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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 xs and ys 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. 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 global_reg #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 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 not case sensitive.
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. They are stored with all the account data in the
`global_reg_value` table using type 3.
"@" - 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.
Thhey 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 instance and scope. Each instance 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, it's 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 party's instance.
"#" - A permanent local account variable.
They are stored in the 'global_reg_value' table using type 2.
"##" - A permanent global account variable stored by the login server.
They are stored in the 'global_reg_value' table, using type 1.
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 - 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.
MaxWeight - Maximum weight the character can carry.
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.
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.
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
-------
To include symbol '"' in a string you should use prefix '\"'.
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>]
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:
set @arrayofnumbers[0],1;
You can also do sneaky things like using a variable (or an expression, or
even a value from an another array) to get at an array value:
set @x,100;
set @arrayofnumbers[@x],10;
This will make @arrayofnumbers[100] equal to 10.
Notice that index numbering always starts with 0. Arrays cannot hold more
than 128 variables (so the last one can't have a number higher than 127).
And array indexes probably can't be negative. Nobody tested what happens
when you try to get a negatively numbered variable from an array, but it's
not going to be pretty. :)
Arrays can naturally store strings:
@menulines$[0] is the 0th element of the @menulines$ array of strings.
Notice the '$', normally denoting a string variable, before the square
brackets that denotes an array index.
Resume of the allowed variable and array scopes
------ -- --- ------- -------- --- ----- ------
+==========+======+=======+
|VarType | Norm | Array |
+==========+======+=======+
|$Str$ | OK! | OK! |
+----------+------+-------+
|$@Str$ | OK! | OK! |
+----------+------+-------+
|@Str$ | OK! | OK! |
+----------+------+-------+
|#Str$ | OK! | FAIL! |
+----------+------+-------+
|Str$ | OK! | FAIL! |
+----------+------+-------+
|$Int | OK! | OK! |
+----------+------+-------+
|$@Int | OK! | OK! |
+----------+------+-------+
|@Int | OK! | OK! |
+----------+------+-------+
|#Int | OK! | FAIL! |
+----------+------+-------+
|Int | OK! | FAIL! |
+----------+------+-------+
|.Str$ | OK! | OK! |
+----------+------+-------+
|.Int | OK! | OK! |
+----------+------+-------+
|.@Str$ | OK! | OK! |
+----------+------+-------+
|.@Int | OK! | OK! |
+----------+------+-------+
Variable References
-------------------
//##TODO
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.
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:
set b,2;
set a, b << 3;
mes a;
set 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:
set @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 "Options 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:
set 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)
set 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)
set 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:
set .@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.
set 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.
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.
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.
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.
-------------------------
From here on, we will have the commands sorted as follow:
1.- Basic commands.
2.- Information-retrieving commands.
3.- Checking commands.
4.- Player-related commands.
5.- Mob / NPC -related commands.
6.- Other commands.
7.- Instance commands.
8.- Quest Log commands.
9.- Battleground commands.
10.- Mercenary commands.
11.- Queue 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) goto L_Lvl10;
if (BaseLevel<=20) goto L_Lvl20;
if (BaseLevel<=30) goto L_Lvl30;
if (BaseLevel<=40) goto L_Lvl40;
if (BaseLevel<=50) goto L_Lvl50;
if (BaseLevel<=60) goto L_Lvl60;
if (BaseLevel<=70) goto L_Lvl70;
L_Lvl10:
npctalk "Look at that you are still a n00b";
end;
L_Lvl20:
npctalk "Look at that you are getting better, but still a n00b";
end;
L_Lvl30:
npctalk "Look at that you are getting there, you are almost 2nd profession now right???";
end;
L_Lvl40:
npctalk "Look at that you are almost 2nd profession";
end;
Without the use if 'end' it would travel through the labels 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 is the most basic script command and is used a lot whenever you try
to do anything more advanced than just printing text into a message box.
set @x,100;
will make @x equal 100.
set @x,1+5/8+9;
will compute 1+5/8+9 (which is, surprisingly, 10 - remember, all numbers
are integer in this language) and make @x equal to it.
Returns the variable reference.
