diff options
Diffstat (limited to 'doc')
-rw-r--r-- | doc/script_commands.txt | 68 |
1 files changed, 50 insertions, 18 deletions
diff --git a/doc/script_commands.txt b/doc/script_commands.txt index 82471aed8..7015feec1 100644 --- a/doc/script_commands.txt +++ b/doc/script_commands.txt @@ -1409,6 +1409,27 @@ getvariableofnpc() should not be used on them. --------------------------------------- +*getvariableofpc(<variable>, <account id>{, <default value>}) + +Returns a reference to a PC variable from the target player. +If <default value> is passed, it will return this value if the player is +not found. + +Examples: + +//This will return the value of @var, note that this can't be used, since +//the value isn't caught. + getvariableofpc(@var, getcharid(CHAR_ID_ACCOUNT, "player")); + +//This will set the .@v variable to the value of the player's @var +//variable. + .@v = getvariableofpc(@var, getcharid(CHAR_ID_ACCOUNT, "player")); + +//This will set the @var variable of the player to 1. + set(getvariableofpc(@var, getcharid(CHAR_ID_ACCOUNT, "player")), 1); + +--------------------------------------- + *goto(<label>) This command will make the script jump to a label, usually used in @@ -4507,26 +4528,17 @@ changebase(Class); // Changes player back to default sprite. --------------------------------------- -*classchange(<view id>, <type>) +*classchange(<view id>, <type> {, <char id>}) 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 will send a 'display id change' packet to player with given char ID +or to everyone in the immediate area of the NPC object if char ID is 0 or +not passed, which will 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. +Note that you can't send a Job sprite ID -It could be a real gem if it can be gotten to actually do what it's -supposed to do, but this will only happen in a later Git revision. +type is not used and should always be 0. --------------------------------------- @@ -6854,7 +6866,7 @@ The maximum length of a chat room name is 60 letters. The limit is the maximum number of people allowed to enter the chat room. The attached NPC is included in this count. If the optional event and trigger parameters are given, the event label -("<NPC object name>::<label name>") will be invoked as if with a doevent() +("<NPC object name>::<label name>") will be invoked as if with a donpcevent() upon the number of people in the chat room reaching the given triggering amount. @@ -8046,6 +8058,26 @@ Example: --------------------------------------- +*chr(<int>) + +Returns a char from its ASCII value. + +Example: + + chr(99); //returns "c" + +--------------------------------------- + +*ord(<chr>) + +Returns the ASCII value of char <chr>. + +Example: + + ord("c"); //returns 99 + +--------------------------------------- + *setchar(<string>, <char>, <index>) Returns the original string with the char at the specified index set to |