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authorAndrei Karas <akaras@inbox.ru>2017-09-25 18:59:41 +0300
committerAndrei Karas <akaras@inbox.ru>2017-09-25 18:59:41 +0300
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Update script_commands.txt from hercules.s20171023
-rw-r--r--server/scripts/script_commands.txt3117
1 files changed, 1563 insertions, 1554 deletions
diff --git a/server/scripts/script_commands.txt b/server/scripts/script_commands.txt
index 79d6091..c9bdce7 100644
--- a/server/scripts/script_commands.txt
+++ b/server/scripts/script_commands.txt
@@ -7,23 +7,23 @@
//= Commands are sorted depending on their functionality.
//============================================================
-This document is a reference manual for all the scripting commands and
-functions available in current Hercules GIT. It is not a simple tutorial.
+This document is a reference manual for all the scripting commands and
+functions available in current Hercules GIT. It is not a simple tutorial.
When people tell you to "Read The F***ing Manual", they mean this.
-The information was mostly acquired through looking up how things actually
-work in the source code of the server, which was written by many people
-over time, and lots of them don't speak English and never left any notes -
-or are otherwise not available for comments. As such, anything written in
-here might not be correct, it is only correct to the best of our
+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
+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.
@@ -37,11 +37,11 @@ The commands and functions are listed in no particular order:
Descriptive text
- Small example if possible. Will usually be incomplete, it's there just
+ 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
+To find a specific command, use Ctrl+F, (or whatever keys call up a search
+function in whatever you're reading this with) put an * followed by the
command name, and it should find the command description for you.
If you find anything omitted, please tell us. :)
@@ -49,22 +49,22 @@ If you find anything omitted, please tell us. :)
Syntax
------
-Throughout this document, wherever a command wants an argument, it is
-given in <angle brackets>. This doesn't mean you should type the angle
-brackets. :) If an argument of a command is optional, it is given in
-{curly brackets}. You've doubtlessly seen this convention somewhere, if
-you didn't, get used to it, that's how big boys do it. If a command can
-optionally take an unspecified number of arguments, you'll see a list like
+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
+Where a command wants a string, it will be given in "quotes", if it's a
+number, it will be given without them. Normally, you can put an
+expression, like a bunch of functions or operators returning a value, in
+(round brackets) instead of most numbers. Round brackets will not always
be required, but they're often a good idea.
Wherever you refer to a map, use 'mapname' instead of 'mapname.gat'.
@@ -98,39 +98,39 @@ npc_removed_list: (
Script file format
------------------
-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
+Whenever '//' is encountered in a line upon reading, everything beyond
+this on that line is considered to be a comment and is ignored. This works
wherever you place it.
// This line will be ignored when processing the script.
-Block comments can also be used, where you can place /* and */ between any
+Block comments can also be used, where you can place /* and */ between any
text you wish Hercules to ignore.
Example:
/* This text,
* no matter which new line you start
- * is ignored, until the following
+ * is ignored, until the following
* symbol is encountered: */
-
-The asterisks (*) in front of each line is a personal preference, and is
+
+The asterisks (*) in front of each line is a personal preference, and is
not required.
-Upon loading all the files, the server will execute all the top-level
-commands in them. No variables exist yet at this point, no commands can be
-called other than those given in this section. These commands set up the
-basic server script structure - create NPC objects, spawn monster objects,
-set map flags, etc. No code is actually executed at this point except
-them. The top-level commands the scripting are pretty confusing, since
-they aren't structured like you would expect commands, command name first,
+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
+What's more confusing about the top-level commands is that most of them
use a tab symbol to divide their arguments.
-To prevent problems and confusion, the tab symbols are written as '%TAB%'
-or '<TAB>' throughout this document, even though this makes the text a bit
-less readable. Using an invisible symbol to denote arguments is one of the
+To prevent problems and confusion, the tab symbols are written as '%TAB%'
+or '<TAB>' throughout this document, even though this makes the text a bit
+less readable. Using an invisible symbol to denote arguments is one of the
bad things about this language, but we're stuck with it for now. :)
Here is a list of valid top-level commands:
@@ -139,55 +139,55 @@ Here is a list of valid top-level commands:
<map name>%TAB%mapflag%TAB%<flag>
-This will, upon loading, set a specified map flag on a map you like. These
-are normally in files inside 'npc/mapflag' and are loaded first, so by the
-time the server's up, all the maps have the flags they should have. Map
-flags determine the behavior of the map regarding various common problems,
+This will, upon loading, set a specified map flag on a map you like. These
+are normally in files inside 'npc/mapflag' and are loaded first, so by the
+time the server's up, all the maps have the flags they should have. Map
+flags determine the behavior of the map regarding various common problems,
for a better explanation, see 'setmapflag'.
** Create a permanent monster spawn:
<map name>,<x>,<y>,<xs>,<ys>%TAB%monster%TAB%<monster name>%TAB%<mob id>,<amount>,<delay1>,<delay2>,<event>{,<mob size>,<mob ai>}
-Map name is the name of the map the monsters will spawn on. X,Y are the
-coordinates where the mob should spawn. If X's and Y's are non-zero, they
-specify the 'radius' of a spawn-rectangle area centered at x,y. Putting
-zeros instead of these coordinates will spawn the monsters randomly. Note
-this is only the initial spawn zone, as mobs random-walk, they are free to
+Map name is the name of the map the monsters will spawn on. X,Y are the
+coordinates where the mob should spawn. If X's and Y's are non-zero, they
+specify the 'radius' of a spawn-rectangle area centered at x,y. Putting
+zeros instead of these coordinates will spawn the monsters randomly. Note
+this is only the initial spawn zone, as mobs random-walk, they are free to
move away from their specified spawn region.
