1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361
1362
1363
1364
1365
1366
1367
1368
1369
1370
1371
1372
1373
1374
1375
1376
1377
1378
1379
1380
1381
1382
1383
1384
1385
1386
1387
1388
1389
1390
1391
1392
1393
1394
1395
1396
1397
1398
1399
1400
1401
1402
1403
1404
1405
1406
1407
1408
1409
1410
1411
1412
1413
1414
1415
1416
1417
1418
1419
1420
1421
1422
1423
1424
1425
1426
1427
1428
1429
1430
1431
1432
1433
1434
1435
1436
1437
1438
1439
1440
1441
1442
1443
1444
1445
1446
1447
1448
1449
1450
1451
1452
1453
1454
1455
1456
1457
1458
1459
1460
1461
1462
1463
1464
1465
1466
1467
1468
1469
1470
1471
1472
1473
1474
1475
1476
1477
1478
1479
1480
1481
1482
1483
1484
1485
1486
1487
1488
1489
1490
1491
1492
1493
1494
1495
1496
1497
1498
1499
1500
1501
1502
1503
1504
1505
1506
1507
1508
1509
1510
1511
1512
1513
1514
1515
1516
1517
1518
1519
1520
1521
1522
1523
1524
1525
1526
1527
1528
1529
1530
1531
1532
1533
1534
1535
1536
1537
1538
1539
1540
1541
1542
1543
1544
1545
1546
1547
1548
1549
1550
1551
1552
1553
1554
1555
1556
1557
1558
1559
1560
1561
1562
1563
1564
1565
1566
1567
1568
1569
1570
1571
1572
1573
1574
1575
1576
1577
1578
1579
1580
1581
1582
1583
1584
1585
1586
1587
1588
1589
1590
1591
1592
1593
1594
1595
1596
1597
1598
1599
1600
1601
1602
1603
1604
1605
1606
1607
1608
1609
1610
1611
1612
1613
1614
1615
1616
1617
1618
1619
1620
1621
1622
1623
1624
1625
1626
1627
1628
1629
1630
1631
1632
1633
1634
1635
1636
1637
1638
1639
1640
1641
1642
1643
1644
1645
1646
1647
1648
1649
1650
1651
1652
1653
1654
1655
1656
1657
1658
1659
1660
1661
1662
1663
1664
1665
1666
1667
1668
1669
1670
1671
1672
1673
1674
1675
1676
1677
1678
1679
1680
1681
1682
1683
1684
1685
1686
1687
1688
1689
1690
1691
1692
1693
1694
1695
1696
1697
1698
1699
1700
1701
1702
1703
1704
1705
1706
1707
1708
1709
1710
1711
1712
1713
1714
1715
1716
1717
1718
1719
1720
1721
1722
1723
1724
1725
1726
1727
1728
1729
1730
1731
1732
1733
1734
1735
1736
1737
1738
1739
1740
1741
1742
1743
1744
1745
1746
1747
1748
1749
1750
1751
1752
1753
1754
1755
1756
1757
1758
1759
1760
1761
1762
1763
1764
1765
1766
1767
1768
1769
1770
1771
1772
1773
1774
1775
1776
1777
1778
1779
1780
1781
1782
1783
1784
1785
1786
1787
1788
1789
1790
1791
1792
1793
1794
1795
1796
1797
1798
1799
1800
1801
1802
1803
1804
1805
1806
1807
1808
1809
1810
1811
1812
1813
1814
1815
1816
1817
1818
1819
1820
1821
1822
1823
1824
1825
1826
1827
1828
1829
1830
1831
1832
1833
1834
1835
1836
1837
1838
1839
1840
1841
1842
1843
1844
1845
1846
1847
1848
1849
1850
1851
1852
1853
1854
1855
1856
1857
1858
1859
1860
1861
1862
1863
1864
1865
1866
1867
1868
1869
1870
1871
1872
1873
1874
1875
1876
1877
1878
1879
1880
1881
1882
1883
1884
1885
1886
1887
1888
1889
1890
1891
1892
1893
1894
1895
1896
1897
1898
1899
1900
1901
1902
1903
1904
1905
1906
1907
1908
1909
1910
1911
1912
1913
1914
1915
1916
1917
1918
1919
1920
1921
1922
1923
1924
1925
1926
1927
1928
1929
1930
1931
1932
1933
1934
1935
1936
1937
1938
1939
1940
1941
1942
1943
1944
1945
1946
1947
1948
1949
1950
1951
1952
1953
1954
1955
1956
1957
1958
1959
1960
1961
1962
1963
1964
1965
1966
1967
1968
1969
1970
1971
1972
1973
1974
1975
1976
1977
1978
1979
1980
1981
1982
1983
1984
1985
1986
1987
1988
1989
1990
1991
1992
1993
1994
1995
1996
1997
1998
1999
2000
2001
2002
2003
2004
2005
2006
2007
2008
2009
2010
2011
2012
2013
2014
2015
2016
2017
2018
2019
2020
2021
2022
2023
2024
2025
2026
2027
2028
2029
2030
2031
2032
2033
2034
2035
2036
2037
2038
2039
2040
2041
2042
2043
2044
2045
2046
2047
2048
2049
2050
2051
2052
2053
2054
2055
2056
2057
2058
2059
2060
2061
2062
2063
2064
2065
2066
2067
2068
2069
2070
2071
2072
2073
2074
2075
2076
2077
2078
2079
2080
2081
2082
2083
2084
2085
2086
2087
2088
2089
2090
2091
2092
2093
2094
2095
2096
2097
2098
2099
2100
2101
2102
2103
2104
2105
2106
2107
2108
2109
2110
2111
2112
2113
2114
2115
2116
2117
2118
2119
2120
2121
2122
2123
2124
2125
2126
2127
2128
2129
2130
2131
2132
2133
2134
2135
2136
2137
2138
2139
2140
2141
2142
2143
2144
2145
2146
2147
2148
2149
2150
2151
2152
2153
2154
2155
2156
2157
2158
2159
2160
2161
2162
2163
2164
2165
2166
2167
2168
2169
2170
2171
2172
2173
2174
2175
2176
2177
2178
2179
2180
2181
2182
2183
2184
2185
2186
2187
2188
2189
2190
2191
2192
2193
2194
2195
2196
2197
2198
2199
2200
2201
2202
2203
2204
2205
2206
2207
2208
2209
2210
2211
2212
2213
2214
2215
2216
2217
2218
2219
2220
2221
2222
2223
2224
2225
2226
2227
2228
2229
2230
2231
2232
2233
2234
2235
2236
2237
2238
2239
2240
2241
2242
2243
2244
2245
2246
2247
2248
2249
2250
2251
2252
2253
2254
2255
2256
2257
2258
2259
2260
2261
2262
2263
2264
2265
2266
2267
2268
2269
2270
2271
2272
2273
2274
2275
2276
2277
2278
2279
2280
2281
2282
2283
2284
2285
2286
2287
2288
2289
2290
2291
2292
2293
2294
2295
2296
2297
2298
2299
2300
2301
2302
2303
2304
2305
2306
2307
2308
2309
2310
2311
2312
2313
2314
2315
2316
2317
2318
2319
2320
2321
2322
2323
2324
2325
2326
2327
2328
2329
2330
2331
2332
2333
2334
2335
2336
2337
2338
2339
2340
2341
2342
2343
2344
2345
2346
2347
2348
2349
2350
2351
2352
2353
2354
2355
2356
2357
2358
2359
2360
2361
2362
2363
2364
2365
2366
2367
2368
2369
2370
2371
2372
2373
2374
2375
2376
2377
2378
2379
2380
2381
2382
2383
2384
2385
2386
2387
2388
2389
2390
2391
2392
2393
2394
2395
2396
2397
2398
2399
2400
2401
2402
2403
2404
2405
2406
2407
2408
2409
2410
2411
2412
2413
2414
2415
2416
2417
2418
2419
2420
2421
2422
2423
2424
2425
2426
2427
2428
2429
2430
2431
2432
2433
2434
2435
2436
2437
2438
2439
2440
2441
2442
2443
2444
2445
2446
2447
2448
2449
2450
2451
2452
2453
2454
2455
2456
2457
2458
2459
2460
2461
2462
2463
2464
2465
2466
2467
2468
2469
2470
2471
2472
2473
2474
2475
2476
2477
2478
2479
2480
2481
2482
2483
2484
2485
2486
2487
2488
2489
2490
2491
2492
2493
2494
2495
2496
2497
2498
2499
2500
2501
2502
2503
2504
2505
2506
2507
2508
2509
2510
2511
2512
2513
2514
2515
2516
2517
2518
2519
2520
2521
2522
2523
2524
2525
2526
2527
2528
2529
2530
2531
2532
2533
2534
2535
2536
2537
2538
2539
2540
2541
2542
2543
2544
2545
2546
2547
2548
2549
2550
2551
2552
2553
2554
2555
2556
2557
2558
2559
2560
2561
2562
2563
2564
2565
2566
2567
2568
2569
2570
2571
2572
2573
2574
2575
2576
2577
2578
2579
2580
2581
2582
2583
2584
2585
2586
2587
2588
2589
2590
2591
2592
2593
2594
2595
2596
2597
2598
2599
2600
2601
2602
2603
2604
2605
2606
2607
2608
2609
2610
2611
2612
2613
2614
2615
2616
2617
2618
2619
2620
2621
2622
2623
2624
2625
2626
2627
2628
2629
2630
2631
2632
2633
2634
2635
2636
2637
2638
2639
2640
2641
2642
2643
2644
2645
2646
2647
2648
2649
2650
2651
2652
2653
2654
2655
2656
2657
2658
2659
2660
2661
2662
2663
2664
2665
2666
2667
2668
2669
2670
2671
2672
2673
2674
2675
2676
2677
2678
2679
2680
2681
2682
2683
2684
2685
2686
2687
2688
2689
2690
2691
2692
2693
2694
2695
2696
2697
2698
2699
2700
2701
2702
2703
2704
2705
2706
2707
2708
2709
2710
2711
2712
2713
2714
2715
2716
2717
2718
2719
2720
2721
2722
2723
2724
2725
2726
2727
2728
2729
2730
2731
2732
2733
2734
2735
2736
2737
2738
2739
2740
2741
2742
2743
2744
2745
2746
2747
2748
2749
2750
2751
2752
2753
2754
2755
2756
2757
2758
2759
2760
2761
2762
2763
2764
2765
2766
2767
2768
2769
2770
2771
2772
2773
2774
2775
2776
2777
2778
2779
2780
2781
2782
2783
2784
2785
2786
2787
2788
2789
2790
2791
2792
2793
2794
2795
2796
2797
2798
2799
2800
2801
2802
2803
2804
2805
2806
2807
2808
2809
2810
2811
2812
2813
2814
2815
2816
2817
2818
2819
2820
2821
2822
2823
2824
2825
2826
2827
2828
2829
2830
2831
2832
2833
2834
2835
2836
2837
2838
2839
2840
2841
2842
2843
2844
2845
2846
2847
2848
2849
2850
2851
2852
2853
2854
2855
2856
2857
2858
2859
2860
2861
2862
2863
2864
2865
2866
2867
2868
2869
2870
2871
2872
2873
2874
2875
2876
2877
2878
2879
2880
2881
2882
2883
2884
2885
2886
2887
2888
2889
2890
2891
2892
2893
2894
2895
2896
2897
2898
2899
2900
2901
2902
2903
2904
2905
2906
2907
2908
2909
2910
2911
2912
2913
2914
2915
2916
2917
2918
2919
2920
2921
2922
2923
2924
2925
2926
2927
2928
2929
2930
2931
2932
2933
2934
2935
2936
2937
2938
2939
2940
2941
2942
2943
2944
2945
2946
2947
2948
2949
2950
2951
2952
2953
2954
2955
2956
2957
2958
2959
2960
2961
2962
2963
2964
2965
2966
2967
2968
2969
2970
2971
2972
2973
2974
2975
2976
2977
2978
2979
2980
2981
2982
2983
2984
2985
2986
2987
2988
2989
2990
2991
2992
2993
2994
2995
2996
2997
