apparently, the pet-specific 
commands will also work in NPC scripts and modify the behavior of the 
current pet up until the pet is hatched again. (Which will also occur when 
the character is logged in again with the pet still out of the egg.) It is 
not certain for how long the effect of such command running from an NPC 
script will eventually persist, but apparently, it is possible to usefully 
employ them in usable item scripts to create pet buffing items.

Nobody tried this before, so you're essentially on your own here.

---------------------------------------

*bpet;

This command opens up a pet hatching window on the client connected to the 
invoking character. It is used in item script for the pet incubators and 
will let the player hatch an owned egg. If the character has no eggs, it 
will just open up an empty incubator window.
This is still usable outside item scripts.

---------------------------------------

*makepet <pet id>;

This command will create a pet egg and put it in the invoking character's 
inventory. The kind of pet is specified by pet ID numbers listed in 
'db/pet_db.txt'. The egg is created exactly as if the character just 
successfully caught a pet in the normal way.

	// This will make you a poring:
	makepet 1002;

Notice that you absolutely have to create pet eggs with this command. If 
you try to give a pet egg with 'getitem', pet data will not be created by 
the char server and the egg will disappear when anyone tries to hatch it.

---------------------------------------

*homshuffle;

This will recalculate the homunculus stats according to its level, of the 
current invoking character.

---------------------------------------

*setcell "<map name>",<x1>,<y1>,<x2>,<y2>,<type>,<flag>;

Each map cell has several 'flags' that specify the properties of that cell.
These include terrain properties (walkability, shootability, presence of 
water), skills (basilica, land protector, ...) and other (NPC nearby, no 
vending, ...).
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.
'flag' can be 0 or 1 (0:clear flag, 1:set flag). 

Example:

	setcell "arena",0,0,300,300,cell_basilica,1;
	setcell "arena",140,140,160,160,cell_basilica,0;
	setcell "arena",135,135,165,165,cell_walkable,0;
	setcell "arena",140,140,160,160,cell_walkable,1;

This will add a makeshift ring into the center of the map. The ring will 
be surrounded by a 5-cell wide 'gap' to prevent interference from outside, 
and the rest of the map will be marked as 'basilica', preventing observers 
from casting any offensive skills or fighting among themselves. Note that 
the wall will not be shown nor known client-side, which may cause movement 
problems.

Another example:

OnBarricadeDeploy:
	setcell "schg_cas05",114,51,125,51,cell_walkable,0;
	end;
OnBarricadeBreak:
	setcell "schg_cas05",114,51,125,51,cell_walkable,1;
	end;

This could be a part of the WoE:SE script, where attackers are not allowed
to proceed until all barricades are destroyed. This script would place and
remove a nonwalkable row of cells after the barricade mobs.
	
---------------------------------------

*checkcell ("<map name>",<x>,<y>,<type>);

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.

The meaning of the individual types can be confusing, so here's an 
overview:
  - cell_chkwall/water/cliff
    these check directly for the 'terrain component' of the specified cell
  - cell_chkpass/reach/nopass/noreach
    passable = not wall & not cliff, reachable = passable 
    wrt. no-stacking mod
  - cell_chknpc/basilica/landprotector/novending/nochat
    these check for specific dynamic flags (name indicates what they do)

Example:

	mes "Pick a destination map.";
	input .@map$;
	mes "Alright, now give me the coordinates.";
	input .@x;
	input .@y;
	if( !checkcell(.@map$,.@x,.@y,cell_chkpass) )
	{
		mes "Can't warp you there, sorry!";
		close;
	}
	else
	{
		mes "Ok, get ready...";
		close2;
		warp .@map$, .@x, .@y;
		end;
	}

---------------------------------------

*setwall "<map name>",<x>,<y>,<size>,<dir>,<shootable>,"<name>";
*delwall "<name>";

Creates an invisible wall, an array of "setcell" starting from x,y and 
doing a line of the given size in the given direction. The difference with 
setcell is this one update client part too to avoid the glitch problem. 
Directions are the same as NPC sprite facing directions: 0=north, 
1=northwest, 2=west, etc.

---------------------------------------

*readbook <book id>,<page>;

This will open a book item at the specified page.