-Monster name is the name the monsters will have on screen, and has no
-relation whatsoever to their names anywhere else. It's the mob id that
-counts, which identifies monster record in 'mob_db.txt' database of
-monsters. If the mob name is given as "--ja--", the 'japanese name' field
-from the monster database is used, (which, in Hercules, actually contains
-an English name) if it's "--en--", it's the 'english name' from the
-monster database (which contains an uppercase name used to summon the
+Monster name is the name the monsters will have on screen, and has no
+relation whatsoever to their names anywhere else. It's the mob id that
+counts, which identifies monster record in 'mob_db.txt' database of
+monsters. If the mob name is given as "--ja--", the 'japanese name' field
+from the monster database is used, (which, in Hercules, actually contains
+an English name) if it's "--en--", it's the 'english name' from the
+monster database (which contains an uppercase name used to summon the
monster with a GM command).
-Amount is the amount of monsters that will be spawned when this command is
+Amount is the amount of monsters that will be spawned when this command is
executed, it is affected by spawn rates in 'conf/map/battle.conf'.
-Delay1 and delay2 control monster respawn delays - the first one is the
-fixed base respawn time, and the second is random variance on top of the
-base time. Both values are given in milliseconds (1000 = 1 second). Note
+Delay1 and delay2 control monster respawn delays - the first one is the
+fixed base respawn time, and the second is random variance on top of the
+base time. Both values are given in milliseconds (1000 = 1 second). Note
that the server also enforces a minimum respawn delay of 5 seconds.
-You can specify a custom level to use for the mob different from the one
-of the database by adjoining the level after the name with a comma. eg:
+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'
+Event is a script event to be executed when the mob is killed. The event
+must be in the form "NPCName::OnEventName" to execute, and the event name
+label should start with "On". As with all events, if the NPC is an
+on-touch NPC, the player who triggers the script must be within 'trigger'
range for the event to work.
-There are two optional fields for monster size and AI. Size can be 0
-(medium), 1 (small), or 2 (big). AI can be 0 (default), 1
+There are two optional fields for monster size and AI. Size can be 0
+(medium), 1 (small), or 2 (big). AI can be 0 (default), 1
(attack/friendly), 2 (sphere), 3 (flora), or 4 (zanzou).
-Alternately, a monster spawned using 'boss_monster' instead of 'monster' is able to be
+Alternately, a monster spawned using 'boss_monster' instead of 'monster' is able to be
detected on the map with the SC_CASH_BOSS_ALARM status (used by Convex Mirror, item ID# 12214).
** NPC names
@@ -198,12 +198,12 @@ 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>
+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
+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'
@@ -214,18 +214,18 @@ Ex: if your NPC is named 'Hunter#hunter1', it will be displayed as 'Hunter'
<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
+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
+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
+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
+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.
@@ -233,54 +233,54 @@ current scripts have a zero in there.
<map name>,<x>,<y>,<facing>%TAB%script%TAB%<NPC Name>%TAB%<sprite>,{<code>}
<map name>,<x>,<y>,<facing>%TAB%script%TAB%<NPC Name>%TAB%<sprite>,<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
+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,
+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 is the sprite identifier used to display this particular NPC. For a
+Sprite is the sprite identifier used to display this particular NPC. For a
full list of sprite numbers see http://kalen.s79.xrea.com/npc/npce.shtml as
well as db/constants.conf.
-You may also use a monster's ID constant instead to display a monster sprite
+You may also use a monster's ID constant instead to display a monster sprite
for this NPC, in npcs that have view ids of mobs it's encouraged to use
OnTouch events with a 2,2 range and with an 'end' after the header to avoid
bugs (for more info on why see npc_click@map/npc.c). 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 'FAKE_NPC' sprite will make the NPC invisible (and unclickable).
-A 'HIDDEN_NPC' sprite 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
+A 'HIDDEN_NPC' sprite will make an NPC which does not have a sprite, but is
+still clickable, which is useful if you want to make a clickable object of
the 3D terrain.
-TriggerX and triggerY, if given, will define an area, centered on NPC and
-spanning triggerX cells in every direction across X and triggerY in every
-direction across Y. Walking into that area will trigger the NPC. If no
-'OnTouch:' special label is present in the NPC code, the execution will
-start from the beginning of the script, otherwise, it will start from the
-'OnTouch:' label. Monsters can also trigger the NPC, though the label
+TriggerX and triggerY, if given, will define an area, centered on NPC and
+spanning triggerX cells in every direction across X and triggerY in every
+direction across Y. Walking into that area will trigger the NPC. If no
+'OnTouch:' special label is present in the NPC code, the execution will
+start from the beginning of the script, otherwise, it will start from the
+'OnTouch:' label. Monsters can also trigger the NPC, though the label
'OnTouchNPC:' is used in this case. If player left area npc will called
if present label 'OnUnTouch'.
-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
+The code part is the script code that will execute whenever the NPC is
+triggered. It may contain commands and function calls, descriptions of
+which compose most of this document. It has to be in curly brackets,
+unlike elsewhere where we use curly brackets, these do NOT signify an
optional parameter.
** Define a 'floating' NPC object.
-%TAB%script%TAB%<NPC Name>%TAB%FAKE_NPC,{<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
+This will define an NPC object not triggerable by normal means. This would
+normally mean it's pointless since it can't do anything, but there are
+exceptions, mostly related to running scripts at specified time, which is
what these floating NPC objects are for. More on that below.
** Define a shop/cashshop NPC.
@@ -288,22 +288,22 @@ what these floating NPC objects are for. More on that below.
-%TAB%shop%TAB%<NPC Name>%TAB%<sprite>,<itemid>:<price>{,<itemid>:<price>...}
<map name>,<x>,<y>,<facing>%TAB%shop%TAB%<NPC Name>%TAB%<sprite>,<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
+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
+The item id is the number of item in the 'item_db.txt' database. If Price
+is set to -1, the 'buy price' given in the item database will be used.
