diff options
Diffstat (limited to 'doc/script_commands.txt')
-rw-r--r-- | doc/script_commands.txt | 140 |
1 files changed, 127 insertions, 13 deletions
diff --git a/doc/script_commands.txt b/doc/script_commands.txt index 66b6cff90..db851128f 100644 --- a/doc/script_commands.txt +++ b/doc/script_commands.txt @@ -323,10 +323,12 @@ The types that a trader object can have are the following: - NST_MARKET (2) Normal NPC Market Shop (where items have limited availability and need to be refurbished) - NST_CUSTOM (3) Custom Shop (any currency, item/var/etca, check sample) +- NST_BARTER (4) Barter Shop (each item with own item currency) Unless otherwise specified via *tradertype an trader object will be defined as NST_ZENY. Note: NST_MARKET is only available with PACKETVER 20131223 or newer. +Note: NST_BARTER is only available with PACKETVER 20181226 zero or newer. See '12 - NPC Trader-Related Commands' and /doc/sample/npc_trader_sample.txt for more information regarding how to use this NPC type. @@ -714,6 +716,8 @@ MAX_BANK_ZENY - Maximum Zeny in the bank MAX_BG_MEMBERS - Maximum BattleGround members MAX_CHAT_USERS - Maximum Chat users MAX_REFINE - Maximum Refine level +MAX_MENU_OPTIONS - Maximum NPC menu options +MAX_MENU_LENGTH - Maximum NPC menu string length Send targets and status options are also hard-coded and can be found in 'doc/constants.md'. @@ -1600,21 +1604,24 @@ perfectly equivalent. --------------------------------------- *select("<option>"{, "<option>", ...}) -*prompt("<option>"{, "<option>", ...}) This function is a handy replacement for 'menu' that doesn't use a complex -label structure. It will return the number of menu option picked, -starting with 1. Like 'menu', it will also set the variable @menu to -contain the option the user picked. +label structure. It will return the number of the menu option picked, +starting with 1. If the player presses cancel, the script is terminated. - if (select("Yes:No") == 1) + 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. +--------------------------------------- + +*prompt("<option>"{, "<option>", ...}) + +This function behaves exactly like select(), but when a player presses cancel +it returns MAX_MENU_OPTIONS and the script is not terminated. You almost always +want to use select() rather than prompt(). --------------------------------------- @@ -2574,15 +2581,12 @@ playerattached() to check for the character attached to the script. --------------------------------------- -*getnpcid(<type>{, "<npc name>"}) +*getnpcid({"<npc name>"}) Retrieves IDs of the currently invoked NPC. If a unique npc name is given, -IDs of that NPC are retrieved instead. Type specifies what ID to retrieve -and can be one of the following: - - 0 - Unit ID (GID) +IDs of that NPC are retrieved instead. -If an invalid type is given or the NPC does not exist, 0 is returned. +If the NPC does not exist, 0 is returned. --------------------------------------- @@ -6070,6 +6074,22 @@ Amount can be negative. See statusup(). --------------------------------------- +*needed_status_point(<type>, <val>, {<char_id>}); + +Returns the number of stat points needed to change the specified stat <type> by <val>. +If <val> is negative, returns the number of stat points that would be needed to +raise the specified stat from (current value - <val>) to current value. + +List of <type>: +bStr - Strength +bVit - Vitality +bInt - Intelligence +bAgi - Agility +bDex - Dexterity +bLuk - Luck + +--------------------------------------- + *bonus(<bonus type>, <val1>) *bonus2(<bonus type>, <val1>, <val2>) *bonus3(<bonus type>, <val1>, <val2>, <val3>) @@ -8623,6 +8643,18 @@ Example: --------------------------------------- +*data_to_string(<data>) + +Returns a string representation of the given data, similar to the .toString() +method in JavaScript. + +Example: + + data_to_string(DATATYPE_VAR) // "DATATYPE_VAR" + data_to_string(.@foo) // ".@foo" + +--------------------------------------- + *charisalpha("<string>", <position>) This function will return true if the character number Position in the given @@ -9945,6 +9977,7 @@ when the optional NPC_Name param is used. --------------------------------------- *sellitem(<Item_ID>{, <price>{, <qty>}}) +*sellitem(<Item_ID>, <qty>, <currency_id>, <currency_amount>) adds (or modifies) <Item_ID> data to the shop, when <price> is not provided (or when it is -1) itemdb default is used. @@ -9953,11 +9986,15 @@ qty is only necessary for NST_MARKET trader types. when <Item_ID> is already in the shop, the previous data (price/qty), is overwritten with the new. +currency_id and currency_amount can be used only with shop type NST_BARTER + --------------------------------------- *stopselling(<Item_ID>) +*stopselling(<Item_ID>{, <currency_id>, <currency_amount>}) attempts to remove <Item_ID> from the current shop list. +currency_id and currency_amount can be used only with shop type NST_BARTER --------------------------------------- @@ -10247,3 +10284,80 @@ Update already opened preview window with item from Works for 20181017 RE and main clients or newer. --------------------------------------- + +*enchantitem(<equip_pos>, <card_slot>, <card_id>); + +Insert card into equipped item in EQI_* slot. +card_slot - can be 0 to 3. +card_id - any card item id. + +returns true if all parameters correct +false in other case. +Works for 20160831 main, 20151118 RE, any zero version + +--------------------------------------- + +*servicemessage("<message>", <color>{, <account_id>}) +*servicemessage("<message>", <color>{, <player_name>}) + +That command will send a service message to the chat window of the character +specified by account ID or name, or to connected to npc player. +It will not be seen by anyone else. + +Works for 20170830 RE and main and for any zero clients + +--------------------------------------- + +*expandInventoryAck(<result>{, <itemId>}) + +Send initial inventory expansion result. +Normally this function should be called from script label +inventory_expansion::OnInventoryExpandRequest. + +Valid result statuses: + EXPAND_INVENTORY_ASK_CONFIRMATION - force client to ask player about inventory expansion + EXPAND_INVENTORY_FAILED - other failed reason + EXPAND_INVENTORY_OTHER_WORK - failed because player busy with other work + EXPAND_INVENTORY_MISSING_ITEM - failed because missing item + EXPAND_INVENTORY_MAX_SIZE - failed because inventory size already maximum + +ItemId make sense only if result is EXPAND_INVENTORY_ASK_CONFIRMATION +Works for 20181212 zero clients + +--------------------------------------- + +*expandInventoryResult(<result>) + +Send final inventory expansion result. +Normally this function should be called from script label +inventory_expansion::OnInventoryExpandConfirmed. + +Valid result values: + EXPAND_INVENTORY_RESULT_SUCCESS - success message + EXPAND_INVENTORY_RESULT_FAILED - other failed reason + EXPAND_INVENTORY_RESULT_OTHER_WORK - failed because player busy with other work + EXPAND_INVENTORY_RESULT_MISSING_ITEM - failed because missing item + EXPAND_INVENTORY_RESULT_MAX_SIZE - failed because inventory size already maximum + +Works for 20181212 zero clients + +--------------------------------------- + +*expandInventory(<value>) + +Adjust player inventory to given value. +Maximum inventory size is MAX_INVENTORY. +Minimum inventory size is FIXED_INVENTORY_SIZE. +For supported clients it send inventory change packet. For old clients, +this change is silent. +Current max inventory size can be read by function getInventorySize(). + +--------------------------------------- + +*getInventorySize() + +Return current player max inventory size. +This value always smaller or equal to MAX_INVENTORY. +Size can be changed by group of functions expandInventory* + +--------------------------------------- |