---------------------------------------
//=====================================
7 - Instance-Related Commands
//=====================================
---------------------------------------

*instance_create("<instance name>",<owner id>{,<optional owner_type>});

Create an instance using the name "<instance name>" for the <owner_id> of
owner_type (when not provided, defaults to IOT_PARTY). Most instance_*
commands are used in conjunction with this command and depend on the
ID this command returns.

Example:
	// Store the Party ID of the invoking character.
	.@party_id = getcharid(1);

	// Attempt to create an instance using that party ID.
	.@id = instance_create("Endless Tower", .@party_id);
	if (.@id == -1) { // Invalid type - not used anymore
		...
	} else if (.@id == -2) { // Invalid Party ID
		...
	} else if (.@id == -3) { // No free instances (MAX_INSTANCE exceeded)
		...
	} else if (.@id == -4) { // Already exists
		...
	} else (.@id < 0) { // Unspecified error while queuing instance.
		...
	}

---------------------------------------

*instance_destroy {<instance id>};

Destroys instance with the ID <instance id>. If no ID is specified, the 
instance the script is attached to is used. If in the end no instance_id,
is found the command halts the script execution.

---------------------------------------

*instance_attachmap("<map name>",<instance id>{,<use base name>{,"<new map name>"}});

Attaches the map "<map name>" to the instance specified with 
<instance id>. The optional parameter specifies, whether a map requires 
emulation for instancing (1) or not (0 = default). if use base name is specified,
and "<new map name>" too the server will instance the map under the "<new map name>",
name.

Returns the resulting map name on success or an empty string on failure.

Example:
	instance_attachmap("prontera", .@instance_id,1,"via");
^ the above creates a instance (or clone) of prontera, on a map called "via"

---------------------------------------

*instance_detachmap "<map name>"{,<instance id>};

Detach the map "<map name>" to the instance with the <instance id>. If no 
ID is specified, the instance the script is attached to is used. If in the
end no instance_id is found the command halts the script execution.

---------------------------------------

*instance_init <instance id>;

Initializes the instance given by <instance id>. This copies all NPCs from 
the source maps to the instanced maps.

---------------------------------------

*instance_announce <instance id>,"<text>",<flag>{,<fontColor>{,<fontType>{,<fontSize>{,<fontAlign>{,<fontY>}}}}};

Works like announce, but has the <instance id> parameter. If instance id 
is -1, the instance the script is attached to is used. If in the
end no instance_id is found the command halts the script execution.

---------------------------------------

*instance_attach <instance id>;

Attaches the current script to the instance given by <instance id>.

---------------------------------------

*instance_npcname("<npc name>"{,<instance id>});

Retrieves the unique name given to a copy of an NPC given by "<npc name>" 
in an instance specified <instance id>. If no ID is specified, the 
instance the script is attached to is used. If in the end no instance_id,
is found the command halts the script execution.

---------------------------------------

*has_instance("<map name>"{,<instance id>});

Checks whether or not the given map belongs to specified instance. If no 
ID is specified, the instance the script is attached to is used. If the 
script is not attached to an instance, it'll try to check whether the,
player attached to the script possesses an instance with a map matching
"<map name>". If in the end no instance_id is found the command halts the,
script execution.

Returns name of the instanced map on success, otherwise an empty string.

---------------------------------------

*has_instance2("<map name>");

Same as has_instance, with exception it returns the instance id of the map,
as long as the user is assigned to a instance containing that map.
It will return -1 upon failure, valid instance ids are >= 0.

---------------------------------------

*instance_id();

Retrieves the instance id of the script it is being run on.

---------------------------------------

*instance_warpall "<map name>",<x>,<y>{,<instance id>};

Warps all players in the instance <instance id> to <map name> at given 
coordinates. If no ID is specified, the instance the script is attached to 
is used. If in the end no instance_id is found the command halts the,
script execution.

---------------------------------------

*instance_set_timeout <alive timeout>,<idle timeout>{,<instance id>};

Sets the timeout values for an instance given by <instance id>. If no ID 
is specified, the instance the script is attached to is used. If in the end,
no instance_id is found the command halts the script execution.

Parameter <alive timeout> specifies the total amount of time the instance 
will exist. Parameter <idle timeout> specifies how long players have, when 
they are outside of the instance, until it is destroyed.

Both timeout values are in seconds.