+Otherwise, the price you gave will be used for this item, which is how you
create differing prices for items in different shops.
-You can alternatively use "cashshop" in place of "shop" to use the Cash
-Shop interface, allowing you to buy items with special points (Currently
-stored as account vars in #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
+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 #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 trader NPC
@@ -341,24 +341,24 @@ This will duplicate an warp/shop/cashshop/NPC referred to by 'label'.
Warp duplicates inherit the target location.
Shop/cashshop duplicates inherit the item list.
NPC duplicates inherit the script code.
-The rest (name, location, facing, sprite, span/trigger area) is
+The rest (name, location, facing, sprite, span/trigger area) is
obtained from the definition of the duplicate (not inherited).
** Define a function object
function%TAB%script%TAB%<function name>%TAB%{<code>}
-This will define a function object, callable with the 'callfunc' command
-(see below). This object will load on every map server separately, so you
-can get at it from anywhere. It's not possible to call the code in this
+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
+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
+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? ~
@@ -366,74 +366,74 @@ contains script commands which can actually be triggered and executed.
What a RID is and why do you need to know
-----------------------------------------
-Most scripting commands and functions will want to request data about a
-character, store variables referenced to that character, send stuff to the
-client connected to that specific character. Whenever a script is invoked
-by a character, it is passed a so-called RID - this is the account ID
-number of a character that caused the code to execute by clicking on it,
+Most scripting commands and functions will want to request data about a
+character, store variables referenced to that character, send stuff to the
+client connected to that specific character. Whenever a script is invoked
+by a character, it is passed a so-called RID - this is the account ID
+number of a character that caused the code to execute by clicking on it,
walking into it's OnTouch zone, or otherwise.
-If you are only writing common NPCs, you don't need to bother with it.
-However, if you use functions, if you use timers, if you use clock-based
-script activation, you need to be aware of all cases when a script
-execution can be triggered without a RID attached. This will make a lot of
-commands and functions unusable, since they want data from a specific
-character, want to send stuff to a specific client, want to store
-variables specific to that character, and they would not know what
+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
+Unless you use 'attachrid' to explicitly attach a character to the script
first (see player-related commands).
-Whenever we say 'invoking character', we mean 'the character who's RID is
+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
+be used to check which is the currently attached player to the script (it
+will return 0 if the there is no player attached or the attached player no
longer is logged on to the map-server).
But what about GID?
--- ---- ----- ----
-GID stands for the Game ID of something, this can either be the GID of a
+GID stands for the Game ID of something, this can either be the GID of a
mob obtained through the monster() script command (if only summoned one),
the GID of a NPC obtained through the getnpcid() script command or the
-account ID of a character (same as its RID). Another way would be to right
+account ID of a character (same as its RID). Another way would be to right
click on a mob, NPC or char as GM sprited char to view its GID.
Item and pet scripts
--------------------
-Each item in the item database has three special fields - Script,
-OnEquip_Script and OnUnequip_Script. The first is script code run every
-time a character equips the item, with the RID of the equipping character.
-Every time they unequip an item, all temporary bonuses given by the script
-commands are cleared, and all the scripts are executed once again to
-rebuild them. This also happens in several other situations (like upon
+Each item in the item database has three special fields - Script,
+OnEquip_Script and OnUnequip_Script. The first is script code run every
+time a character equips the item, with the RID of the equipping character.
+Every time they unequip an item, all temporary bonuses given by the script
+commands are cleared, and all the scripts are executed once again to
+rebuild them. This also happens in several other situations (like upon
login) but the full list is currently unknown.
-OnEquip_Script is a piece of script code run whenever the item is used by
-a character by double-clicking on it. OnUnequip_Script runs whenever the
+OnEquip_Script is a piece of script code run whenever the item is used by
+a character by double-clicking on it. OnUnequip_Script runs whenever the
equipment is unequipped by a character.
-Not all script commands work properly in the item scripts. Where commands
-and functions are known to be meant specifically for use in item scripts,
+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
+Every pet in the pet database has a PetScript field, which determines pet
+behavior. It is invoked wherever a pet of the specified type is spawned
+(hatched from an egg, or loaded from the char server when a character who
+had that pet following them connects). This may occur in some other
+situations as well. Don't expect anything other than commands definitely
marked as usable in pet scripts to work in there reliably.
Numbers
-------
-Beside the common decimal numbers, which are nothing special whatsoever
-(though do not expect to use fractions, since ALL numbers are integer in
-this language), the script engine also handles hexadecimal numbers, which
-are otherwise identical. Writing a number like '0x<hex digits>' will make
-it recognized as a hexadecimal value. Notice that 0x10 is equal to 16.
+Beside the common decimal numbers, which are nothing special whatsoever
+(though do not expect to use fractions, since ALL numbers are integer in
+this language), the script engine also handles hexadecimal numbers, which
+are otherwise identical. Writing a number like '0x<hex digits>' will make
+it recognized as a hexadecimal value. Notice that 0x10 is equal to 16.
Also notice that if you try to 'mes 0x10' it will print '16'.
Number values can't exceed the limits of an integer variable: Any number
@@ -443,7 +443,7 @@ be capped to those values and will cause a warning to be reported.
Variables
---------
-The meat of every programming language is variables - places where you
+The meat of every programming language is variables - places where you
store data.
In Hercules scripting language, variable names are case sensitive. Even though
@@ -469,20 +469,20 @@ 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
+nothing - A permanent variable attached to the character, the default
variable type.
-"@" - A temporary variable attached to the character.
+"@" - A temporary variable attached to the character.