---------------------------------------
*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:
set getd("$varRefence"), 1;
set @i, getd("$" + "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.
set .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.
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$[0],<list of potential menu items>;
set @j,0; // That's the menu lines counter.
// We loop through the list of possible menu items.
// @i is our loop counter.
for( set @i,0; @i<getarraysize(@possiblemenuitems$) ; set @i,@i+1 )
{
// 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.
set @j,@j+1;
}
// 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$[@menureference[@menu-1]] is the string that we
used to display the menu line the user picked. (Yes, it's a handful, but
it works.)
You can set up a bunch of 'if (@menureference[@menu-1]==X) goto Y'
statements to route your execution based on the line selected and still
generate a different menu every time, which is handy when you want to, for
example, make users select items in any specific order before proceeding,
or make a randomly shuffled menu.
Kafra code bundled with the standard distribution uses a similar
array-based menu technique for teleport lists, but it's much simpler and
doesn't use @menu, probably since that wasn't documented anywhere.
See also 'select', which is probably better in this particular case.
Instead of menu, you could use 'select' like this:
set @dummy,select(@menulist$[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' for some specific cases
where you don't want a complex label structure - like, for example, asking
simple yes-no questions. 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;
set @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%{
set @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) {
set Zeny, 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%{
set @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%{
set .@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
set <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) {
set Zeny, 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,{
set .@try, is_function("try"); // 1
set .@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:
set @var1,1;
input @var2;
if(@var1==@var2) goto L_Same;
mes "Sorry that is wrong";
close;
L_Same:
close;
Example 2:
set @var1,1;
input @var2;
if(@var1!=@var2) mes "Sorry that is wrong";
close;
(Notice examples 1 and 2 have the same effect.)
Example 3:
set @var1,@var1+1;
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) set @var,0;
close;
Example 4:
mes "[Quest Person]";
if(countitem(512)>=1) goto L_GiveApple;
// The number 512 was found from item_db, it is the item number
// for the Apple.
mes "Can you please bring me an apple?";
close;
L_GiveApple:
mes "Oh an apple, I didn't want it, I just wanted to see one";
close;
Example 5:
mes "[Person Checker]";
if($name$!=null) goto L_Check;
mes "Please tell me someones name";
next;
input $name$;
set $name2$,strcharinfo(0);
mes "[Person Checker]";
mes "Thank you";
L_Check:
if($name$==strcharinfo(0) ) goto L_SameName;
mes "[Person Checker]";
mes "You are not the person that " +$name2$+ " mentioned";
L_End:
set $name$,null;
set $name2$,null;
close;
L_SameName:
mes "[Person Checker]";
mes "You are the person that " +$name2$+ " just mentioned";
mes "nice to meet you";
goto L_End;
See 'strcharinfo' for explanation of what this function does.
Example 6: Using complex conditions.
mes "[Multi Checker]";
if( (@queststarted==1) && (countitem(512)>=5) ) goto L_MultiCheck;
// Only if the quest has been started AND You have 5 apples will it goto "L_MultiCheck"
mes "Please get me 5 apples";
set @queststarted,1;
close;
L_MultiCheck:
mes "[Multi Checker]";
mes "Well done you have started the quest of got me 5 apples";
mes "Thank you";
set @queststarted,0;
delitem 512,5;
close;
With the Advanced scripting engine, we got nested if's. That is:
if (<condition>)
dothis;
else
dothat;
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;
}
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'. While 'if' is more generally
useful, for some cases this could be an optimization.
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
set .@i, 1;
while (.@i <= 5) {
mes "This line will print 5 times.";
set .@i, .@i +1;
}
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( set .@i, 1; .@i <= 5; set .@i, .@i +1 )
mes "This line will print 5 times.";
Example 2:
mes "This will print the numbers 1 - 5.";
for( set .@i, 1; .@i <= 5; set .@i, .@i +1 )
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 {
set .@menu, select("One:Two:Three:Cancel");
} while (.@menu != 4);
Example 2: counter-controlled loop
mes "This will countdown from 10 to 1.";
set .@i, 10;
do {
mes .@i;
set .@i, .@i - 1;
} 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) will warn you if an infinite loop is detected.