2998
2999
3000
3001
3002
3003
3004
3005
3006
3007
3008
3009
3010
3011
3012
3013
3014
3015
3016
3017
3018
3019
3020
3021
3022
3023
3024
3025
3026
3027
3028
3029
3030
3031
3032
3033
3034
3035
3036
3037
3038
3039
3040
3041
3042
3043
3044
3045
3046
3047
3048
3049
3050
3051
3052
3053
3054
3055
3056
3057
3058
3059
3060
3061
3062
3063
3064
3065
3066
3067
3068
3069
3070
3071
3072
3073
3074
3075
3076
3077
3078
3079
3080
3081
3082
3083
3084
3085
3086
3087
3088
3089
3090
3091
3092
3093
3094
3095
3096
3097
3098
3099
3100
3101
3102
3103
3104
3105
3106
3107
3108
3109
3110
3111
3112
3113
3114
3115
3116
3117
3118
3119
3120
3121
3122
3123
3124
3125
3126
3127
3128
3129
3130
3131
3132
3133
3134
3135
3136
3137
3138
3139
3140
3141
3142
3143
3144
3145
3146
3147
3148
3149
3150
3151
3152
3153
3154
3155
3156
3157
3158
3159
3160
3161
3162
3163
3164
3165
3166
3167
3168
3169
3170
3171
3172
3173
3174
3175
3176
3177
3178
3179
3180
3181
3182
3183
3184
3185
3186
3187
3188
3189
3190
3191
3192
3193
3194
3195
3196
3197
3198
3199
3200
3201
3202
3203
3204
3205
3206
3207
3208
3209
3210
3211
3212
3213
3214
3215
3216
3217
3218
3219
3220
3221
3222
3223
3224
3225
3226
3227
3228
3229
3230
3231
3232
3233
3234
3235
3236
3237
3238
3239
3240
3241
3242
3243
3244
3245
3246
3247
3248
3249
3250
3251
3252
3253
3254
3255
3256
3257
3258
3259
3260
3261
3262
3263
3264
3265
3266
3267
3268
3269
3270
3271
3272
3273
3274
3275
3276
3277
3278
3279
3280
3281
3282
3283
3284
3285
3286
3287
3288
3289
3290
3291
3292
3293
3294
3295
3296
3297
3298
3299
3300
3301
3302
3303
3304
3305
3306
3307
3308
3309
3310
3311
3312
3313
3314
3315
3316
3317
3318
3319
3320
3321
3322
3323
3324
3325
3326
3327
3328
3329
3330
3331
3332
3333
3334
3335
3336
3337
3338
3339
3340
3341
3342
3343
3344
3345
3346
3347
3348
3349
3350
3351
3352
3353
3354
3355
3356
3357
3358
3359
3360
3361
3362
3363
3364
3365
3366
3367
3368
3369
3370
3371
3372
3373
3374
3375
3376
3377
3378
3379
3380
3381
3382
3383
3384
3385
3386
3387
3388
3389
3390
3391
3392
3393
3394
3395
3396
3397
3398
3399
3400
3401
3402
3403
3404
3405
3406
3407
3408
3409
3410
3411
3412
3413
3414
3415
3416
3417
3418
3419
3420
3421
3422
3423
3424
3425
3426
3427
3428
3429
3430
3431
3432
3433
3434
3435
3436
3437
3438
3439
3440
3441
3442
3443
3444
3445
3446
3447
3448
3449
3450
3451
3452
3453
3454
3455
3456
3457
3458
3459
3460
3461
3462
3463
3464
3465
3466
3467
3468
3469
3470
3471
3472
3473
3474
3475
3476
3477
3478
3479
3480
3481
3482
3483
3484
3485
3486
3487
3488
3489
3490
3491
3492
3493
3494
3495
3496
3497
3498
3499
3500
3501
3502
3503
3504
3505
3506
3507
3508
3509
3510
3511
3512
3513
3514
3515
3516
3517
3518
3519
3520
3521
3522
3523
3524
3525
3526
3527
3528
3529
3530
3531
3532
3533
3534
3535
3536
3537
3538
3539
3540
3541
3542
3543
3544
3545
3546
3547
3548
3549
3550
3551
3552
3553
3554
3555
3556
3557
3558
3559
3560
3561
3562
3563
3564
3565
3566
3567
3568
3569
3570
3571
3572
3573
3574
3575
3576
3577
3578
3579
3580
3581
3582
3583
3584
3585
3586
3587
3588
3589
3590
3591
3592
3593
3594
3595
3596
3597
3598
3599
3600
3601
3602
3603
3604
3605
3606
3607
3608
3609
3610
3611
3612
3613
3614
3615
3616
3617
3618
3619
3620
3621
3622
3623
3624
3625
3626
3627
3628
3629
3630
3631
3632
3633
3634
3635
3636
3637
3638
3639
3640
3641
3642
3643
3644
3645
3646
3647
3648
3649
3650
3651
3652
3653
3654
3655
3656
3657
3658
3659
3660
3661
3662
3663
3664
3665
3666
3667
3668
3669
3670
3671
3672
3673
3674
3675
3676
3677
3678
3679
3680
3681
3682
3683
3684
3685
3686
3687
3688
3689
3690
3691
3692
3693
3694
3695
3696
3697
3698
3699
3700
3701
3702
3703
3704
3705
3706
3707
3708
3709
3710
3711
3712
3713
3714
3715
3716
3717
3718
3719
3720
3721
3722
3723
3724
3725
3726
3727
3728
3729
3730
3731
3732
3733
3734
3735
3736
3737
3738
3739
3740
3741
3742
3743
3744
3745
3746
3747
3748
3749
3750
3751
3752
3753
3754
3755
3756
3757
3758
3759
3760
3761
3762
3763
3764
3765
3766
3767
3768
3769
3770
3771
3772
3773
3774
3775
3776
3777
3778
3779
3780
3781
3782
3783
3784
3785
3786
3787
3788
3789
3790
3791
3792
3793
3794
3795
3796
3797
3798
3799
3800
3801
3802
3803
3804
3805
3806
3807
3808
3809
3810
3811
3812
3813
3814
3815
3816
3817
3818
3819
3820
3821
3822
3823
3824
3825
3826
3827
3828
3829
3830
3831
3832
3833
3834
3835
3836
3837
3838
3839
3840
3841
3842
3843
3844
3845
3846
3847
3848
3849
3850
3851
3852
3853
3854
3855
3856
3857
3858
3859
3860
3861
3862
3863
3864
3865
3866
3867
3868
3869
3870
3871
3872
3873
3874
3875
3876
3877
3878
3879
3880
3881
3882
3883
3884
3885
3886
3887
3888
3889
3890
3891
3892
3893
3894
3895
3896
3897
3898
3899
3900
3901
3902
3903
3904
3905
3906
3907
3908
3909
3910
3911
3912
3913
3914
3915
3916
3917
3918
3919
3920
3921
3922
3923
3924
3925
3926
3927
3928
3929
3930
3931
3932
3933
3934
3935
3936
3937
3938
3939
3940
3941
3942
3943
3944
3945
3946
3947
3948
3949
3950
3951
3952
3953
3954
3955
3956
3957
3958
3959
3960
3961
3962
3963
3964
3965
3966
3967
3968
3969
3970
3971
3972
3973
3974
3975
3976
3977
3978
3979
3980
3981
3982
3983
3984
3985
3986
3987
3988
3989
3990
3991
3992
3993
3994
3995
3996
3997
3998
3999
4000
4001
4002
4003
4004
4005
4006
4007
4008
4009
4010
4011
4012
4013
4014
4015
4016
4017
4018
4019
4020
4021
4022
4023
4024
4025
4026
4027
4028
4029
4030
4031
4032
4033
4034
4035
4036
4037
4038
4039
4040
4041
4042
4043
4044
4045
4046
4047
4048
4049
4050
4051
4052
4053
4054
4055
4056
4057
4058
4059
4060
4061
4062
4063
4064
4065
4066
4067
4068
4069
4070
4071
4072
4073
4074
4075
4076
4077
4078
4079
4080
4081
4082
4083
4084
4085
4086
4087
4088
4089
4090
4091
4092
4093
4094
4095
4096
4097
4098
4099
4100
4101
4102
4103
4104
4105
4106
4107
4108
4109
4110
4111
4112
4113
4114
4115
4116
4117
4118
4119
4120
4121
4122
4123
4124
4125
4126
4127
4128
4129
4130
4131
4132
4133
4134
4135
4136
4137
4138
4139
4140
4141
4142
4143
4144
4145
4146
4147
4148
4149
4150
4151
4152
4153
4154
4155
4156
4157
4158
4159
4160
4161
4162
4163
4164
4165
4166
4167
4168
4169
4170
4171
4172
4173
4174
4175
4176
4177
4178
4179
4180
4181
4182
4183
4184
4185
4186
4187
4188
4189
4190
4191
4192
4193
4194
4195
4196
4197
4198
4199
4200
4201
4202
4203
4204
4205
4206
4207
4208
4209
4210
4211
4212
4213
4214
4215
4216
4217
4218
4219
4220
4221
4222
4223
4224
4225
4226
4227
4228
4229
4230
4231
4232
4233
4234
4235
4236
4237
4238
4239
4240
4241
4242
4243
4244
4245
4246
4247
4248
4249
4250
4251
4252
4253
4254
4255
4256
4257
4258
4259
4260
4261
4262
4263
4264
4265
4266
4267
4268
4269
4270
4271
4272
4273
4274
4275
4276
4277
4278
4279
4280
4281
4282
4283
4284
4285
4286
4287
4288
4289
4290
4291
4292
4293
4294
4295
4296
4297
4298
4299
4300
4301
4302
4303
4304
4305
4306
4307
4308
4309
4310
4311
4312
4313
4314
4315
4316
4317
4318
4319
4320
4321
4322
4323
4324
4325
4326
4327
4328
4329
4330
4331
4332
4333
4334
4335
4336
4337
4338
4339
4340
4341
4342
4343
4344
4345
4346
4347
4348
4349
4350
4351
4352
4353
4354
4355
4356
4357
4358
4359
4360
4361
4362
4363
4364
4365
4366
4367
4368
4369
4370
4371
4372
4373
4374
4375
4376
4377
4378
4379
4380
4381
4382
4383
4384
4385
4386
4387
4388
4389
4390
4391
4392
4393
4394
4395
4396
4397
4398
4399
4400
4401
4402
4403
4404
4405
4406
4407
4408
4409
4410
4411
4412
4413
4414
4415
4416
4417
4418
4419
4420
4421
4422
4423
4424
4425
4426
4427
4428
4429
4430
4431
4432
4433
4434
4435
4436
4437
4438
4439
4440
4441
4442
4443
4444
4445
4446
4447
4448
4449
4450
4451
4452
4453
4454
4455
4456
4457
4458
4459
4460
4461
4462
4463
4464
4465
4466
4467
4468
4469
4470
4471
4472
4473
4474
4475
4476
4477
4478
4479
4480
4481
4482
4483
4484
4485
4486
4487
4488
4489
4490
4491
4492
4493
4494
4495
4496
4497
4498
4499
4500
4501
4502
4503
4504
4505
4506
4507
4508
4509
4510
4511
4512
4513
4514
4515
4516
4517
4518
4519
4520
4521
4522
4523
4524
4525
4526
4527
4528
4529
4530
4531
4532
4533
4534
4535
4536
4537
4538
4539
4540
4541
4542
4543
4544
4545
4546
4547
4548
4549
4550
4551
4552
4553
4554
4555
4556
4557
4558
4559
4560
4561
4562
4563
4564
4565
4566
4567
4568
4569
4570
4571
4572
4573
4574
4575
4576
4577
4578
4579
4580
4581
4582
4583
4584
4585
4586
4587
4588
4589
4590
4591
4592
4593
4594
4595
4596
4597
4598
4599
4600
4601
4602
4603
4604
4605
4606
4607
4608
4609
4610
4611
4612
4613
4614
4615
4616
4617
4618
4619
4620
4621
4622
4623
4624
4625
4626
4627
4628
4629
4630
4631
4632
4633
4634
4635
4636
4637
4638
4639
4640
4641
4642
4643
4644