They disappear when the character logs out.
-"$" - A global permanent variable.
+"$" - A global permanent variable.
They are stored in database table `mapreg`.
"$@" - A global temporary variable.
They are important for scripts which are called with no RID
attached, that is, not triggered by a specific character object.
"." - A NPC variable.
- They exist in the NPC and disappear when the server restarts or
- the NPC is reloaded. Can be accessed from inside the NPC or by
- calling 'getvariableofnpc'. Function objects can also have
- .variables which are accessible from inside the function,
+ They exist in the NPC and disappear when the server restarts or
+ the NPC is reloaded. Can be accessed from inside the NPC or by
+ calling 'getvariableofnpc'. Function objects can also have
+ .variables which are accessible from inside the function,
however 'getvariableofnpc' does NOT work on function objects.
".@" - A scope variable.
They are unique to the character, script and scope. Each script
@@ -492,17 +492,17 @@ nothing - A permanent variable attached to the character, the default
variables are converted to values ('return .@var;' returns a
value, not a reference).
"'" - An instance variable.
- These are used with the instancing system, and are unique to
+ These are used with the instancing system, and are unique to
each instance.
"#" - A permanent local account variable.
-"##" - A permanent global account variable stored by the login server.
- 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,
+"##" - A permanent global account variable stored by the login server.
+ 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
+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.
@@ -526,10 +526,10 @@ $@name$ - temporary global 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
+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. The maximum length of variable name including prefix and
suffix is 32.
@@ -562,43 +562,43 @@ Sex - Character's gender (SEX_MALE or SEX_FEMALE).
Class - Character's job.
Upper - 0 if the character is normal class, 1 if advanced, 2 if baby.
BaseClass - The character's 1-1 'normal' job, regardless of Upper value.
- For example, this will return Job_Acolyte for Acolyte,
- Priest/Monk, High Priest/Champion, and Arch Bishop/Sura.
- If the character has not reached a 1-1 class, it will return
+ For example, this will return Job_Acolyte for Acolyte,
+ Priest/Monk, High Priest/Champion, and Arch Bishop/Sura.
+ If the character has not reached a 1-1 class, it will return
Job_Novice.
BaseJob - The character's 'normal' job, regardless of Upper value.
For example, this will return Job_Acolyte for Acolyte,
Baby Acolyte, and High Acolyte.
-Karma - The character's karma. Karma system is not fully functional,
+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 - The character's manner rating. Becomes negative if the
+ player utters words forbidden through the use of
'manner.txt' client-side file.
-While these behave as variables, do not always expect to just set them -
-it is not certain whether this will work for all of them. Whenever there
-is a command or a function to set something, it's usually preferable to
-use that instead. The notable exception is Zeny, which you can and often
-will address directly - setting it will make the character own this number
-of Zeny. If you try to set Zeny to a negative number, the script will be
+While these behave as variables, do not always expect to just set them -
+it is not certain whether this will work for all of them. Whenever there
+is a command or a function to set something, it's usually preferable to
+use that instead. The notable exception is Zeny, which you can and often
+will address directly - setting it will make the character own this number
+of Zeny. If you try to set Zeny to a negative number, the script will be
terminated with an error.
Assigning variables
--------- ---------
-Variables can be accessed and assigned values directly without the use of
-the built-in 'set' function. This means that variables can be accessed and
+Variables can be accessed and assigned values directly without the use of
+the built-in 'set' function. This means that variables can be accessed and
modified much like other programming languages.
.@x = 100;
.@x = .@y = 100;
-Support for modifying variable values using 'set' is still supported (and
-required to exist for this method to work) so previous scripts will
+Support for modifying variable values using 'set' is still supported (and
+required to exist for this method to work) so previous scripts will
continue working. Its usage, though, is deprecated, and it should never be
used in new scripts unless there are special reasons to do so.
-When assigning values, all operator methods are supported which exist in
+When assigning values, all operator methods are supported which exist in
the below 'Operators' section. For instance:
.@x += 100;
@@ -609,9 +609,9 @@ the below 'Operators' section. For instance:
.@x >>= 2;
.@x <<= 2;
-Will all work. For more information on available operators, see the
-Operators section described below. All operators listed there may be
-placed in-front of the '=' sign when modifying variables to perform the
+Will all work. For more information on available operators, see the
+Operators section described below. All operators listed there may be
+placed in-front of the '=' sign when modifying variables to perform the
action as required.
Increment and decrement operators are also provided, for your convenience.
@@ -639,8 +639,8 @@ least not slower) than their respective post- equivalent.
Note:
- !! Currently the scripting engine does not support directly copying array
- !! variables. In order to copy arrays between variables the use of
+ !! Currently the scripting engine does not support directly copying array
+ !! variables. In order to copy arrays between variables the use of
!! 'copyarray' function is still required.
Strings
@@ -654,16 +654,16 @@ quote symbol (") in a string you need to escape it with a blackslash:
Arrays
------
-Arrays (in Hercules at least) are essentially a set of variables going
-under the same name. You can tell between the specific variables of an
+Arrays (in Hercules at least) are essentially a set of variables going
+under the same name. You can tell between the specific variables of an
array with an 'array index', a number of a variable in that array:
<variable name>[<array index>]
All variable types can be used as arrays.
-Variables stored in this way, inside an array, are also called 'array
-elements'. Arrays are specifically useful for storing a set of similar
+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:
@@ -674,7 +674,7 @@ array) as array index:
.@x = 100;
.@arrayofnumbers[.@x] = 10;
-
+
This will make .@arrayofnumbers[100] equal to 10.
Index numbering always starts with 0 and arrays can hold over 2 billion
@@ -687,7 +687,7 @@ If the array index is omitted, it defaults to zero. Writing
Arrays can naturally store strings:
.@menulines$[0] is the 0th element of the .@menulines$ array of strings.