---------------------------------------

*instance_check_party(<party id>{,<amount>{,<min>{,<max>}}});

This function checks if a party meets certain requirements, returning 1 if 
all conditions are met and 0 otherwise. It will only check online 
characters.

amount - number of online party members (default is 1).
min    - minimum level of all characters in the party (default is 1).
max    - maximum level of all characters in the party (default is max 
         level in conf).

Example:

if (instance_check_party(getcharid(1),2,2,149)) {
	mes "Your party meets the Memorial Dungeon requirements.",
	mes "All online members are between levels 1-150 and at least two are online.";
	close;
} else {
	mes "Sorry, your party does not meet requirements.";
	close;
}

---------------------------------------
*instance_set_respawn(<map_name>,<x>,<y>{,<instance_id>});

Updates the 'reload spawn' position of a instance,
that is where players in the instance are sent to upon @reloadscript,
uses the npc instance (if any) when instance_id is not provided,
handy to update a instance's progress so that when/if @reloadscript happens
the damage to the players progress is reduced.
It is most effective when used with instance variables (which are @reloadscript persistent)

If a player warps into a instance before this command has been used,
it will use the player's warp destination as the initial respawn point,
it can of course be modified by using this script command at any point.

---------------------------------------
*instance_mapname("<map name>"{,<instance id>})

Returns the unique name of the instanced map. If no instance ID is specified,
the instance the script is attached to is used. If the script is not attached to
an instance, the instance of the currently attached player's party is used. If
that fails, the command returns an empty string instead.


---------------------------------------
//=====================================
7 - End of Instance-Related Commands
//=====================================
---------------------------------------


---------------------------------------
//=====================================
8 - Quest Log-Related Commands
//=====================================
---------------------------------------

*questinfo <Quest ID>, <Icon> {, <Map Mark Color>{, <Job Class>}};

This is esentially a combination of checkquest and showevent. Use this only
in an OnInit label. For the Quest ID, specify the quest ID that you want
checked if it has been started yet.

For Icon, use one of the following:

No Icon		: QTYPE_NONE
! Quest Icon	: QTYPE_QUEST
? Quest Icon	: QTYPE_QUEST2
! Job Icon	: QTYPE_JOB
? Job Icon	: QTYPE_JOB2
! Event Icon	: QTYPE_EVENT
? Event Icon	: QTYPE_EVENT2
Warg		: QTYPE_WARG
Warg Face	: QTYPE_WARG2 (Only for packetver >= 20120410)

Map Mark Color, when used, creates a mark in the user's mini map on the position of the NPC,
the available color values are:

0 - No Marker
1 - Yellow Marker
2 - Green Marker
3 - Purple Marker

When a user shows up on a map, each NPC is checked for questinfo that has been set.
If questinfo is present, it will check if the quest has been started, if it has not, the bubble will appear.

Optionally, you can also specify a Job Class if the quest bubble should only appear for a certain class.

Example
izlude,100,100,4	script	Test	844,{
	mes "[Test]";
	mes "Hello World.";
	close;

	OnInit:
		questinfo 1001, QTYPE_QUEST, 0, Job_Novice;
		end;
}

---------------------------------------

*setquest <ID>;

Place quest of <ID> in the users quest log, the state of which is "active".

If *questinfo is set, and the same ID is specified here, the icon will be cleared when the quest is set.

---------------------------------------

*completequest <ID>;

Change the state for the given quest <ID> to "complete" and remove from 
the users quest log.

---------------------------------------

*erasequest <ID>;

Remove the quest of the given <ID> from the user's quest log.

---------------------------------------

*changequest <ID>,<ID2>;

Remove quest of the given <ID> from the user's quest log.
Add quest of the <ID2> to the the quest log, and the state is "active".

---------------------------------------

*checkquest(<ID>{,PLAYTIME|HUNTING})

If no additional argument supplied, return the state of the quest: 
	-1 = Quest not started (not in quest log)
	0  = Quest has been given, but the state is "inactive"
	1  = Quest has been given, and the state is "active"
	2  = Quest completed

If parameter "PLAYTIME" is supplied:
	-1 = Quest not started (not in quest log)
	0  = the time limit has not yet been reached
	1  = the time limit has not been reached but the quest is marked as 
		 complete
	2  = the time limit has been reached

If parameter "HUNTING" is supplied:
   -1 = Quest not started (not in quest log)
	0 = you haven't killed all of the target monsters and the time limit 
		has not been reached.
	1 = you haven't killed all of the target monsters but the time limit 
		has been reached.
	2 = you've killed all of the target monsters

---------------------------------------

*showevent <icon>{,<mark color>}

Show an emotion on top of a NPC, and optionally,
a colored mark in the mini-map like "viewpoint".
This is used to indicate that a NPC has a quest or an event to 
a certain player. 