4645
4646
4647
4648
4649
4650
4651
4652
4653
4654
4655
4656
4657
4658
4659
4660
4661
4662
4663
4664
4665
4666
4667
4668
4669
4670
4671
4672
4673
4674
4675
4676
4677
4678
4679
4680
4681
4682
4683
4684
4685
4686
4687
4688
4689
4690
4691
4692
4693
4694
4695
4696
4697
4698
4699
4700
4701
4702
4703
4704
4705
4706
4707
4708
4709
4710
4711
4712
4713
4714
4715
4716
4717
4718
4719
4720
4721
4722
4723
4724
4725
4726
4727
4728
4729
4730
4731
4732
4733
4734
4735
4736
4737
4738
4739
4740
4741
4742
4743
4744
4745
4746
4747
4748
4749
4750
4751
4752
4753
4754
4755
4756
4757
4758
4759
4760
4761
4762
4763
4764
4765
4766
4767
4768
4769
4770
4771
4772
4773
4774
4775
4776
4777
4778
4779
4780
4781
4782
4783
4784
4785
4786
4787
4788
4789
4790
4791
4792
4793
4794
4795
4796
4797
4798
4799
4800
4801
4802
4803
4804
4805
4806
4807
4808
4809
4810
4811
4812
4813
4814
4815
4816
4817
4818
4819
4820
4821
4822
4823
4824
4825
4826
4827
4828
4829
4830
4831
4832
4833
4834
4835
4836
4837
4838
4839
4840
4841
4842
4843
4844
4845
4846
4847
4848
4849
4850
4851
4852
4853
4854
4855
4856
4857
4858
4859
4860
4861
4862
4863
4864
4865
4866
4867
4868
4869
4870
4871
4872
4873
4874
4875
4876
4877
4878
4879
4880
4881
4882
4883
4884
4885
4886
4887
4888
4889
4890
4891
4892
4893
4894
4895
4896
4897
4898
4899
4900
4901
4902
4903
4904
4905
4906
4907
4908
4909
4910
4911
4912
4913
4914
4915
4916
4917
4918
4919
4920
4921
4922
4923
4924
4925
4926
4927
4928
4929
4930
4931
4932
4933
4934
4935
4936
4937
4938
4939
4940
4941
4942
4943
4944
4945
4946
4947
4948
4949
4950
4951
4952
4953
4954
4955
4956
4957
4958
4959
4960
4961
4962
4963
4964
4965
4966
4967
4968
4969
4970
4971
4972
4973
4974
4975
4976
4977
4978
4979
4980
4981
4982
4983
4984
4985
4986
4987
4988
4989
4990
4991
4992
4993
4994
4995
4996
4997
4998
4999
5000
5001
5002
5003
5004
5005
5006
5007
5008
5009
5010
5011
5012
5013
5014
5015
5016
5017
5018
5019
5020
5021
5022
5023
5024
5025
5026
5027
5028
5029
5030
5031
5032
5033
5034
5035
5036
5037
5038
5039
5040
5041
5042
5043
5044
5045
5046
5047
5048
5049
5050
5051
5052
5053
5054
5055
5056
5057
5058
5059
5060
5061
5062
5063
5064
5065
5066
5067
5068
5069
5070
5071
5072
5073
5074
5075
5076
5077
5078
5079
5080
5081
5082
5083
5084
5085
5086
5087
5088
5089
5090
5091
5092
5093
5094
5095
5096
5097
5098
5099
5100
5101
5102
5103
5104
5105
5106
5107
5108
5109
5110
5111
5112
5113
5114
5115
5116
5117
5118
5119
5120
5121
5122
5123
5124
5125
5126
5127
5128
5129
5130
5131
5132
5133
5134
5135
5136
5137
5138
5139
5140
5141
5142
5143
5144
5145
5146
5147
5148
5149
5150
5151
5152
5153
5154
5155
5156
5157
5158
5159
5160
5161
5162
5163
5164
5165
5166
5167
5168
5169
5170
5171
5172
5173
5174
5175
5176
5177
5178
5179
5180
5181
5182
5183
5184
5185
5186
5187
5188
5189
5190
5191
5192
5193
5194
5195
5196
5197
5198
5199
5200
5201
5202
5203
5204
5205
5206
5207
5208
5209
5210
5211
5212
5213
5214
5215
5216
5217
5218
5219
5220
5221
5222
5223
5224
5225
5226
5227
5228
5229
5230
5231
5232
5233
5234
5235
5236
5237
5238
5239
5240
5241
5242
5243
5244
5245
5246
5247
5248
5249
5250
5251
5252
5253
5254
5255
5256
5257
5258
5259
5260
5261
5262
5263
5264
5265
5266
5267
5268
5269
5270
5271
5272
5273
5274
5275
5276
5277
5278
5279
5280
5281
5282
5283
5284
5285
5286
5287
5288
5289
5290
5291
5292
5293
5294
5295
5296
5297
5298
5299
5300
5301
5302
5303
5304
5305
5306
5307
5308
5309
5310
5311
5312
5313
5314
5315
5316
5317
5318
5319
5320
5321
5322
5323
5324
5325
5326
5327
5328
5329
5330
5331
5332
5333
5334
5335
5336
5337
5338
5339
5340
5341
5342
5343
5344
5345
5346
5347
5348
5349
5350
5351
5352
5353
5354
5355
5356
5357
5358
5359
5360
5361
5362
5363
5364
5365
5366
5367
5368
5369
5370
5371
5372
5373
5374
5375
5376
5377
5378
5379
5380
5381
5382
5383
5384
5385
5386
5387
5388
5389
5390
5391
5392
5393
5394
5395
5396
5397
5398
5399
5400
5401
5402
5403
5404
5405
5406
5407
5408
5409
5410
5411
5412
5413
5414
5415
5416
5417
5418
5419
5420
5421
5422
5423
5424
5425
5426
5427
5428
5429
5430
5431
5432
5433
5434
5435
5436
5437
5438
5439
5440
5441
5442
5443
5444
5445
5446
5447
5448
5449
5450
5451
5452
5453
5454
5455
5456
5457
5458
5459
5460
5461
5462
5463
5464
5465
5466
5467
5468
5469
5470
5471
5472
5473
5474
5475
5476
5477
5478
5479
5480
5481
5482
5483
5484
5485
5486
5487
5488
5489
5490
5491
5492
5493
5494
5495
5496
5497
5498
5499
5500
5501
5502
5503
5504
5505
5506
5507
5508
5509
5510
5511
5512
5513
5514
5515
5516
5517
5518
5519
5520
5521
5522
5523
5524
5525
5526
5527
5528
5529
5530
5531
5532
5533
5534
5535
5536
5537
5538
5539
5540
5541
5542
5543
5544
5545
5546
5547
5548
5549
5550
5551
5552
5553
5554
5555
5556
5557
5558
5559
5560
5561
5562
5563
5564
5565
5566
5567
5568
5569
5570
5571
5572
5573
5574
5575
5576
5577
5578
5579
5580
5581
5582
5583
5584
5585
5586
5587
5588
5589
5590
5591
5592
5593
5594
5595
5596
5597
5598
5599
5600
5601
5602
5603
5604
5605
5606
5607
5608
5609
5610
5611
5612
5613
5614
5615
5616
5617
5618
5619
5620
5621
5622
5623
5624
5625
5626
5627
5628
5629
5630
5631
5632
5633
5634
5635
5636
5637
5638
5639
5640
5641
5642
5643
5644
5645
5646
5647
5648
5649
5650
5651
5652
5653
5654
5655
5656
5657
5658
5659
5660
5661
5662
5663
5664
5665
5666
5667
5668
5669
5670
5671
5672
5673
5674
5675
5676
5677
5678
5679
5680
5681
5682
5683
5684
5685
5686
5687
5688
5689
5690
5691
5692
5693
5694
5695
5696
5697
5698
5699
5700
5701
5702
5703
5704
5705
5706
5707
5708
5709
5710
5711
5712
5713
5714
5715
5716
5717
5718
5719
5720
5721
5722
5723
5724
5725
5726
5727
5728
5729
5730
5731
5732
5733
5734
5735
5736
5737
5738
5739
5740
5741
5742
5743
5744
5745
5746
5747
5748
5749
5750
5751
5752
5753
5754
5755
5756
5757
5758
5759
5760
5761
5762
5763
5764
5765
5766
5767
5768
5769
5770
5771
5772
5773
5774
5775
5776
5777
5778
5779
5780
5781
5782
5783
5784
5785
5786
5787
5788
5789
5790
5791
5792
5793
5794
5795
5796
5797
5798
5799
5800
5801
5802
5803
5804
5805
5806
5807
5808
5809
5810
5811
5812
5813
5814
5815
5816
5817
5818
5819
5820
5821
5822
5823
5824
5825
5826
5827
5828
5829
5830
5831
5832
5833
5834
5835
5836
5837
5838
5839
5840
5841
5842
5843
5844
5845
5846
5847
5848
5849
5850
5851
5852
5853
5854
5855
5856
5857
5858
5859
5860
5861
5862
5863
5864
5865
5866
5867
5868
5869
5870
5871
5872
5873
5874
5875
5876
5877
5878
5879
5880
5881
5882
5883
5884
5885
5886
5887
5888
5889
5890
5891
5892
5893
5894
5895
5896
5897
5898
5899
5900
5901
5902
5903
5904
5905
5906
5907
5908
5909
5910
5911
5912
5913
5914
5915
5916
5917
5918
5919
5920
5921
5922
5923
5924
5925
5926
5927
5928
5929
5930
5931
5932
5933
5934
5935
5936
5937
5938
5939
5940
5941
5942
5943
5944
5945
5946
5947
5948
5949
5950
5951
5952
5953
5954
5955
5956
5957
5958
5959
5960
5961
5962
5963
5964
5965
5966
5967
5968
5969
5970
5971
5972
5973
5974
5975
5976
5977
5978
5979
5980
5981
5982
5983
5984
5985
5986
5987
5988
5989
5990
5991
5992
5993
5994
5995
5996
5997
5998
5999
6000
6001
6002
6003
6004
6005
6006
6007
6008
6009
6010
6011
6012
6013
6014
6015
6016
6017
6018
6019
6020
6021
6022
6023
6024
6025
6026
6027
6028
6029
6030
6031
6032
6033
6034
6035
6036
6037
6038
6039
6040
6041
6042
6043
6044
6045
6046
6047
6048
6049
6050
6051
6052
6053
6054
6055
6056
6057
6058
6059
6060
6061
6062
6063
6064
6065
6066
6067
6068
6069
6070
6071
6072
6073
6074
6075
6076
6077
6078
6079
6080
6081
6082
6083
6084
6085
6086
6087
6088
6089
6090
6091
6092
6093
6094
6095
6096
6097
6098
6099
6100
6101
6102
6103
6104
6105
6106
6107
6108
6109
6110
6111
6112
6113
6114
6115
6116
6117
6118
6119
6120
6121
6122
6123
6124
6125
6126
6127
6128
6129
6130
6131
6132
6133
6134
6135
6136
6137
6138
6139
6140
6141
6142
6143
6144
6145
6146
6147
6148
6149
6150
6151
6152
6153
6154
6155
6156
6157
6158
6159
6160
6161
6162
6163
6164
6165
6166
6167
6168
6169
6170
6171
6172
6173
6174
6175
6176
6177
6178
6179
6180
6181
6182
6183
6184
6185
6186
6187
6188
6189
6190
6191
6192
6193
6194
6195
6196
6197
6198
6199
6200
6201
6202
6203
6204
6205
6206
6207
6208
6209
6210
6211
6212
6213
6214
6215
6216
6217
6218
6219
6220
6221
6222
6223
6224
6225
6226
6227
6228
6229
6230
6231
6232
6233
6234
6235
6236
6237
6238
6239
6240
6241
6242
6243
6244
6245
6246
6247
6248
6249
|
//===== Athena Doc ========================================
//= eAthena Script Commands
//===== Description =======================================
//= A reference manual for the eAthena scripting language.