-Notice the '$', normally denoting a string variable, before the square
+Notice the '$', normally denoting a string variable, before the square
brackets that denotes an array index.
Variable References
@@ -710,7 +710,7 @@ MAX_CART - Maximum cart items
MAX_INVENTORY - Maximum inventory items
MAX_ZENY - Maximum Zeny in the inventory
MAX_BANK_ZENY - Maximum Zeny in the bank
-MAX_BG_MEMBERS - Maximum BattleGround members
+MAX_BG_MEMBERS - Maximum BattleGround members
MAX_CHAT_USERS - Maximum Chat users
MAX_REFINE - Maximum Refine level
@@ -721,32 +721,32 @@ currently use them.
Operators
---------
-Operators are things you can do to variables and numbers. They are either
+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
++ - 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 subtract two numbers.
* - will multiply two numbers.
** - will raise the first number to the power of the second number.
/ - 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
+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
+You can compare numbers to each other and you compare strings to each
other, but you can not compare numbers to strings.
- == - Is true if both sides are equal. For strings, it means they contain
+ == - Is true if both sides are equal. For strings, it means they contain
the same value.
- >= - True if the first value is equal to, or greater than, the second
+ >= - 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.
@@ -783,9 +783,9 @@ 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,
+ 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
+ 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:
b = 2;
@@ -799,21 +799,21 @@ Logical bitwise operators work only on numbers, and they are the following:
16 / 2 = 8; 8 / 2 = 4.
& - And.
| - Or.
- The bitwise operator AND (&) is used to test two values against each
- other, and results in setting bits which are active in both arguments.
- This can be used for a few things, but in Hercules this operator is
+ The bitwise operator AND (&) is used to test two values against each
+ other, and results in setting bits which are active in both arguments.
+ This can be used for a few things, but in Hercules this operator is
usually used to create bit-masks in scripts.
-
- The bitwise operator OR (|) sets to 1 a binary position if the binary
- position of one of the numbers is 1. This way a variable can hold
- several values we can check, known as bit-mask. A variable currently
- can hold up to 32 bit-masks (from position 0 to position 1). This is a
- cheap(skate) and easy way to avoid using arrays to store several
+
+ The bitwise operator OR (|) sets to 1 a binary position if the binary
+ position of one of the numbers is 1. This way a variable can hold
+ several values we can check, known as bit-mask. A variable currently
+ can hold up to 32 bit-masks (from position 0 to position 1). This is a
+ cheap(skate) and easy way to avoid using arrays to store several
checks that a player can have.
-
- A bit-mask basically is (ab)using the variables bits to set various
- options in one variable. With the current limit in variables it is
- possible to store 32 different options in one variable (by using the
+
+ A bit-mask basically is (ab)using the variables bits to set various
+ options in one variable. With the current limit in variables it is
+ possible to store 32 different options in one variable (by using the
bits on position 0 to 31).
Example(s):
@@ -822,8 +822,8 @@ Logical bitwise operators work only on numbers, and they are the following:
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
+ 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:
.@options = 2|4|16; // (note: this is the same as 2+4+16, or 22)
@@ -840,10 +840,10 @@ Logical bitwise operators work only on numbers, and they are the following:
This would print the messages about option 2, 3 and 5 (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
+ The bitwise operator XOR (eXclusive OR) sets a binary position to 0 if
+ both numbers have the same value in the said position. On the other
+ hand, it sets to 1 if they have different values in the said binary
+ position. This is another way of setting and unsetting bits in
bit-masks.
Example:
@@ -856,7 +856,7 @@ Logical bitwise operators work only on numbers, and they are the following:
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
+ - 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)
@@ -865,11 +865,11 @@ Logical bitwise operators work only on numbers, and they are the following:
close();
}
-Unary operators with only with a single number, which follows the
+Unary operators with only with a single number, which follows the
operator, and are the following:
- - Negation.
- The sign of the number will be reversed. If the number was positive,
+ The sign of the number will be reversed. If the number was positive,
it will become negative and vice versa.
Example:
@@ -887,16 +887,16 @@ operator, and are the following:
}
~ - Bitwise Not.
- Reverses each bit in a number, also known as one's complement. Cleared
+ Reverses each bit in a number, also known as one's complement. Cleared
bits are set, and set bits are cleared.
Example:
- - Ensure, that quest 2 is disabled, while keeping all other active, if
+ - Ensure, that quest 2 is disabled, while keeping all other active, if
they are.
inProgress = inProgress&(~2);
// same as set inProgress, inProgress&0xfffffffd
-Ternary operators take three expressions (numbers, strings or boolean),
+Ternary operators take three expressions (numbers, strings or boolean),
and are the following:
?: - Conditional operator
@@ -995,7 +995,7 @@ 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
+Labels are points of reference in your script, which can be used to route
execution with 'goto' and 'menu' commands, invoked with 'doevent', 'donpcevent'
and 'callsub' commands and are otherwise essential. A label's name may not be
longer than 23 characters. (24th is the ':'.) It may only contain alphanumeric
@@ -1009,8 +1009,8 @@ 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).
+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. :)
@@ -1018,10 +1018,10 @@ 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
+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. Note that all those events will be executed upon
scripts reloading.
@@ -1032,20 +1032,20 @@ OnAgitStart2:
OnAgitEnd2:
OnAgitInit2:
-OnAgitStart will run whenever the server shifts into WoE mode, whether it
-is done with @agitstart GM command or with 'AgitStart' script command.
+OnAgitStart will run whenever the server shifts into WoE mode, whether it
+is done with @agitstart GM command or with 'AgitStart' script command.
OnAgitEnd will do likewise for the end of WoE.