Example:
freeloop(1); // enable script to loop freely
//Be aware with what you do here.
for ( set .@i,0; .@i<.@bigloop; set .@i, .@i+1 ) {
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 ( set .@i,0; .@i<.@bigloop; set .@i, .@i+1 ) {
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;
First value is the index of the first element of the array to alter. For
example:
setarray @array[0],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[0], 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 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[0], 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
---------------------------------------
======================================
|2.- Information-retrieving 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 - Character's name.
1 - The name of the party they're in if any.
2 - The name of the guild they're in if any.
3 - 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.
---------------------------------------
*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 the number of values that are contained inside the
specified array. Notice that zeros and empty strings at the end of this
array are not counted towards this number.
For example:
setarray @array[0], 100, 200, 300, 400, 500, 600;
set @arraysize,getarraysize(@array);
This will make @arraysize == 6. But if you try this:
setarray @array[0], 100, 200, 300, 400, 500, 600, 0;
set @arraysize,getarraysize(@array);
@arraysize will still equal 6, even though you've set 7 values.
---------------------------------------
*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!";
---------------------------------------
*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.
set .@count, $@partymembercount;
copyarray .@name$[0], $@partymembername$[0], $@partymembercount;
// list the party member names
for (set .@i,0; .@i < .@count; set .@i, .@i+1) {
mes (.@i +1) + ". ^0000FF" + .@name$[.@i] + "^000000";
}
close;
Example 2: check party count (with a 'next' pause), before warping to event
set .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 ( set .@i, 0; .@i < $@partymembercount; set .@i, .@i +1 )
if ( isloggedin( $@partymemberaid[.@i], $@partymembercid[.@i] ) )
set .@count_online, .@count_online +1 ;
// 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 ( set .@i, 0; .@i < $@partymembercount; set .@i, .@i +1 ) {
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.
---------------------------------------
\\
2,2 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
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)==2234) goto L_WearingTiara;
mes "Come back when you have a Tiara on";
close;
L_WearingTiara:
mes "What a lovely Tiara you have 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) == 2341) || (getequipid(EQI_ARMOR) == 2342) goto L_EquipedLegionPlate;
// the || is used as an or argument, there is 2341 and 2342 cause
// there are two different legion plate armors, one with a slot one
// without.
if ((countitem(2341) > 0) || (countitem(2432) > 0) goto L_InventoryLegionPlate;
mes "I will lets you pass";
close2;
warp "place",50,50;
end;
L_EquipedLegionPlate:
mes "You are wearing some Legion Plate Armor, please drop that in your stash before continuing";
close;
L_InventoryLegionPlate:
mes "You have some Legion Plate Armor in your inventory, please drop that in your stash before continuing";
close;
---------------------------------------
*getequipname(<equpment 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 any 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) goto Skip;
// 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!";
Skip:
mes "You don't have anything broken, quit bothering me.";
---------------------------------------
*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)) goto L_equipped;
mes "[Refiner]";
mes "Do you want me to refine your dumb head?";
close;
L_equipped:
mes "[Refiner]";
mes "That's a fine hat you are wearing there...";
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)) goto L_Refine;
mes "[Refiner]";
mes "I can't refine this hat!...";
close;
L_Refine:
mes "[Refiner]";
mes "Ok I can refine this";
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) goto L_Refine_HeadGear;
mes "Sorry, it's not possible to refine hats better than +10";
close;
L_Refine_HeadGear:
mes "I will now upgrade your "+getequipname(EQI_HEAD_TOP);
---------------------------------------
*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 go to L_Fail
if (getequippercentrefinery(EQI_HAND_L)<=rand(100)) goto L_Fail;
---------------------------------------
*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.