//= Commands are sorted depending on their functionality.
//===== Version ===========================================
//= 3.21.20080612
//=========================================================
//= 1.0 - First release, filled will as much info as I could
//= remember or figure out, most likely there are errors,
//= and things I have missed out [Fredzilla]
//= 1.1 - Added better discription for "getmapxy" (by Terminal Vertex & Z3R0)
//= 1.2b- Added a description for getpartymember (by HappyDenn)
//= (+few spelling mistakes corrected)
//= 2.0 - +79kb extra stuff and numerous corrections by
//= Maeki Rika.
//= 2.1 - Small but important corrections, more proofreading.
//= Some important discoveries in item functions, the
//= secret of making VVS weapons with 'getitem2' and
//= other news. (Rika again) +10kb :)
//= 2.2 - added getItemInfo description [Lupus]
//= 2.3 - added plenty of info for recent (and not so) script commands I added
//= [Skotlex]
//= 2.4 - Explained the upper parameter of jobchange. [Skotlex]
//= 2.5 - Added pow, sqrt and distance. [Lance]
//= 2.6 - Added setd and getd. [Lance]
//= 2.7 - petstat command. [Lance]
//= 2.7a- delitem2, countitems2 commands [Lupus]
//= 2.7b- clone command [Skotlex]
//= 2.7c- disguise / undisguise, query_sql commands [Lupus]
//= 2.8 - Deleted a copy of the nude command. Added axtoi command (needing a
//= clearer explanation of atoi.Gave a better explanation of OnLabels
//= and modified monster explanation due that L_Label isn't working with
//= monster.
//= 2.9.20061230 - Updated getitem and guardian. [FlavioJS]
//= 2.10.20070101 - added sleep,sleep2,awake and updated the variables section.
//= [FlavioJS]
//= 2.11.20070109 - removed the unused flag argument in guildskill, added an
//= optional argument to setcart,setfalcon,setriding and other cleanups
//= [FlavioJS]
//= 2.12.20070201 - Added npcshopitem, npcshopadditem, npcshopdelitem and
//= npcshopattach [Skotlex]
//= 3.00.20070208
//= - Explained Logical Bitwise Operators.
//= Dj-Yhn contributed to AND (&) operator, rest by myself. [erKURITA]
//= - Added a resume of allowed variable and arrays scopes. [erKURITA]
//= - Re-organized the script commands, and grouped them depending
//= on what they do. [erKURITA]
//= - Added a packload of commands that were missing,
//= and corrected some of the wrong ones [Dj-Yhn, erKURITA & Trancid]
//= 3.01.20070209
//= Updated 'cutin' (removed lies, removed outdated bmp list) [ultramage]
//= Removed 'cutincard' since eA no longer implements it
//= 3.02.20070209
//= Corrected/updated info on Xor/setd/getd/callfunc/callsub/return and
//= updated some examples to use "better" code. [FlavioJS]
//= 3.03.20070216
//= Expanded/clarified information on npc timers, added info about the
//= new attach flag for script commands startnpctimer/ stopnpctimer/
//= initnpctimer [Skotlex]
//= 3.03.20070226
//= Updated makeitem and how to include " in strings [Lupus]
//= 3.03.20070228
//= Added info on OnTimerQuit label to npctimer section. [Skotlex]
//= 3.04.20070317
//= Removed all .gat refferences from the examples [Lupus]
//= 3.04.20070330
//= Adjusted the 'itemskill' description due to recent change [ultramage]
//= 3.04.20070409
//= Fixed the incorrect order of parameters in 'makeitem' [ultramage]
//= 3.05.20070423
//= menu/select/prompt produce consistent results for grouped and empty
//= options [FlavioJS]
//= 3.05.20070819
//= Removed the messy 'unitdeadsit' command reference [ultramage]
//= 3.05.20070823
//= Fixed typo in 'areamonster' description (missing argument) [ultramage]
//= 3.06 20070909
//= Added 'gethominfo' description [Skotlex]
//= 3.06.20070910
//= Added info about the new behavior of 'getexp' [ultramage]
//= 3.07.20070915
//= Fixed 'duplicate' missing the target 'name' parameter! [ultramage]
//= 3.08.20071018
//= Clarified how npc names work. [FlavioJS]
//= 3.09.20071103
//= Added script function 'strnpcinfo' [ultramage]
//= 3.10.20071122
//= Added setnpcdisplay. [FlavioJS]
//= 3.10.20071211
//= Added query_logsql. [Skotlex]
//= 3.11.20071215
//= Updated guardianinfo and get-/setcastledata [ultramage]
//= 3.12.20071218
//= Corrected various mistakes mentioned in bugreport:373 [ultramage]
//= 3.12.20071227
//= Corrected description of scope and npc variables. [FlavioJS]
//= 3.13.20080104
//= Updated 'setcell' desc to match latest code changes [ultramage]
//= 3.14.20080211
//= Updated 'input' (new arguments and return value). [FlavioJS]
//= 3.15.20080227
//= Updated 'checkweight' description slightly. [L0ne_W0lf]
//= 3.16.20080229
//= Updated 'Shop' NPC type description to include cashshop. [L0ne_W0lf]
//= Woopth. Fixed spelling. ;P Should be a bit clearer now. [L0ne_W0lf]
//= 3.17.20080312
//= Corrected cashshop description. (#FREEPOINTS->#KAFRAPOINTS) [L0ne_W0lf]
//= 3.18.20080327
//= Added documentation for the 'checkcell' command [ultramage]
//= 3.19.20080407
//= Extended the behaviour of 'guardian'. [FlavioJS]
//= 3.20.20080425
//= Corrected 'getitem', 'getitem2' & 'delitem2' (charid instead of accountid) [Toms]
//= Modified 'delitem' (added optional accountid parameter) [Toms]
//= 3.21.20080612
//= Script commands extended to support skill names: [FlavioJS]
//= skill, addtoskill, guildskill, getskilllv, getgdskilllv, itemskill,
//= petskillattack, petskillattack2, petskillsupport, skilleffect, npcskilleffect,
//= unitskilluseid, unitskillusepos, bonus/bonus2/bonus3/bonus4/bonus5
//=========================================================
This document is a reference manual for all the scripting commands and functions
available in current eAthena SVN. 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 respond. :)
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 name, it's always 'mapname' or 'mapname.gat'
(Please, don't use .gat suffix anymore. It's useless.)
Script loading structure
------------------------
Scripts are loaded by the map server as referenced in the 'conf/map_athena.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_athena.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 specifiled 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.
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%'
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 'conf/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>
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 diameters of a spawn-rectangle area who's center is 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 eAthena, 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).
If you add 20000 to the monster ID, the monster will be spawned in a 'big
version', (monster size class will increase) and if you add 10000, the 'tiny
version' of the monster will be created. However, this method is deprecated
and not recommended, as the values to add can change at a later time (20000
and 10000 actually stand for 2*MAX_MOB_DB and MAX_MOB_DB respectively, which
is defined on mob.h, and can change in the future as more mobs are created).
The recommended way to change a mob's size is to use the event-field (see
below).
Amount is the amount of monsters that will be spawned when this command is
executed, it is affected by spawn rates in 'battle_athena.conf'.
Delay1 and delay2 are the monster respawn delays - the first one counts the time
since a monster defined in this spawn was last respawned and the second one
counts the time since the monster of this spawn was last killed. Whichever turns
out to be higher will be used. If the resulting number is smaller than a random
value between 5 and 10 seconds, this value will be used instead. (Which is
normally the case if both delay values are zero.) The times are given in
1/1000ths of a second.
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.
The Event field can be used alternatively to specify other mob properties. Use
2 to specify that the mob should be small, 4 for big monsters, and 8 for
special ai mobs (which by default attack other monsters instead of players).
You can add these, so using 10 will spawn small monsters that attack other
mobs (if you specify both 2 and 4, the small version takes priority).
** 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.
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 an NPC duplicate.
<map name>,<x>,<y>,<facing>%TAB%duplicate(<label>)%TAB%<name>%TAB%<sprite id>
<map name>,<x>,<y>,<facing>%TAB%duplicate(<label>)%TAB%<name>%TAB%<sprite id>,<triggerX>,<triggerY>
This will duplicate an NPC referred to by 'label'. The duplicate runs the same
code as the source NPC, but has its own name, location, facing, sprite ID and
trigger area (in other words, the duplicate does not 'inherit' any of these).
** 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 NPC.
<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.
Since trunk r12264 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 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 character 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.
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 obtained
through mobspawn (mob control commands) or the account ID of a character.
Another way would be to right click on a mob,
NPC or char as GM sprited char to view the GID.
This is mostly used for the new version of skill and the mob control commmands
implemented (but NEVER documented by Lance. Shame on you...).
Item and pet scripts
--------------------
Each item in the item database has two special fields - EquipScript and
UseScript. 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.
UseScript is a piece of script code run whenever the item is used by a character
by doubleclicking on it.
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 recognised as a
hexadecimal value. Notice that 0x10 is equal to 16. Also notice that if you try
to 'mes 0x10' it will print '16'.
This is not used much, but it pays to know about it.
Variables
---------
The meat of every programming language is variables - places where you store
data.
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 alfanumeric characters
postfix - determines the type of the variable: integer or string
Scope can be:
global - global to all servers
local - local to the server
account - attached to the account of the character identified by RID
character - attached to the character identified by RID
npc - attached to the NPC
scope - attached to the scope of the instance
Extent can be:
permanent - They still exist when the server resets.
temporary - They cease to exist when the server resets.