-OnAgitInit will run when data for all castles and all guilds that hold a
-castle is received by map-server from the char-server after initial
+OnAgitInit will run when data for all castles and all guilds that hold a
+castle is received by map-server from the char-server after initial
connect.
-No RID will be attached while any of the above mentioned labels are
-triggered, so no character or account-based variables will be accessible,
+No RID will be attached while any of the above mentioned labels are
+triggered, so no character or account-based variables will be accessible,
until you attach a RID with 'attachrid' (see below).
-The above also applies to, the last three labels, the only difference is
-that these labels are used exclusively for WoE SE, and are called
+The above also applies to, the last three labels, the only difference is
+that these labels are used exclusively for WoE SE, and are called
independently.
OnInstanceInit:
@@ -1056,9 +1056,9 @@ an instance is in progress.
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
+This label will be executed if a trigger area is defined for the NPC
+object it's in. If it isn't present, the execution will start from the
+beginning of the NPC code. The RID of the triggering character object will
be attached.
OnTouch_:
@@ -1068,7 +1068,7 @@ chosen once the triggering character leaves the area.
OnUnTouch:
-This label will be executed if plater leave trigger area is defined for the NPC
+This label will be executed if plater leave trigger area is defined for the NPC
object it's in. If it isn't present, nothing will happend.
The RID of the triggering character object will be attached.
@@ -1081,29 +1081,29 @@ It's pretty obvious when these four special labels will be invoked.
OnPCDieEvent:
-This special label triggers when a player dies. The variable 'killerrid'
+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
+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
+This special label triggers when a player kills a monster. The variable
'killedrid' is set to the Class of the monster killed.
OnPCLoadMapEvent:
-This special label will trigger once a player steps in a map marked with
-the 'loadevent' mapflag and attach its RID. The fact that this label
-requires a mapflag for it to work is because, otherwise, it'd be
-server-wide and trigger every time a player would change maps. Imagine the
+This special label will trigger once a player steps in a map marked with
+the 'loadevent' mapflag and attach its RID. The fact that this label
+requires a mapflag for it to work is because, otherwise, it'd be
+server-wide and trigger every time a player would change maps. Imagine the
server load with 1,000 players (oh the pain...)
-Only the special labels which are not associated with any script command
-are listed here. There are other kinds of labels which may be triggered in
+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.
OnCountFunds:
@@ -1123,9 +1123,9 @@ for more information.
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
+These special labels are used with Mob scripts mostly, and script commands
+that requires you to point/link a command to a mob or another NPC, giving
+a label name to start from. The label name can be any of your liking, but
must be started with "On".
Example:
@@ -1155,9 +1155,9 @@ for npc_event in npc.c.
Scripting commands and functions
--------------------------------
-The commands and functions are listed here in no particular order. There's
-a difference between commands and functions - commands leave no 'return
-value' which might be used in a conditional statement, as a command
+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.
All instructions must end with a ';'. Actually, you may expect to have multiple
@@ -1201,11 +1201,11 @@ From here on, we will have the commands sorted as followed:
*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
+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");
@@ -1226,18 +1226,18 @@ that color:
mes("This is ^FF0000 red ^000000 and this is ^00FF00 green, ^000000 so.");
mes(callfunc("F_MesColor", C_BLUE) +"This message is now in BLUE");
-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
+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.
-If you're using a client from 2011-10-10aRagexe.exe onwards, you can also
+If you're using a client from 2011-10-10aRagexe.exe onwards, you can also
use automatic navigation and open URLs in browser by using some HTML-like
labels. For example:
mes("go to <NAVI>[Hat Maker]<INFO>izlude,131,148,</INFO></NAVI> to make hats");
-Will make the [Hat Maker] text clickable in the client and start a navigation
+Will make the [Hat Maker] text clickable in the client and start a navigation
to that point.
mes("You can <URL>Google<INFO>http://www.google.com/</INFO></URL> anything");
@@ -1269,13 +1269,13 @@ for more details.
*next()
-This command will display a 'next' button in the message window for the
-invoking character. Clicking on it will cause the window to clear and
+This command will display a 'next' button in the message window for the
+invoking character. Clicking on it will cause the window to clear and
display a new one. Used to segment NPC-talking, next() is often used in
combination with mes() and close().
-If no window is currently on screen, one will be created, but once the
-invoking character clicks on it, a warning is thrown on the server console
+If no window is currently on screen, one will be created, but once the
+invoking character clicks on it, a warning is thrown on the server console
and the script will terminate.
mes("[Woman]");
@@ -1288,10 +1288,10 @@ and the script will terminate.
*close()
-This command will create a 'close' button in the message window for the
-invoking character. If no window is currently on screen, the script
-command 'end;' must be used. This is one of the ways to end a speech from
-an NPC. Once the button is clicked, the NPC script execution will end, and
+This command will create a 'close' button in the message window for the
+invoking character. If no window is currently on screen, the script
+command 'end;' must be used. This is one of the ways to end a speech from
+an NPC. Once the button is clicked, the NPC script execution will end, and
the message box will disappear.
mes("[Woman]");
@@ -1303,12 +1303,12 @@ the message box will disappear.
*close2()
-This command will create a 'close' button in the message window for the
-invoking character. WARNING: If no window is currently on screen, the
-script execution will halt indefinitely! See 'close'. There is one
-important difference, though - even though the message box will have
-closed, the script execution will not stop, and commands after 'close2'
-will still run, meaning an 'end' has to be used to stop the script, unless
+This command will create a 'close' button in the message window for the
+invoking character. WARNING: If no window is currently on screen, the
+script execution will halt indefinitely! See 'close'. There is one
+important difference, though - even though the message box will have
+closed, the script execution will not stop, and commands after 'close2'
+will still run, meaning an 'end' has to be used to stop the script, unless
you make it stop in some other manner.
mes("[Woman]");
@@ -1352,9 +1352,9 @@ 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 isn't the only way to set a variable directly: you can set them
-much like any other programming language as stated before (refer to the
+This command will set a variable to the value that the expression results
+in. This isn't the only way to set a variable directly: you can set them
+much like any other programming language as stated before (refer to the
'Assigning variables' section).