Available Icons:

Remove Icon	: QTYPE_NONE
! Quest Icon	: QTYPE_QUEST
? Quest Icon	: QTYPE_QUEST2
! Job Icon	: QTYPE_JOB
? Job Icon	: QTYPE_JOB2
! Event Icon	: QTYPE_EVENT
? Event Icon	: QTYPE_EVENT2
Warg		: QTYPE_WARG
Warg Face	: QTYPE_WARG2 (Only for packetver >= 20120410)

Mark Color:
0 - No Mark
1 - Yellow Mark
2 - Green Mark
3 - Purple Mark

---------------------------------------
//=====================================
8 - End of Quest Log-Related Commands
//=====================================
---------------------------------------


---------------------------------------
//=====================================
9 - Battlegrounds-Related Commands
//=====================================
---------------------------------------

*waitingroom2bg_single(<battle group>,"<mapname>",<x>,<y>,"<npc name>");

Adds the first waiting player from the chat room of given NPC to an 
existing battleground group and warps it to specified coordinates on given 
map.

---------------------------------------

*waitingroom2bg("<mapname>",<x>,<y>,"<On Quit Event>","<On Death Event>"{,"<npc name>"});

<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, and sets the array $@arenamembers[0] where 0 holds 
the IDs of the first group, and 1 holds the IDs of the second.

If the option parameter is left out, the waiting room of the current NPC 
is used.

Example:
	// Battle Group will be referred to as $@KvM01BG_id1, and when they 
	// die, respawn at bat_c01,52,129.
	$@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",OBJ_B,"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.
	$@Guardian_3 = bg_monster($@TierraBG1_id2,"bat_a01",268,204,"Guardian",B_S_GUARDIAN,"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",B_S_GUARDIAN,"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>);

Retrieves data related to given battle group. Type can be one of the 
following:

	0 - Amount of players currently belonging to the group.

----------------------------------------

*bg_getareausers(<battle group>,<map name>,<x0>,<y0>,<x1>,<y1>);

Retrieves amount of players belonging to given battle group on given map 
within an specified rectangular area.

----------------------------------------

*bg_updatescore "<mapname>",<Guillaume Score>,<Croix Score>;

This command will force the update of the displayed scoreboard.
It is only usable when the map is defined as a Type 2 Battleground:
mapflag%TAB%<mapname>%TAB%battleground%TAB%2

---------------------------------------
//=====================================
9 - End of Battlegrounds-Related Commands
//=====================================
---------------------------------------


---------------------------------------
//=====================================
10 - Mercenary Commands
//=====================================
---------------------------------------

*mercenary_create <class>,<contract time>;

This command summons a mercenary of given class, for given amount of time 
in milliseconds. Typically used in item scripts of mercenary scrolls.

----------------------------------------

*mercenary_heal <hp>,<sp>;

This command works like 'heal', but affects the mercenary of the currently 
attached character.

----------------------------------------

*mercenary_sc_start <type>,<tick>,<val1>;

This command works like 'sc_start', but affects the mercenary of the 
currently attached character.

----------------------------------------

*mercenary_get_calls(<guild>);
*mercenary_set_calls <guild>,<value>;

Sets or gets the mercenary calls value for given guild for currently 
attached character. Guild can be one or the following constants:

	ARCH_MERC_GUILD
	SPEAR_MERC_GUILD
	SWORD_MERC_GUILD

----------------------------------------

*mercenary_get_faith(<guild>);
*mercenary_set_faith <guild>,<value>;

Sets or gets the mercenary faith value for given guild for currently 
attached character. Guild can be one or the following constants:

	ARCH_MERC_GUILD
	SPEAR_MERC_GUILD
	SWORD_MERC_GUILD

---------------------------------------

*getmercinfo(<type>{,<char id>});

Retrieves information about mercenary of the currently attached character. 
If char id is given, the information of that character is retrieved 
instead. Type specifies what information to retrieve and can be one of the 
following:

	0 - Database ID
	1 - Class
	2 - Name
	3 - Faith value for this mercenary's guild, if any
	4 - Calls value for this mercenary's guild, if any
	5 - Kill count
	6 - Remaining life time in msec
	7 - Level

If the character does not have a mercenary, the command returns ""
for name and 0 for all other types.