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.
set @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) goto Notfound;
mes "And I found him on map "+@mapname$+" at X:"+@mapx+" Y:"+@mapy+" !";
close;
Notfound:
mes "I can't seem to find Meh anywhere!";
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()) goto Wherever;
---------------------------------------
*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:
set @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:
set @GID,getcharid(2);
if(@GID==0) goto L_NoGuild;
if(strcharinfo(0)==getguildmaster(@GID)) goto L_GuildMaster;
mes "Sorry you don't own the guild you are in";
close;
L_NoGuild:
mes "Sorry you are not in a guild";
close;
L_GuildMaster:
mes "Welcome guild master of "+GetGuildName(@GID);
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(152)) goto L_HasSkillThrowStone;
mes "You don't have Throw Stone";
close;
L_HasSkillThrowStone:
mes "You have got the skill Throw Stone";
close;
Example 2:
if (getskilllv(28) >= 5) goto L_HasSkillHeallvl5orMore;
if (getskilllv(28) == 10) goto L_HasSkillHealMaxed;
mes "You heal skill is below lvl 5";
close;
L_HasSkillHeallvl6orMore:
mes "Your heal lvl is 5 or more";
close;
L_HasSkillHealMaxed:
mes "Your heal lvl has been maxed";
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:
set @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.
set .@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( set .@i,0; .@i < .@count; set .@i,.@i +1 ) {
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 @skillPoints to the amount of
//skill points, and then tell the player the value.
set @skillPoints, skillPointCount();
mes "You have "+@skillPoints+" 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)) goto BlindHimNow;
You can see the full list of available effect types you can possibly
inflict in 'db/const.txt' under 'Eff_'.
---------------------------------------
========================
|3.- Checking 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:
0x1 - Sight in effect.
0x2 - Hide in effect.
0x4 - Cloaking in effect.
0x8 - Cart number 1 present.
0x10 - Falcon present.
0x20 - Peco Peco present.
0x40 - GM Perfect Hide in effect.
0x80 - Cart number 2 present.
0x100 - Cart number 3 present.
0x200 - Cart number 4 present.
0x400 - Cart number 5 present.
0x800 - Orc head present.
0x1000 - The character is wearing a wedding sprite.
0x2000 - Ruwach is in effect.
0x4000 - Chasewalk in effect.
0x8000 - Flying or Xmas suit.
0x10000 - 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:
0x1 - Poisoned.
0x2 - Cursed.
0x4 - Silenced.
0x8 - 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.- 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'.
---------------------------------------
//
3,1.- End of 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;
set @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 absolute 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 and
status changes. When used inside an NPC script, certain bonuses are
omitted.
There is also a nice example on using this with the 'rand' function, to
give you a random amount of healing.
// This will heal anything thing from 100 to 150 HP and no SP
itemheal rand(100,150),0;
---------------------------------------
*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.
set @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).
set @eac, eaclass();
//Check if class is already rebirth
if (@eac&EAJL_UPPER) {
mes "You look strong.";
close;
}
set @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:
2338,Wedding_Dress,Wedding Dress,5,43000,,500,,0,,0,119529470,7,0,16,,0,1,0,{ bonus bMdef,15; changebase 22; }
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 use the "set" command with the constants defined in
'db/const.txt':
// These 2 combined has the same effect as the above command
set BaseExp,BaseExp+10000;
set JobExp,JobExp+5000;
You can also reduce the amount of experience points:
set BaseExp,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 6,8;
// 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 7,1;
Here are the possible look types:
0 - Base sprite
1 - Hairstyle
2 - Weapon
3 - Head bottom
4 - Head top
5 - Head mid
6 - Hair color
7 - Clothes color
8 - Shield
9 - 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 Hercules!";
---------------------------------------
\\
4,1.- 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.
set @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.
set @card3, @charid & 65535;
set @card4, @charid >> 16;
// If you're inscribing non-equipment, @card1 must be 254.
// Arrows are also not equipment. :)
set @card1,254;
// For named equipment, card2 means the Star Crumbs and elemental
// crystals used to make this equipment. For everything else, it's 0.
set @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.
set @card1,255;
// That's the number of star crumbs in a weapon.
set @sc,2;
// That's the number of elemental property of the weapon.
set @ele,1;
// And that's the wacky formula that makes them into
// a single number.
set @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.