This command is deprecated and it shouldn't be used in new scripts, except
@@ -1406,11 +1406,11 @@ Examples:
//This will return the value of .var, note that this can't be used, since
//the value isn't caught.
getvariableofnpc(.var, "TargetNPC");
-
+
//This will set the .@v variable to the value of the TargetNPC's .var
//variable.
.@v = getvariableofnpc(.var, "TargetNPC");
-
+
//This will set the .var variable of TargetNPC to 1.
set(getvariableofnpc(.var, "TargetNPC"), 1);
@@ -1430,11 +1430,11 @@ 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);
@@ -1442,7 +1442,7 @@ Examples:
*goto(<label>)
-This command will make the script jump to a label, usually used in
+This command will make the script jump to a label, usually used in
conjunction with other instructions, such as "if", but often used on its own.
...
@@ -1457,11 +1457,11 @@ Gotos are considered to be harmful and should be avoided whenever possible.
*menu("<option_text>", <target_label>{, "<option_text>", <target_label>, ...})
-This command will create a selectable menu for the invoking character.
+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
+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.
This command is deprecated and it should not be used in new scripts, as it
@@ -1472,8 +1472,8 @@ 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.
+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);
@@ -1489,8 +1489,8 @@ This number is consistent with empty options and grouped options.
// 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
+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);
@@ -1503,98 +1503,98 @@ optimize big scripts.
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
+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
+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
+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$[0], <list of potential menu items>);
.@j = 0; // That's the menu lines counter.
-
+
// We loop through the list of possible menu items.
// .@i is our loop counter.
for (.@i = 0; .@i < getarraysize(.@possiblemenuitems$); ++.@i) {
- // That 'condition' is whatever condition that determines whether
+ // 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
+ // We record the option into the list of options actually
// available.
.@menulist$[.@j] = .@possiblemenuitems$[.@i];
-
- // We just copied the string, we do need it's number for later
+
+ // We just copied the string, we do need it's number for later
// though, so we record it as well.
.@menureference[.@j] = .@i;
-
- // Since we've just added a menu item into the list, we
+
+ // Since we've just added a menu item into the list, we
// increment the menu lines counter.
++.@j;
}
-
+
// 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
+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
+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
+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$[<X>], -);
-This calls up a menu of all your items. Since you didn't copy some of the
-possible menu items into the list, it's end is empty and so no menu items
+This calls up a menu of all your items. Since you didn't copy some of the
+possible menu items into the list, it's end is empty and so no menu items
will show up past the end. But this menu() call doesn't jump anywhere, it
just continues execution right after the menu() command. (And it's a good
-thing it doesn't, cause you can only explicitly define labels to jump to,
-and how do you know which ones to define if you don't know beforehand
+thing it doesn't, cause you can only explicitly define labels to jump to,
+and how do you know which ones to define if you don't know beforehand
which options will end up where in your menu?)
But how do you figure out which option the user picked? Enter the @menu.
-@menu contains the number of option that the user selected from the list,
-starting with 1 for the first option. You know now which option the user
-picked and which number in your real list of possible menu items it
+@menu contains the number of option that the user selected from the list,
+starting with 1 for the first option. You know now which option the user
+picked and which number in your real list of possible menu items it
translated to:
mes("You selected "+.@possiblemenuitems$[.@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
+@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$[.@menureference[@menu-1]] is the string that we
-used to display the menu line the user picked. (Yes, it's a handful, but
+used to display the menu line the user picked. (Yes, it's a handful, but
it works.)
You can set up a bunch of 'if (.@menureference[@menu-1]==X) goto(Y)'
-statements to route your execution based on the line selected and still
-generate a different menu every time, which is handy when you want to, for
-example, make users select items in any specific order before proceeding,
+statements to route your execution based on the line selected and still
+generate a different menu every time, which is handy when you want to, for
+example, make users select items in any specific order before proceeding,
or make a randomly shuffled menu.
-Kafra code bundled with the standard distribution uses a similar
-array-based menu technique for teleport lists, but it's much simpler and
+Kafra code bundled with the standard distribution uses a similar
+array-based menu technique for teleport lists, but it's much simpler and
doesn't use @menu, probably since that wasn't documented anywhere.
-See also 'select', which is probably better in this particular case.
+See also 'select', which is probably better in this particular case.
Instead of menu(), you could use select() like this:
.@dummy = select(.@menulist$[0], .@menulist$[1], ..., .@menulist$[<X>]);
-For the purposes of the technique described above these two statements are
+For the purposes of the technique described above these two statements are
perfectly equivalent.
---------------------------------------
@@ -1610,19 +1610,19 @@ 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 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
+'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
+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]");
@@ -1642,7 +1642,7 @@ many uses, one example would be a guessing game, also making use of the
}
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
+will allow the player to enter text. Otherwise, only numbers will be
allowed.
mes("[Woman]");
@@ -1660,23 +1660,23 @@ allowed.
}
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
+This is done to prevent exploits in badly written scripts, which would let
+people, for example, put negative amounts of Zeny into a bank script and
receive free Zeny as a result.
-The command has two optional arguments and a return value.
-The default value of 'min' and 'max' can be set with 'input_min_value' and
+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 conf/map/script.conf.
For numeric inputs the value is capped to the range [min, max]. Returns 1
if the value was higher than 'max', -1 if lower than 'min' and 0 otherwise.