Prefix: scope and extent
nothing - A permanent variable attached to the character, the default
variable type.
"@" - A temporary variable attached to the character.
SVN versions before 2094 revision and RC5 version will also treat
'l' as a temporary variable prefix, so beware of having variable
names starting with 'l' if you want full backward compatibility.
"$" - A global permanent variable.
They are stored in "save\mapreg.txt" or database table `mapreg`,
depending on server type and the MAPREGSQL compilation flag.
"$@" - A global temporary variable.
This is 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 dissapear when the server restarts or the
npc is reloaded. Can be accessed from inside the NPC or by calling
'getvariableofnpc'.
".@" - A scope variable.
They are unique to the instance and scope. Each instance has it's
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).
"#" - A permanent local account variable.
They are stored with all the account data in "save\accreg.txt" in
TXT versions and in the SQL versions in the 'global_reg_value'
table using type 2.
"##" - A permanent global account variable stored by the login server.
They are stored in "save\account.txt" and in the SQL versions 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:
StatusPoint - Amount of status points remaining.
BaseLevel - Current base level
SkillPoint - Amount of skill points remaining
Class - Current job
Upper - 1 if the character is an advanced job class.
Zeny - Current amount of zeny
Sex - Character's gender, 0 if female, 1 if male.
Weight - The weight the character currently carries.
MaxWeight - The maximum weight the character can carry.
JobLevel - Character's job level
BaseExp - The amount of base experience points the character has.
Notice that it's zero (or close) if the character just got a level.
JobExp - Same for job levels
NextBaseExp - Amount of experience points needed to reach the next base level.
NextJobExp - Same for job levels.
Hp - Current amount of hit points.
MaxHp - Maximum amount of hit points.
Sp - Current spell points.
MaxSp - Maximum amount of spell points.
BaseJob - This is sneaky, apparently meant for baby class support.
This will supposedly equal Job_Acolyte regardless of whether the
character is an acolyte or a baby acolyte, for example.
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.
Strings
-------
To include symbol '"' in a string you should use prefix '\"'
Arrays
------
Arrays (in eAthena 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 indices 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 naturaly 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 are the same.
>= - 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 eachother,
and results in setting bits which are active in both arguments. This can
be used for a few things, but in eAthena this operator is usually used to
create bitmasks 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 bitmaks. A variable currently can hold up to 32 bitmasks (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 bitmask basically is (ab)using the variables bits to set various options in
one variable. With the current limit if 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 bitmasks.
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 dinasty, use them wisely.";
close;
}
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. 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:
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 castle data is
loaded from the char-server by the map server.
No RID will be attached while any of the abovementioned labels are triggered, so
no character or account-based variables will be accessible, until you attach a
RID with 'attachrid' (see below).
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.
OnPCLoginEvent:
OnPCLogoutEvent:
OnPCBaseLvUpEvent:
OnPCJobLvUpEvent:
It's pretty obvious when these four special labels will be invoked. For more
information, see 'npc/sample/PCLoginEvent.txt'
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
everytime 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
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.
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.
=====================
|1.- Basic commands.|
=====================
---------------------------------------
*mes "<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.
---------------------------------------
*next;
This command will create a 'next' button in the message window for the invoking
character. If no window is currently on screen, it will be created. Used to
segment NPC talking, this command is used A LOT. See 'mes'.
mes "[Woman]";
mes "This would appear on the page";
next;
// This is needed cause 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, it will be created. 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, cause the script has ended.";
---------------------------------------
*close2;
This command will create a 'close' button in the message window for the invoking
character. If no window is currently on screen, it will be created. 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. The two
versions are prefectly equivalent. It is the normal way to end a script which
does not use '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>;
This command will set a variable to the value that the expression results in.
This is the only way to set a variable directly.
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 messagebox.
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 it.
---------------------------------------
*setd "<variable name>",<value>;
Works almost identical as set, just that the variable name is identified as a string,
thus can be constructed dynamically.
This command is equivalent to:
set getd("variable name"),<value>;
Example:
set $var$, "Poring";
setd "$var$", "Poporing";
mes $var$; // Will return Poporing
setd "$" + $var$ + "123$", "Poporing is cool";
mes $Poporing123$; // Will return Poporing is cool.
---------------------------------------
*getd("<variable name>")
Returns a reference to a variable, the name can be constructed dynamically.
Refer to setd for usage.
Example:
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.
Example(s):
//This will return the value of .var, note that this can't be used, since the value isn't catched.
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;
---------------------------------------
*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";
Note by FlavioJS: goto's are "evil" and should be avoided if 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.
Since trunk r12192 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_athena.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
}
---------------------------------------
*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.
mes "[Woman]"
mes "Lets see if you win";
callsub Check;
mes "Well done you have won";
close;
Check:
set @win, rand(2);
if(@win==0) return;
mes "Sorry you lost";
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 has an optional argument since trunk r10773 and stable r10958.
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 the previous example getarg(2,-1) would be 3 and getarg(3,-1) would be -1
---------------------------------------
*return {<value>};
When you use callsub or callfunc, this command allows you to go back to the
calling script. You can optionally return with a value telling the calling
program what exactly happened.
callfunc "<your function>";// when nothing is returned
set <variable>,callfunc("<your function>");// when a value is being returned
---------------------------------------
*function <function name>;
*<function name>;
*function <function name> {
<code>
}
(Skotlex stop being so selfish and give us all the commands T~T! J/k lol :P)
This works like callfunc, but doesn't support arguments like callfunc. It's used for cleaner
and fast script that doesn't require arguments for it to work. Also they must be inside a script.
They're not separated scripts and they work more like labels.
Note it looks like the normal declaration
Usage:
You first Declare the function with function <function name>;.
Put the rest of your code. You can use then <function name>; to call the function. If it returns a value is unsure,
test it if you want and give us some comments ;3
And at least, but inside the script itself, put the function <function name> {<code>}.
Example:
prontera,154,189,4 script Item seller 767,{
function SF_Selling;
mes "I'll open this now if you have more than 50z and you are level 50 or bigger";
next;
if (Zeny > 50) && (BaseLevel > 50) {
mes "Welcome";
next;
SF_Selling;
close;
} else
set @needed,50-BaseLevel;
mes "You either are Level "+BaseLevel+", thus you need "+@needed+" more levels";
mes "to be able to use this npc; or you don't have enough zeny, so get some please";
close;
function SF_Selling {
mes "Would you like to buy a phracon for 50z?";
switch(select("Yes","No, thanks")) {
case 1:
mes "Ok, how many?";
input @quantity;
set @check,Zeny/50;
if (@quantity > @check) {
mes "Sorry but you can only have "+@check+" Phracons with "+Zeny;
close;
} else
next;
mes "here you have";
set Zeny,Zeny-@quantity*50;
getitem 1010,@quantity;
close;
case 2:
mes "Good bye then";
close;
}
}
return;
}
---------------------------------------
*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 forgoten 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 didnt 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, the following 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 curlies (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 kinda 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
optimisation.
---------------------------------------
*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
IMPORTANT: deletarray is horribly broken since the earliest days of jAthena. It
tends to merrily remove much more variables than it's told to remove, which
makes it pretty much useless for anything other than removing an array from
memory entirely. This would be very handy, if it always worked.
---------------------------------------
======================================
|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.
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)
---------------------------------------
*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 function will return an array's element when given an index.
// This will find the 2nd array value
getelementofarray(@array,1)
Pretty pointless now when we have
@array[1]
which has the same effect.
---------------------------------------
*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".
For reference, in there these things are defined:
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'
all of them - some will not work for various internal reasons.
// This would return how many status points you haven't spent yet
readparam(9)
Using this particular information as a function call is not required. Just
putting
StatusPoint
will give you the same result, and some of these parameters work just like
variables (i.e. you can 'set Zeny,100' to make the character have 100 zeny,
destroying whatever zeny they had before, or 'set Zeny,Zeny+100' to give them
100 zeny)
You can also use this command to get stat values:
readparam(bVit)
if(readparam(bVit)<=77) goto L_End;
mes "Only people with over 77 Vit are reading this";
L_End:
close;
---------------------------------------
*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 character.
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.
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!";
---------------------------------------
*getchildid()
*getmotherid()
*getfatherid()
These functions return the characters (shild/mother/father) ID
if (getmotherid()) mes "Oh... I know your mother's ID:"+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>};
Thank you to HappyDenn for all this information.
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 stringarray 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:
// get the character's party ID
getpartymember(getcharid(1));
// immediately copy $@partymembercount value to a new variable, since
// you don't know when 'getpartymember' will get called again for someone
// else's party, overwriting your global array.
set @partymembercount,$@partymembercount;
// copy $@partymembername array to a new array
copyarray @partymembername$[0],$@partymembername$[0],@partymembercount;
//list the party members in NPC dialog
set @count,0;
L_DisplayMember:
if(@count == @partymembercount) goto L_DisplayMemberEnd;
mes (@count + 1) + ". ^0000FF" + @partymembername$[@count] + "^000000";
set @count,@count+1;
goto L_DisplayMember;
L_DisplayMemberEnd:
close;
---------------------------------------
*getpartyleader(<party id>,{<type>});
This function returns some information about the given party-id's leader.
When type is ommitted, 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 currentcharacter 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 savepoints.
Available information types are:
0 - Map name (a string)
1 - X coordinate
2 - Y coordinate
---------------------------------------
\\
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 equpped 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)
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 equiped, or if you haven't got
something equiped:
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>)
This function will return the name of the item equipped in the specified
equipment slot on the invoking character. Almost identical to 'getequipid', good
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)==0) goto L_No_HeadGear;
mes "So you are wearing a "+getequipname(EQI_HEAD_TOP)+" on your head";
close;
L_No_HeadGear:
mes "You are not wearing any head gear";
close;
---------------------------------------
*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 eAthena, 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, 0 given as an argument will return the first one found, 1
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(0)==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(0))+" 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 plusses 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.
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;
}
Or for the left hand, cause it can hold a weapon or a shield:
if(getequipid(EQI_HAND_R)==0) goto L_NothingEquiped;
switch (getequipweaponlv(EQI_HAND_L)) {
case 0: mes "You are holding a shield, so it doesnt 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;
}
close;
L_NothingEquiped:
mes "Seems you have nothing equiped";
close;
---------------------------------------
*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 sucess 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 recoverd 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 their 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 items.
@inventorylist_card2[] These data slots are also used to store names
@inventorylist_card3[] inscribed on the items, so you can explicitly check
@inventorylist_card4[] if the character owns an item made by a specific
craftsman.
@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 local and numeric.
---------------------------------------
*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 number of plusses the weapon currently equipped on
the invoking character has been refined for.
While this function was meant for item scripts, it will work outside them:
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.
---------------------------------------
*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;
Check sample in nps\sample\getiteminfo.txt
---------------------------------------
*getequipcardid (<equipment slot>,<card slot>);
Returns value from equipped item slot in the indicated slot:
getequipcardid(num,slot)
where:
num = equip position slot
slot = 0,1,2,3 (Card Slot N)
This func returns CARD ID, 255,254,-255 (for card 0, if the item is produced) it's useful
when you want to check item cards or if it's signed. Useful for such quests as
"Sign this refined item with players name" etc;
Hat[0] +4 -> Player's Hat[0] +4
--------------------------------------
*getitemslots (<item id>);
Returns the amount of slots the item has.