---------------------------------------
*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$;
set @qty, searchitem(@matches[0],@name$);
mes "I found "+@qty+" items:";
for (set @i, 0; @i < @qty; set @i, @i+1)
//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:
12281,Tresure_Box_WoE,Event Treasure Box,2,20,,150,,,,,0xFFFFFFFF,7,2,,,,,,{ 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>;
This command will refine an item in the specified equipment slot of the
invoking character by +1. For a list of equipment slots see 'getequipid'.
This command will not only add the +1, but 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.
The official scripts seems to use the 'successrefitem' command as a
function instead: 'successrefitem(<number>)' but it returns nothing on the
stack. This is since jAthena, so probably nobody knows for sure why is it
so.
---------------------------------------
*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.
The official scripts seems to use the 'failedrefitem' command as a
function instead: 'failedrefitem(<number>)' but it returns nothing on the
stack. This is since jAthena, so probably nobody knows for sure why is it
so.
---------------------------------------
*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;
---------------------------------------
//
4,1.- End of 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 - same about the guild skill trying to exceed the
possible maximum. The full list of guild skills is available in
'db/(pre-)re/skill_db.txt', these are all the GD_ skills at the end.
// 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_DefEle,60000,Ele_Fire,20,Ele_Water,-15;
'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.
---------------------------------------
*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. 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. 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).
Flag 4 is the same as flag 1 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;
---------------------------------------
==================================
|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:
set .@mobGID, monster "Prontera",150,150,"Poring",1002,1;
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 (set .@i, 0; .@i < .mobnumber; set .@i, .@i + 1){
set .@mobGID, monster "map",.x,.y,"Kisser Poring",1002,1;
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;
menu "Yes",L_Yes,"No",-;
mes "[Summon Man]";
mes "Come back later";
close;
L_Yes:
monster "prontera",0,0,"Quest Poring",1002,10,"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:
set $PoringKilled,$PoringKilled+1;
if ($PoringKilled==10) goto L_AllDead;
end;
L_AllDead:
announce "Summon Man: Well done all the poring are dead",3;
set $PoringKilled,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>,<mapid>;
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 map with the given mapid (we believe these are the map-indexes found
in db/map_index.txt).
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;
//Will move the poring towards alberta (if my assumed map-indexes are
//correct).
unitwalk .GID,3;
---------------------------------------
*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;
set .@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;
set .@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 <ticks>,"NPC::OnLabel";
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!";
---------------------------------------
*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.
---------------------------------------
*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. Default compilation and most binary
distributions aren't, which is probably bad, since these, while complex to
use, are quite fascinating.
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.
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/
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:
set @i, pow(2,3); // @i will be 8
---------------------------------------
*sqrt(<number>)
Returns square-root of number.
Example:
set @i, sqrt(25); // @i will be 5
---------------------------------------
*distance(<x0>,<y0>,<x1>,<y1>)
Returns distance between 2 points.
Example:
set @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:
set @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$[4]+"("+@fame[4]+")";
---------------------------------------
*escape_sql(<value>)
Converts the value to a string and escapes special characters so that it's
safe to use in query_sql(). Returns the escaped form of the given value.
Example:
set .@str$, "John's Laptop";
set .@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 7049,6,9990; // 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 2637,"{ if(isequipped(2236)==0)end; if(getskilllv(26)){skill 40,1;}else{skill 26,1+isequipped(2636);} }";
setitemscript 2637,"";
---------------------------------------
*atoi ("<string>")
*axtoi ("<string>")
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).
Hexadecimal number set: {0,1,2,3,4,5,6,7,8,9,A,B,C,D,E,F}
Example:
set @var, atoi("11"); // Sets @var to 11
set @var, axtoi("FF"); // Sets @var to 255
mes axtoi("11"); // Displays 17 (1 = 1, 10 = 16)
---------------------------------------
*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 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.
set .@party_id, getcharid(1);
// Attempt to create an instance using that party ID.
set .@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.
---------------------------------------
*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.
=========================
|8.- Quest Log commands.|
=========================
---------------------------------------
*setquest <ID>;
Place quest of <ID> in the users quest log, the state of which is "active".