---------------------------------------
//=====================================
10 - End of Mercenary-Related Commands
//=====================================
---------------------------------------


---------------------------------------
//=====================================
11 - Queue-Related Commands
//=====================================
---------------------------------------

*queue();

Creates a new queue instance and returns the created queue id.

---------------------------------------

*queuesize(<queue_id>);

Returns the amount of entries in the queue instance of <queue_id>.

---------------------------------------

*queueadd(<queue_id>,<var_id>);

Adds <var_id> to queue of <queue_id>, returning 1 if <var_id> is already
present in the queue, otherwise returning 0.

---------------------------------------

*queueremove(<queue_id>,<var_id>);

Removes <var_id> from queue of <queue_id>, returning 1 if <var_id> is not
present in the queue, otherwise returning 0.

---------------------------------------

*queueopt(<queue_id>,<optionType>,{Optional <option val>});

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.

Currently 3 options are available:
HQO_OnDeath (1), HQO_OnLogout (2), HQO_OnMapChange (3)

Note: The constant names are not final.

Example:
	queueopt(.@queue_id,0,"MyNPC::MyOnQueueMemberDeathEventName");
	
---------------------------------------

*queuedel(<queue_id>);

Deletes <queue_id> and returns 1 when <queue_id> is not found, otherwise
0 is returned.

---------------------------------------

*queueiterator(<queue_id>);

Creates a new queue iterator instance.
A queue iterator is not a reference to a queue's actual members, it copies
the queues members when initialized, this way you can loop through them
even if you remove them from the queue.

---------------------------------------

*qicheck(<queue_iterator_id>);
checks whether there is a next member in the iterator's queue, 1 when
it does, 0 otherwise.

---------------------------------------

*qiget(<queue_iterator_id>);

obtains the next member in the iterator's queue, returns the next member's
id or 0 when it doesnt exist.

Example:
	for (.@elem = qiget(.@queue_iterator_id); qicheck(.@queue_iterator_id); .@elem = qiget(.@queue_iterator_id)) {
		//Do something
	}

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*qiclear(<queue_iterator_id>);

Deletes a queue iterator from memory and returns 1 when it fails,
otherwise 0 is returned.

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//=====================================
11 - End of Queue-Related Commands
//=====================================
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//=====================================
12 - NPC Trader-Related Commands
//=====================================
Commands that control NPC Trader Shops
See /doc/sample/npc_trader_sample.txt
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*openshop({NPC_Name});

opens the trader shop from the currently-attached npc unless,
when the optional NPC_Name param is used.

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*sellitem <Item_ID>{,<price>{,<qty>}};

adds (or modifies) <Item_ID> data to the shop,
when <price> is not provided (or when it is -1) itemdb default is used.
qty is only necessary for NST_MARKET trader types.

when <Item_ID> is already in the shop,
the previous data (price/qty), is overwritten with the new.

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*stopselling <Item_ID>;

attempts to remove <Item_ID> from the current shop list.

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*setcurrency <Val1>{,<Val2>};

updates the currently attached player shop funds,
to be used within a "OnCountFunds" event of a NST_CUSTOM trader type.

<Val1> is the value used in the *Cash* Points field
<Val2> is the value used in the Kafra Points field

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*tradertype(<Type>);

Modifies the npc trader type, item list is cleared upon modifiying the value.
By default, all npcs staart with tradertype(NST_ZENY);

- NST_ZENY (0) Normal Zeny Shop
- NST_CASH (1) Normal Cash Shop
- NST_MARKET (2) Normal NPC Market Shop (where items have limited availability and need to be refurbished)
- NST_CUSTOM (3) Custom Shop (any currency, item/var/etca, check sample)

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*purchaseok();

Signs that the transaction (on a NST_CUSTOM trader) has been successful,
to be used within a "OnPayFunds" event of a NST_CUSTOM trader.

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*shopcount(<Item_ID>);

Returns the amount of still-available <Item_ID> in the shop (on a NST_MARKET trader).

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