Example(s):
//@slots now has the amount of slots of the item with ID 1205.
set @slots, getItemSlots(1205);
--------------------------------------
//
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.
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 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 accessable 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;
---------------------------------------
*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 will return 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 eAthena 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 is a bitmask, add up to get the effects you want:
8 - This will count all characters on the same map as the current NPC.
(By default, it will count people on the same map as the character)
7 - Return the amount of players for the entire server.
(By default, only the players on the map will be counted.)
So 'getusers(0)' will return the number of characters on the same map as the
invoking character, while 'getusers(7)' will give the count for entire server.
---------------------------------------
*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 what ever guild 10007 is, in my case this would return "AlcoROhics"
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.
// In this example it would return "MissDjax" cause she owns "AlcoROhics" (10007)
mes getguildmaster(10007)+" runs "+getguildname(10007);
Can be used to check if the character is the guildmaster of the specified guild.
Maybe you want to make a room only guildmasters 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 guildmaster of the
guild specified by the ID. 0 if the character is not a guildmaster 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 it's map name. Castle information stored in 'save\castle.txt' for the TXT
version of the server and in 'guild_castle' table for the SQL version.
Valid types of data are:
0 - Will make the map server request the castle data from the char server, and
always return 0. This, apparently, will also cause indirectly the execution
of an 'OnAgitInit:' event mentioned at the beginning of this document.
1 - Guild ID
2 - Castle Economy score.
3 - Castle Defence score.
4 - Number of times the economy was invested in today.
5 - Number of times the defence was invested in today.
9 - Will return 1 if a Kafra was hired for this castle, 0 otherwise.
10 - Is 1 if the 1st guardian is present (Soldier Guardian)
11 - Is 1 if the 2nd guardian is present (Soldier Guardian)
12 - Is 1 if the 3rd guardian is present (Soldier Guardian)
13 - Is 1 if the 4th guardian is present (Archer Guardian)
14 - Is 1 if the 5th guardian is present (Archer Guardian)
15 - Is 1 if the 6th guardian is present (Knight Guardian)
16 - Is 1 if the 7th guardian is present (Knight Guardian)
17 - Is 1 if the 8th guardian is present (Knight Guardian)
18-25 types of data will return current hit point values for guardians 1-8
respectively.
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. Data type of 0 won't do
anything, obviously.
---------------------------------------
*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/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 persons from the given guild that are on the given map.
Example(s):
//Will set the @persons variable to the amount of persons from the guild
//which ID's = 10 and are at prontera.
set @persons,getMapGuildUsers "prontera",10;
---------------------------------------
//
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/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:
f (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.
---------------------------------------
*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
---------------------------------------
*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 JOB_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
Check sample in nps\sample\getmonsterinfo.txt
---------------------------------------
*getmapmobs("<map name>")
This function will return the total count of monsters currently located on the
specified map. 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.
---------------------------------------
*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.
---------------------------------------
*skillpointcount;
Returns the total amount of skill points a character posesses (SkillPoint+SP's used in skills)
This command can be used to check the currently attached characters total amount of skillpoints.
This means the skillpoints 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 skillpoints,
//and then tell the player the value.
set @skillPoints, skillPointCount();
mes "You have "+@skillPoints+" skillpoints in total!";
//Self-explanatory... :P
if (skillPointCount() > 20)
mes "Wow, you have more then 20 Skill Points in total!";
---------------------------------------
*getscrate(<effect type>,<base rate>{,<target ID number>})
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_'.
It is pretty certain that addressing the target by an ID number will not
currently work due to a bug.
---------------------------------------
========================
|3.- Checking commands.|
========================
-------------------------
*playerattached;
Returns the ID of the player currently attached to the script. It will return
0 if noone 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>)
*checkweight("<item name>",<amount>)
This function will compute and return 1 if the total weight of a 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.
This function, in addition to checking to see if the player is capable of
holding a set amount of items, also ensures the player has room in their
inventory for the item(s) they will be receciving.
Like 'getitem', this function will also accept an 'english name' from the
database as an argument.
checkweight(502,10) // 10 apples
if (checkweight(502,10) == 0 ) goto L_OverWeight;
getitem 502,10;
close;
L_OverWeight:
mes "Sorry you cannot hold this ammount of apples";
close;
Or to put this another way:
if (checkweight("APPLE",10)) goto L_Getapples;
mes "Sorry you cannot hold this ammount of apples";
close;
L_Getapples:
getitem 502,10;
close;
Both these examples have the same effect.
---------------------------------------
*basicskillcheck()
This function will return the state of the configuration option
'basic_skill_check' in 'battle_athena.conf'. It 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 emoticons, 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.
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 bitmasks - 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 give the invoking character a PecoPeco (if they are a Knight
series class) or a GrandPeco (if they are a Crusader seriesclass). 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 don't.
if (checkriding()) mes "PLEASE leave your bird outside! No riding birds on the floor here!";
---------------------------------------
*checkvending ({"<player name>"})
*checkchatting ({"<Player Name>"})
If the player's name is given, this command checks for that player
to be online and wether he/she is chatting or vending.
When no name is given, the attached player is used for checking.
Returns true or false (1 or 0) when the player is chatting/vending or not.
Example(s):
if (checkVending("Aaron")) mes "Aaron is currently vending!";
//This will check if Aaron is vending, and if so, put a message in front
//of the attached player saying Aaron is vending.
if (checkChatting()) mes "You are currently chatting!";
//This will check if you're in a chat room or not
---------------------------------------
*agitcheck()
This function will let you check whether the server is currently in WoE mode.
It will return 1 if the 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.";
---------------------------------------
\\
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). Theorically
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 is 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;
A 'RID' is an ID of a character who caused the NPC script to run, as has been
explained above in the introduction section. Quite a bit of commands want a RID
to work, since they wouldn't know where to send information otherwise. And in
quite a few cases the script gets invoked with a RID of zero (like through
OnTime special labels). If an NPC script needs this, it can attach a specified
character's id to itself. by calling the 'attachrid' function.
'attachrid' returns 1 if the character was found online and 0 if it wasn't.
This could also be used, while running in a script invoked by a character
through talking to an NPC, to mess with other characters.
Detaching the RID will make the RID of the script zero.
---------------------------------------
*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 = 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 specifed 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. If you're using custom maps, beware.
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 savepoint.
---------------------------------------
*areawarp "<from map name>",<x1>,<y1>,<x2>,<y2>,"<to map name>",<x3>,<y3>;
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 "place2".
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 "<mapname>",<x>,<y>,<party_id>;
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 behaviour:
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.
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",150,100,20000001;
---------------------------------------
*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>).
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 works on the invoking character like 'heal', however, it is not
normally used in NPC scripts and will not work as expected there, but is used
all over in item scripts.
Unlike 'heal', which just alters hp/sp and doesn't do anything else at all, this
command also shows healing animations for potions and other stuff, checks
whether the potion was made by a famous alchemist and alters the amount healed,
etc, etc. Since which kind of effect is shown depends on what item was used,
using it in an NPC script will not have a desired effect.
There is also a nice example on using this with the 'rand' function, to give you
a random ammount 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 ammount 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 msg_athena entries 550->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 (if none is given, it returns uses
the invoking player's class as argument). 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 has a eA Job value equivalent.
set @eac, eaclass();
if ((@eac&EAJ_BASEMASK) == EAJ_SWORDMAN)
mes "You must be a swordman, knight, crusader, paladin, high swordman, lord knight, baby swordman,";
mes "baby knight or baby crusader.";
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 a eA Job class, it returns which is the corresponding RO class number.
A gender is required because both Bard and Dancers share the same eA Job value (EAJ_BARDDANCER), if it isn't given, the
gender of the executing player is taken (if there's no player running the script, male will be used by default).
The command returns -1 when there isn't a valid class to represent the required 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 will change the appearance of the invoking character to that of a specified
job class. Nothing but appearance will change. This command is used in item
scripts for "Wedding Dress" and "Tuxedo" so the character like job 22, which is
the job number of the wedding sprites.
It would be entered in the equip bonus section of an item
2338,Wedding_Dress,Wedding Dress,5,43000,,500,,0,,0,119529470,7,0,16,,0,1,0,{ bonus bMdef,15; changebase 22; }
This command only works when inside item scripts.
---------------------------------------
*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 SVN 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, but there is no way to send this
information to the client, so the player will continue to see their character as
the gender it previously was. What the other players will see before the
relogin is not clear.
If the character currently connected when this command was invoked was a
Dancer/Gypsy or Bard/Clown, they will become a Swordman upon 'changesex'.
Whatever happens to their skills is not clear. Whatever happens if another
character on the same account was a gender-specific class is not clear either,
but it's likely that the client will have serious issues with that, since no
other characters on the same account will get altered.
There's good reasons to be very careful when using this command.
---------------------------------------
*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 ammount 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>;
This command 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.
// This will change your hair(6), so that it uses palette 8, what ever your
// palette 8 is your hair will use that colour
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 colours.
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 anybody'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 colour numbers are. If you want a serious
example, there is a Stylist script inside the default eAthena installation that
you can look at, this may help you create a Stylist of your own:
'custom\dye.txt'
---------------------------------------
\\
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 <character 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 inside 'db/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 SVN, 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 character ID is specified, and that 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, which is kinda silly) but is a lot
more flexible, since it allows you to give the player an item altered with it's
specific properties.
Those parameters that are different from 'getitem' are:
identify - Whether you want the item to be identified or not, 0 unidentified,
1 identified.
refine - For how many plusses will it be refined.
It will not let you refine an item higher than +10, if you
specify more it'll still be 10.
attribute - Whether the item is broken (1) or not (0) and NOT an elemental
attribute.
card1,2,3,4 - If you want a card compound to it, place the card ID number into
the specific card slot. Card ID numbers also found in
'db/item_db.txt'
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 name|item id>,<Character name|character ID>;
-Note: there's a total of 4 possible combinations of this command.
E.g: item name and character name, or with character id, etc...
Create a item signed with the given character's name.
This is the same as using the hard(ly) explained way with getitem2.
The command returns 1 when the item is created succesfully, or 0 when failed.
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!";
}
---------------------------------------
*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/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.
---------------------------------------
*delitem <item id>,<amount>{,<account ID>};
*delitem "<item name>",<amount>{,<account ID>};
This command will take a specified amount of items from the invoking character.
As all the item commands, this one uses the ID of the item found inside
'db/item_db.txt'. The items are destroyed - there is no way an NPC can simply
own items and have an inventory of them, other as by destroying and recreating
them when needed.
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 to check if the player actually has the item before
you take it from them, Otherwise, you could try to delete items which the
players don't actually have, which won't fail and won't give an error message,
but might open up ways to exploit your script.
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 take a specified amount of items from the invoking 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 <group id>;
Returns the item_id of a random item picked from the group specified. The
different groups and their group number are specified in db/item_group_db.txt
When used in conjunction with other functions, you can get a random item. For
example, for a random pet lure:
getitem groupranditem(15),1;
---------------------------------------
*enable_items;
*disable_items;
These commands enable item usage while an npc is running. When enable_items is
run, items can be used during scripts until disable_items is called.
To avoid possible exploits, when enable_items is invoked, it will only enable
item usage while running that script in particular. Note that if a different
script also calls enable_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).