---------------------------------------
*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 <state>, <color>;
Show a colored mark in the mini-map like "viewpoint" and an emotion on top
of a NPC. This is used to indicate that a NPC has a quest or an event to
certain player/s.
state can be:
0 = disable ( Used to disable and remove the mark and the emotion from
the NPC. )
1 = exclamation emotion ( Used to show an important quest event to
certain player. )
2 = interrogation emotion ( Used to show an non-important quest event
to certain player. )
Other value may cause client crashes.
color can be:
0 = yellow "Quest"
1 = orange "Job"
2 = green "Event"
3 = an MVP flag
Other values show a transparent mark in the mini-map.
----------------------------------------
============================
|9.- Battleground 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.
set $@KvM01BG_id1, waitingroom2bg("bat_c01",52,129,"KvM01_BG::OnGuillaumeQuit","KvM01_BG::OnGuillaumeDie");
end;
----------------------------------------
*bg_team_setxy <Battle Group ID>,<x>,<y>;
Update the respawn point of the given battle group to x, y on the same
map. The <Battle Group ID> can be retrieved using getcharid(4).
Example:
bg_team_setxy getcharid(4),56,212;
mapannounce "bat_a01", "Group [1] has taken the work shop, and will now respawn there.",bc_map,"0xFFCE00";
end;
----------------------------------------
*bg_warp <Battle Group>,"<Mapname>",<x>,<y>;
Similar to warp command.
Place all members of <Battle Group> at <mapname> at x y.
Example:
//place the battle group one for Tierra Gorge at starting position.
bg_warp $@TierraBG1_id1,"bat_a01",352,342;
end;
----------------------------------------
*bg_monster <Battle Group>,"<map name>",<x>,<y>,"<name to show>",<mob id>,"<event label>";
*bg_monster(<Battle Group>,"<map name>",<x>,<y>,"<name to show>",<mob id>,"<event label>");
Similar to monster script command.
Spawn a monster with allegiance to the given battle group.
Does not allow for the summoning of multiple monsters.
Monsters are similar to that in War of Emperium, in that the specified
Battle group is considered friendly.
Example:
// It can be used in two different ways.
bg_monster $@TierraBG1_id2,"bat_a01",167,50,"Food Depot",1910,"Feed Depot#1::OnMyMobDead";
end;
// Alternatively, you can set an ID for the monster using "set".
// This becomes useful when used with the command below.
set $@Guardian_3, bg_monster($@TierraBG1_id2,"bat_a01",268,204,"Guardian",1949,"NPCNAME::OnMyMobDead");
end;
----------------------------------------
*bg_monster_set_team <GID>,<Battle Group>;
This command will change the allegiance if a monster in a battle ground.
GID can be set when spawning the monster via the bg_monster command.
Example:
end;
OnEnable:
mapannounce "A guardian has been summoned for Battle Group 2!",bc_map,"0xFFCE00";
set $@Guardian, bg_monster($@BG_2,"bat_a01",268,204,"Guardian",1949,"NPCNAME::OnMyMobDead");
initnpctimer;
end;
OnTimer1000:
stopnpctimer;
mapannounce "Erm, sorry about that! This monster was meant for Battle Group 1.",bc_map,"0xFFCE00";
bg_monster_set_team $@Guardian, $@BG_1;
end;
----------------------------------------
*bg_leave;
Removes attached player from their Battle Group.
----------------------------------------
*bg_destroy <Batte Group>;
As the name says, destroys the battle group created for that battle ground.
----------------------------------------
*areapercentheal "<mapname>",<x1>,<y1>,<x2>,<y2>,<hp>,<sp>;
Not exactly limited to battleground use, this will restore HP/SP in a
defined area at a percentage.
Example:
areapercentheal "bat_a01",52,208,61,217,100,100;
end;
----------------------------------------
*bg_get_data(<Battle Group>,<type>);
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
----------------------------------------
==========================
|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.
----------------------------------------
======================
|11.- Queue 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( set .@elem,qiget(.@queue_iterator_id); qicheck(.@queue_iterator_id); set .@elem,qiget(.@queue_iterator_id) ) {
//Do something
}
---------------------------------------
*qiclear(<queue_iterator_id>);
Deletes a queue iterator from memory and returns 1 when it fails,
otherwise 0 is returned.
---------------------------------------
|