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author | Haru <haru@dotalux.com> | 2013-11-03 20:19:26 +0100 |
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committer | Haru <haru@dotalux.com> | 2013-11-03 20:27:13 +0100 |
commit | 6728c0fa88b84fccb6f179ae13cf8a15c1ea23a4 (patch) | |
tree | 91816da66c35d44a01778ea92ea2cc522f1212e1 /doc/script_commands.txt | |
parent | 649e7b98a7ec4fbf3363597daad3d1c57383051f (diff) | |
download | hercules-6728c0fa88b84fccb6f179ae13cf8a15c1ea23a4.tar.gz hercules-6728c0fa88b84fccb6f179ae13cf8a15c1ea23a4.tar.bz2 hercules-6728c0fa88b84fccb6f179ae13cf8a15c1ea23a4.tar.xz hercules-6728c0fa88b84fccb6f179ae13cf8a15c1ea23a4.zip |
Allow warp duplicates without a 'facing' value
- Warps don't require a facing, so their duplicates shouldn't either.
- Credits to jaBote.
Signed-off-by: Haru <haru@dotalux.com>
Diffstat (limited to 'doc/script_commands.txt')
-rw-r--r-- | doc/script_commands.txt | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/doc/script_commands.txt b/doc/script_commands.txt index f2ba9f6ba..f0016b104 100644 --- a/doc/script_commands.txt +++ b/doc/script_commands.txt @@ -207,7 +207,7 @@ Ex: if your NPC is named 'Hunter#hunter1', it will be displayed as 'Hunter' ** Define a warp point -<from map name>,<fromX>,<fromY>,<facing>%TAB%warp%TAB%<warp name>%TAB%<spanx>,<spany>,<to map name>,<toX>,<toY> +<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. @@ -299,7 +299,7 @@ items here. The layout used to define sale items still count, and ** Define an warp/shop/cashshop/NPC duplicate. -warp: <map name>,<x>,<y>,<facing>%TAB%duplicate(<label>)%TAB%<NPC Name>%TAB%<spanx>,<spany> +warp: <map name>,<x>,<y>{,<facing>}%TAB%duplicate(<label>)%TAB%<NPC Name>%TAB%<spanx>,<spany> shop/cashshop/npc: -%TAB%duplicate(<label>)%TAB%<NPC Name>%TAB%<sprite id> shop/cashshop/npc: <map name>,<x>,<y>,<facing>%TAB%duplicate(<label>)%TAB%<NPC Name>%TAB%<sprite id> npc: -%TAB%duplicate(<label>)%TAB%<NPC Name>%TAB%<sprite id>,<triggerX>,<triggerY> |