---------------------------------------
*itemskill <skill id>,<skill level>;
*itemskill "<skill name>",<skill level>;
This is a command meant for item scripts to replicate single-use skills. It will
not work properly in NPC scripts a lot of the time because casting a skill is
not allowed when there is a message window or menu on screen. If there isn't one
cause you've made sure to run this when they already closed it, it should work
just fine and even show a targeting pointer if this is a targeting skill.
// When you use Anodyne, you will cast Endure(8) level 1,
// and "Endure" will appear above your head as you use it.
605,Anodyne,Anodyne,11,2000,0,100,,,,,10477567,2,,,,,{ itemskill 8,1; },{}
---------------------------------------
*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.
Valid item levels are:
1 - Level 1 Weapons
2 - Level 2 Weapons
3 - Level 3 Weapons
16 - Blacksmith's Stones and Metals
32 - Alchemist's Potions
64 - Whitesmith's Coins
123 - Whitesmith's Nuggets
256 - Assassin Cross's Deadly Poison
---------------------------------------
*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 peice 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.
---------------------------------------
*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 seem 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 seem 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.
---------------------------------------
*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. (Which is a good thing.)
---------------------------------------
*clearitem;
This command will destroy all items the invoking character has in their
inventory. (that includes 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.
Example(s):
//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;
---------------------------------------
//
4,1.- End of item-related commands
//
---------------------------------------
*openstorage;
This will open a character's Kafra storage window on the client connected to the
invoking character. It does not check wherever it is run from, so you can allow
any feasible NPC to open a kafra storage. (It's not certain whether this works
in item scripts, but if it does, it could be interesting.)
The storage window might not open if a message box or a trade deal is present on
screen already, so you should at least make sure the message box is closed
before you open storage.
mes "I will now open your stash for you";
close2;
openstorage;
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 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 guildmaster'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 guildmaster, 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/skill_db.txt', these are all the GD_ skills at
the end.
The flag parameter is currently not functional and it's a mystery of what it
would actually do. (Though probably, like for character skills, it would allow
temporary bumping.) Using this command will bump the guild skill up permanently.
// 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 10000,1,0;
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 xp, 0 job xp, wipes the
status effects, 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 XP/JXP. Skills and attribute
values are not altered.
3 - Base level 1, base xp 0. Nothing else is changed.
4 - Job level 1, job xp 0. Nothing else is changed.
In all cases it will also unequip everything the character has on.
Even though it doesn't return a value, it is used as a function in the official
rebirth scripts. Ask AppleGirl why.
---------------------------------------
*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_athena.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>{,<target ID number>};
*sc_start2 <effect type>,<ticks>,<extra argument>,<percent chance>{,<target ID number>};
*sc_start4 <effect type>,<ticks>,<value 1>,<value 2>,<value 3>,<value 4>{,<target ID number>};
*sc_end <effect type>{,<target ID number>};
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 target ID number, 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.
---------------------------------------
*skilleffect <skill id>,<number>;
*skilleffect "<skill name>",<number>;
This command will display the visual and sound effects of a specified skill (see
'db/skill_db.txt' for a full list of skills) on the invoking character's sprite.
Nothing but the special effects and animation will happen. If the skill's normal
effect displays a floating number, the number given will float up.
// This will heal the character with 2000 hp, buff with
// Bless 10 and Increase AGI 5, and display appropriate
// effects.
mes "Blessed be!";
skilleffect 28,2000;
heal 2000,0;
skilleffect 34,0;
// That's bless 10.
sc_start 10,240000,10;
skilleffect 29,0;
// That's agi 5
sc_start 12,140000,5;
---------------------------------------
*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>;
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.)
---------------------------------------
*specialeffect2 <effect number>;
This command behaves identically to the 'specialeffect', but the effect will be
centered on the invoking character's sprite.
---------------------------------------
*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. The 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'.
---------------------------------------
*bonusautoscript <script>,<rate>{,<flag>}
*bonusautoscript2 <script>,<rate>{,<flag>}
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 bonusautoscript2). Rate is
the trigger rate of the script (1000 = 100%). 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.
In both 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 autoscript2, or the target in
autoscript).
//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).
bonusautoscript "{ sc_start SC_INCALLSTATUS,10000,10; }",10,BF_WEAPON|BF_MISC;
---------------------------------------
*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/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/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;
---------------------------------------
*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:
disquise 1002; //Yay! You're a Poring!!!
next;
undisquise; //Yay!!!! You're a human again!!
---------------------------------------
\\
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 SVN 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.
---------------------------------------
*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 SVN, 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.
---------------------------------------
*adopt "<parent name>","<parent name>","<novice name>";
*adopt("<parent name>","<parent name>","<novice name>")
This command will set up a novice as a baby of a married couple. All three are
referred to by character name. The correct variables are set on all three
characters in the same call. The command will unequip anything the novice has
equipped and make them a Job_Baby class, as well as send them a 'your job has
been changed' message.
Beware of calling this from inside a 'callfunc' function, cause upon successful
adoption, this command returns a zero, as if it were a function. This is likely
to screw up execution of a 'return' command. You may try to call it as a
function instead, but it doesn't return anything upon an error, which may also
cause script execution to throw up errors.
Nothing will happen (and nothing will be returned either) if either future
parent is below base level 70 and/or if any of the three characters is not found
online.
---------------------------------------
//
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.
Example(s):
//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, 0 enables the ID to move again.
ID should be able to be GID of a monster/npc or AID from a character.
Example(s):
//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>"};
*areamonster "<map name>",<x1>,<y1>,<x2>,<y2>,"<name to show>",<mob id>,<amount>{,"<event label>"};
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 recognised 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.
monster "place",60,100,"Poring",1002,1,"NPCNAME::OnLabel";
If you do not specify any event label, a label in the NPC object that ran this
command, called 'OnMyMobDead:' will execute anyway, if present.
The coordinates of 0,0 will spawn the monster on a random place on the map.
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:
<Normal 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;
L_PoringKilled:
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 good examples see just about any official 2-1 or 2-2 job quest script.
---------------------------------------
*killmonster "<map name>","<event label>";
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.
---------------------------------------
*killmonsterall "<map name>";
This command will kill all monsters on a specified map name, regardless of how
they were spawned or what they are.
---------------------------------------
*strmobinfo(<type>,<monster id>);
This function will return information about a monster record in the database, as
per 'db/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 be like
this.
However, apparently, if you pass this function an empty string for the event
label, it should return the total count of normal permanently respawning
monsters instead. With the current dynamic mobs system, 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.
---------------------------------------
*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 behaviour of the clone, it's
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 Homonuculus' 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 lastst 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 emoticon 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 be on at least 91000/100000 intimacy with it's owner.
---------------------------------------
------------------------------------------------
//===========================================\\
|| Mob Control Suit Commands ||
\\===========================================//
------------------------------------------------
---------------------------------------
* mobspawn (<monster name>,<monster ID>,<mapname>,<x>,<y>)
* mobRemove <GID>;
This is used to spawn a monster and return it's Game ID, to be used
in the unit/mobcontrol commands.
Note, I will use the stuff here in the examples for the unitcontrol.
Example(s):
//Spawns a poring named poi poi and put's it's GID in .GID.
set .GID,mobspawn("Poi Poi",1002,"prontera",160,180);
//would kill our poring.
mobRemove .GID;
---------------------------------------
* getmobdata (<GID>,<arrayname>)
* setmobdata <GID>,<parameter>,<new value>;
This is used to get and set special data related to the monster.
With getmobdata, the array given will be filled with the current data. In setmobdata
the indexes in the array would be used to set that data on the monster.
Parameters (indexes) are:
0 = class (big, small, normal) 7 = y 14 = hair style 21 = weapon
1 = level 8 = speed 15 = hair color 22 = shield (again)
2 = HP 9 = mode (see doc/mob_db_mode_list.txt) 16 = head gear bottom 23 = looking dir
3 = max HP 10 = special AI state (?) 17 = head gear middle 24 = killer state (1 or 0)
4 = master ID (aid of the master, summon) 11 = SC option 18 = head gear top 25 = callback flag
5 = map index 12 = sex 19 = cloth color 26 = no random walk (1 or 0)
6 = x 13 = class (Monster ID, Job ID) 20 = shield
Example(s):
//this will set all the mobdata in the @array variable. (@array[1] being level, @array[13] class etc)
getmobdata .GID,@array;
//set the max hp of our poring to 1000.
setmobdata .GID,3,1000;
---------------------------------------
* mobassist <GID>,<target id>;
This will make the monster assist the Target ID as if it was a summon of it.
Example(s):
/this will make our poring assist the current attached player! >:3
mobassist .GID,getcharid(3);
---------------------------------------
* mobattach <GID>{,"<NPC Name>"};
GID is the GID of a monster, NPC or account id. The NPC running or
he NPC name given is used to attach the monster.
By attaching a monster, the NPC to which it is attached is ran on special actions by the monster.
The system will set specific data in the .ai_action variable array on the NPC invoked.
The special AI actions types are set in the .ai_action at place AI_ACTION_TAR_TYPE
More AI_ vars are set in const.txt, and you can also look at sample/monstercontroller.cpp:
---------------------------------------
* 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 mapindexes 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.
Example(s):
//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 mapindexes 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_
---------------------------------------
------------------------------------------------
//===========================================\\
|| End of Mob Control Suit Commands ||
\\===========================================//
------------------------------------------------
---------------------------------------
*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/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.
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'.
place,100,100,1%TAB%script%TAB%NPC%TAB%53,{
mes "This is what you will see when you click me";
close;
Label:
mes "This is what you will see if the doevent is activated";
close;
}
....
doevent "NPC::Label";
---------------------------------------
*donpcevent "{NPC NAME}::<event label>";
This command is kinda confusing cause it performs in two completely different
ways.
If the event label is phrased like "::<label name>", all NPC objects that have a
specified label in them will be invoked as if by a 'doevent', but no RID
whatsoever will be attached while they execute.
Otherwise, if the label is given as "<NPC name>::<label name>", a label within
the NPC object that runs this command will be called, but as if it was running
inside another, specified NPC object. No RID will be attached to it in this case
either.
This can be used for making another NPC react to an action that you have done
with the NPC that has this command in it, i.e. show an emotion, or say
something.
place,100,100,1%TAB%script%TAB%NPC%TAB%53,{
mes "Hey NPC2 copy what I do";
close2;
set @emo, rand(1,30);
donpcevent "NPC2::Emo";
Emo:
emotion @emo;
end;
}
place,102,100,1%TAB%script%TAB%NPC2%TAB%53,{
mes "Hey NPC copy what I do";
close2;
set @emo, rand(1,30);
donpcevent "NPC::Emo";
Emo:
emotion @emo;
end;
}
This will make both NPC perform the same random emotion from 1 to 30, and the
emotion will appear above each of their heads.
---------------------------------------
*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 = norma 1 = small 2 = big.
Since trunk r11779
---------------------------------------
\\
5,1.- Time-related commands
\\
---------------------------------------
*addtimer <ticks>,"<NPC object name>::<label>";
*deltimer "<NPC object name>::<event label>";
*addtimercount <ticks>,"<NPC object name>::<event label>";
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.
When this timer runs out, a new execution thread will start in the specified NPC
object at the specified label. If no such label is found in the NPC object, it
will run as if clicked. In either case, the script runs with no RID attached.
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').
---------------------------------------
*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 appropiate
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 an "OnTimer<tick>:"
label in the specified NPC.
Example 1:
<NPC Header> {
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";
}
Example 2:
OnTimer15000:
npctalk "Another 15 seconds have passed.";
setnpctimer 0;
end;
// This OnInit label will run when the script is loaded, so that the timer
// is initialised immediately as the server starts. It is dropped back to 0
// every time the NPC says something, so it will cycle continiously.
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 cause it will be displayed in
// milliseconds otherwise
close;
Example 4:
mes "[Man]";
mes "Ok I will let you have 30 sec more";
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 callen 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:
sleep 10000; //pause the script for 10 seconds and ditch the RID (so no player is attached anymore)
sleep2 5000; //pause the script for 5 seconds, and continue with the RID attached.
awake "NPC"; //Cancels any running sleep timers on the NPC 'NPC'.
---------------------------------------
//
5,1.- End of time-related commands
//
*announce "<text>",<flag>{,<color>};
This command will broadcast a message to all or most players, similar to
@kami/@kamib GM commands.
The region the broadcast is heard in and the color the message will come up as
will be determined by the flags:
announce "This will be shown to everyone at all in yellow.",0;
The flag values are coded as constants in db/const.txt to make them easier to use:
- bc_all: Broadcast message is sent server-wide
- bc_map: Message is sent to everyone in the same map
- bc_area: Message is sent to players in the vecinity of the source.
- bc_self: Message is sent only to current player.
- 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)
- bc_yellow: The default is to send broadcasts in yellow color.
- bc_blue: Alternate broadcast is displayed in blue color.
The optional parameter, color, allows usage of broadcasts in any custom color.
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 yellow.",bc_all,0xFFFF00;
Will display a global announce in yellow. The color format is in RGB (0xRRGGBB).
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
// annonucement
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_area;
---------------------------------------
*mapannounce "<map name>","<text>",<flag>{,<color>};
This command will work like 'announce' but will only broadcast to characters
currently residing on the specified map. The flag and optional color
parameters are the same as in 'announce', even though the only ones that make
sense are the color related ones.
---------------------------------------
*areaannounce "<map name>",<x1>,<y1>,<x2>,<y2>,"<text>",<flag>[,<color>];
This command works like 'announce' but will only broadcast to characters
residing in the specified x1/y1-x2/y2 square on the map given. The flags and
color parameter given are the same as in 'announce', but only the color
related ones have effect.
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 a 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(s):
callshop "DaShop",1; //Will call the shop named DaShop and opens the buy menu.
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 @bough_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 and @sold_quantity). An example on a shop comes with eAthena, and
can be found in the npc/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.
This was found out thanks to 'Hondacrx', noticing the OnBuyItem wasn't triggered unless
npcshopitem was used. After rechecking the source, I found what caused this.
---------------------------------------
*npcshopitem "<name>",<item id>,<price>{,<item id>,<price>{,<item id>,<price>{,...}}}
This command lets you override the contents of an existing npc shop. 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. 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.
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>};
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 chatroom name is 60 letters.
The limit is the maximum number of people allowed to enter the chat room. 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.
It's funny, but for compatibility with jAthena, you can swap the event label and
the trigger parameters, and it will still work.
// 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, it will say "Disco - Waiting Room"
// and will have 8 waiting slots. Clicking this will enter the chat room, where
// the player will be able to wait until 8 people accumulate. Once this happens,
// it will cause the NPC "Bouncer" run the label "OnStart"
waitingroom "Disco - Waiting Room",8,"Bouncer::OnStart",8;
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 eathena script uses these at the moment.
---------------------------------------
*getwaitingroomstate(<information type>{,"<NPC object name>"})
This function will return information about the wating 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 character 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.
---------------------------------------
*waitingroomkickall {"<NPC object name>"};
This command would kick everybody out of a specified waiting room chat. IF it
was properly linked into the script interpreter which it isn't, even though the
code for it is in place. Expect this to become available in upcoming SVN
releases.
---------------------------------------
*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 savepoint 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>;
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 day/night will be in effect on this map (mf_indoors).
---------------------------------------
*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.
Example(s):
//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 return 2000).
getBattleFlag "base_exp_rate";
---------------------------------------
*removemapflag "<map name>",<flag>;
This command removes a mapflag from a specified map. See 'setmapflag'.
---------------------------------------
*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.
Example(s):
//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>;
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.
---------------------------------------
\\
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 bitmask (add up numbers to get effects you want)
1 - warp all guild members to their savepoints.
2 - warp all non-guild members to their savepoints.
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 all intruiders out).
Characters not belonging to any guild will warp out regardless of the flag setting.
For examples, check the WoE scripts in the distribution.
---------------------------------------
*agitstart;
*agitend;
These two commands will start and end War of Emperium.
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:' 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>,<amount>{,"<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.
Since trunk r12524:
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. (see 'npc/custom/devnpc.txt' for an example
of such usage)
'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.
'npcstop' will stop the motion.
While in transit, the NPC will be clickable, but invoking it will cause it to
stop motion, 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;
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.
Example(s):
//This will move Bugga from it's current position to the coords 100,20 (if those coords are walkable (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.
debugmes strcharinfo(0)+" has just done this that and the other";
// You would see in the map-server window "NAME has just done this that and
// the other"
---------------------------------------
*logmes "<message>";
This command will write the message given to the map server npc log file, as
specified in 'conf/log_athena.conf'. In the TXT version of the server, the log
file is 'log/npclog.log' by default. In the SQL version, if SQL logging is
enabled, the message will go to the 'npclog' table, otherwise, it will go to the
same log file.
If logs are not enabled, 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, randomly positioned between 0 and the number you
specify (if you only specify one) and the two numbers you specify if you give it
two.
rand(10) would result in 0,1,2,3,4,5,6,7,8 or 9
rand(2,10) would result in 2,3,4,5,6,7,8,9 or 10
---------------------------------------
*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 hexidecimal 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. 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 stored in the GRF file in the client for the
player.
The files are taken from '\data\texture\A_A�AI�I��AI��\illust' directory in the
GRF file. Also it seems that card cutins from \cardbmp will work here as well.
Only bitmaps (images stored in the bitmap format) will actually get displayed.
The '.bmp' extension is optional.
The client has no problem rendering huge 4096x4096 bitmaps, but usually they're
around 500x500. Bright magenta (color FF00FF) is considered to be transparent in
these pictures. You can easily add and alter them, but how to do this is outside
of the scope of this document.
The position determines just where on screen the picture will appear:
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.
255 - will remove the cutin previously displayed.
Giving an empty string for the filename and 255 for the position will remove all
cutin pictures. Any other position value will not cause a script error but will
cause the player's client to curl up and die. Only one cutin may be on screen at
any given time, any new cutins will replace it.
// This will display the picture of the 7th kafra,
// the one in orange and the mini-skirt :P
cutin "kafra_7",2;
// This will remove the displayed picture.
cutin "Kafra_7",255;
// This will remove all pictures displayed.
cutin "",255;
---------------------------------------
*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};
This command makes an object display an emoticon 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 inobvious 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 (the default if omitted), the NPC in current use will show
the emotion, if 1, the player that is running the script will display it.
---------------------------------------
*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.
You can add your own effects 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 line>";
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>;
NOTE: This command is changed a bit on newer trunk versions,
scroll down a bit for the new version!
On older trunk versions and stable:
command is the name of the current character (strcharinfo(0))
followed by ':' and the command and it's parameters.
Example(s):
//Will be executed as if a lvl 99 GM done the #option command.
charCommand strcharinfo(0)+":#option 0 0 0 Roy";
Newer Trunk version:
The big change is that the character name is no longer needed.
This also enabled the commands to run without a player attached (according to Lance).
Example(s):
//this would do the same as above, but now doesn't need a player attached by default.
charCommand "#option 0 0 0 Roy";
---------------------------------------
*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.
---------------------------------------
*day;
*night;
These two commands will switch the entire server between day and night mode.
Depending on the configuration, it may cause differing client effects. If your
server is set to cycle between day and night, it will eventually return to that
cycle.
This example will set the night time to start at 03 AM and end at 08 AM, and the
nighttime will persist if the server restarts during the night, if the automated
day/night switching is turned off in the configuration files. Figure it out on
your own:
-%TAB%script%TAB%DayNight%TAB%-1,{
end;
OnClock0300:
OnClock0800:
OnInit:
set $@minutesfrommidnight, gettime(3)*60+gettime(2);
set $@night_start, 180; // 03:00
set $@night_end, 480; // 08:00
if ($@minutesfrommidnight>=$@night_start && $@minutesfrommidnight<$@night_end) goto StartNight;
goto StartDay;
StartNight:
night;
end;
StartDay:
day;
end; }
---------------------------------------
*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 organised 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 it's place.
Using regular expressions is high wizardry. But with this high wizardry comes
unparallelled 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 'npc\sample\npc_pcre.txt'.
With this you could, for example, automagically punish players for asking for
zeny in public places, or alternatively, automagically 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.
Examlpe:
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);
---------------------------------------
*query_sql "your MySQL query", <array variable> {,<array variable>, ...};
*query_logsql "your MySQL query", <array variable> {,<array variable>, ...};
Puts up to 128 rows of values into the arrays and returns the number of rows.
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]+")";
Note: In the TXT version it doesn't fill the array and always return -1.
Note: Use $ as suffix in the array to receive all data as text.
Note: The difference between query_sql and query_logsql is that the latter
uses the sql connection to the log database, and should be used when you want
to query the server log tables.
---------------------------------------
*setitemscript(<ItemID>,<"{ new item script }">);
Set a new script bonus to the Item. Very useful for game events.
You can remove an item's itemscript by leaving empty the itemscript argument.
Example:
setitemscript 2637,"{ bonus bDamageWhenUnequip,40; if(isequipped(2236)==0)end; if(getskilllv(26)){skill 40,1;}else{skill 26,1+isequipped(2636);} }";
setitemscript 2639,"";
---------------------------------------
*atoi ("<string>")
*axtoi ("<string>")
These commands are used to convert strings to numbers.
atoi will convert string using normal number (0,1,2,3,etc) while axtoi converts them to
hexadecimal numbers (0,1,11,01).
Example:
mes atoi("11"); // Will display 11 (can also be used to set a @var to 11)
set @var, axtoi("FF"); // Will set the @var to 255
mes axtoi("11"); // Will display 17 (1 = 1, 10 = 16,
// hexadecimal number set: {0,1,2,3,4,5,6,7,8,9,A,B,C,D,E,F})
---------------------------------------
*compare (<string>,<substring>)
This command returns 1 or 0 when a the substring is in the main string (1) or not (0).
This command is not case sensitive.
Example(s):
//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;
--------------------------------------
*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.
---------------------------------------
*wedding_effect;
Starts the effect used when a wedding is done (music and everything else)
Example can be found in the wedding script.
--------------------------------------
* 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/skill_db.txt'.
'petheal' works the same as 'petskillsupport' but has the skill ID hardcoded 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 occuring 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 abovementioned commands will only be exibited if
the pet is loyal and appropriate configuration options are set in
'battle_athena.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 successfuly
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.
---------------------------------------
*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;
---------------------------------------
*homshuffle;
This will recalculate the homunculus stats acording 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. The 'flag' can be 0 or 1 (0:clear flag, 1:set flag).
The 'type' defines which flag to modify. Possible options include cell_walkable,
cell_shootable, cell_basilica. For a full list, see const.txt.
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 (their 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;
}
---------------------------------------
Whew.
That's about all of them.
|