-For string inputs it returns 1 if the string was longer than 'max', -1 is
+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>})
-This command lets you call up a function NPC. A function NPC can be called
+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' instruction it
will come back to the place that called it.
@@ -1695,7 +1695,7 @@ will come back to the place that called it.
end;
}
-You can pass arguments to your function - values telling it what exactly
+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.
@@ -1717,7 +1717,7 @@ may do so:
return 1;// it's odd
}
-Alternately, user-defined functions may be called directly without the use
+Alternately, user-defined functions may be called directly without the use
of the callfunc() script command.
function<TAB>script<TAB>SayHello<TAB>{
@@ -1734,22 +1734,22 @@ of the callfunc() script command.
Note:
!! A user-defined function must be declared /before/ a script attempts to
- !! call it. That is to say, any functions should be placed above scripts
- !! or NPCs (or loaded in a separate file first) before attempting to call
+ !! call it. That is to say, any functions should be placed above scripts
+ !! or NPCs (or loaded in a separate file first) before attempting to call
!! them directly.
---------------------------------------
*callsub(<label>{, <argument>, ...<argument>})
-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
+This command will go to a specified label within the current script (do
+NOT use quotes around it) coming in as if it were a 'callfunc' call, and
+pass it arguments given, if any, which can be recovered there with
+'getarg'. When done there, you should use the 'return' command to go back
+to the point from where this label was called. This is used when there is
+a specific thing the script will do over and over, this lets you use the
+same bit of code as many times as you like, to save space and time,
+without creating extra NPC objects which are needed with 'callfunc'. A
label is not callable in this manner from another script.
Example 1: callsub for checking (if checks pass, return to script)
@@ -1778,7 +1778,7 @@ S_CheckFull:
return;
Example 2: callsub used repeatedly, with different arguments
-// notice how the Zeny check/delete is reused, instead of copy-pasting for
+// notice how the Zeny check/delete is reused, instead of copy-pasting for
// every warp.
switch (select("Abyss Lake", "Amatsu Dungeon", "Anthell", "Ayothaya Dungeon", "Beacon Island, Pharos")) {
case 1:
@@ -1817,13 +1817,13 @@ S_DunWarp:
*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.
+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
+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,{
@@ -1850,11 +1850,11 @@ number 0. If no such argument was given, a zero is returned.
close();
}
-"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.
+"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:
@@ -1864,7 +1864,7 @@ getarg(0) would be 5, getarg(1) would be 4 and getarg(2) would be 3.
Getarg also has an optional argument:
If the target argument exists, it is returned.
-Otherwise, if <default_value> is present it is returned instead, if not
+Otherwise, if <default_value> is present it is returned instead, if not
the script terminates immediately.
In previous example getarg(2, -1) would be 3 and getarg(3, -1) would be -1.
@@ -1873,8 +1873,8 @@ In previous example getarg(2, -1) would be 3 and getarg(3, -1) would be -1.
*getargcount()
-This function is used when you use the 'callsub' or 'callfunc' commands.
-In the call you can specify arguments. This function will return the
+This function is used when you use the 'callsub' or 'callfunc' commands.
+In the call you can specify arguments. This function will return the
number of arguments provided.
Example:
@@ -1894,7 +1894,7 @@ function with callfunc() or script with callsub() and return to the
location, where the call originated from. Optionally a return value can
be supplied.
-Using this command outside of functions or scripts referenced by callsub
+Using this command outside of functions or scripts referenced by callsub
will result in error and termination of the script.
callfunc("<your function>"); // when nothing is returned
@@ -1909,7 +1909,7 @@ will result in error and termination of the script.
}
This works like callfunc(), and is used for cleaner and faster scripting.
-The function must be defined and used within a script, and works like a
+The function must be defined and used within a script, and works like a
label with arguments.
Note that the name may only contain alphanumeric characters and underscore.
@@ -1996,11 +1996,11 @@ Example:
This is the basic conditional command.
-The condition can be any expression. All expressions resulting in a
-non-zero value will be considered True, including negative values. All
+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
+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 (true)
@@ -2012,9 +2012,9 @@ isn't true, nothing happens and we move on to the next line of the script.
if (-1)
mes("Funny as it is, this will also print just fine.");
-For more information on conditional operators see the operators section
+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
+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(PC_NAME) == "Daniel Jackson")
@@ -2120,13 +2120,13 @@ Example 6:
See strcharinfo() for explanation of what this function does.
-Remember that if you plan to do several actions upon the condition being
-false, and you forget to use the curly braces (the { } ), the second
-action will be executed regardless the output of the condition, unless of
-course, you stop the execution of the script if the condition is true
+Remember that if you plan to do several actions upon the condition being
+false, and you forget to use the curly braces (the { } ), the second
+action will be executed regardless the output of the condition, unless of
+course, you stop the execution of the script if the condition is true
(that is, in the first grouping using a return, and end or a close()).
-Also, you can have multiple conditions nested or chained, and don't worry
+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 ;).
...
@@ -2145,16 +2145,16 @@ if (<condition 1>) {
*while (<condition>) <statement or block>
-This is probably the simplest and most frequently used loop structure. The
-'while' statement can be interpreted as "while <condition> is true,
-perform <statement>". It is a pretest loop, meaning the conditional
-expression is tested before any of the statements in the body of the loop
-are performed. If the condition evaluates to false, the statement(s) in
-the body of the loop is/are never executed. If the condition evaluates to
-true, the statement(s) are executed, then control transfers back to the
+This is probably the simplest and most frequently used loop structure. The
+'while' statement can be interpreted as "while <condition> is true,
+perform <statement>". It is a pretest loop, meaning the conditional
+expression is tested before any of the statements in the body of the loop
+are performed. If the condition evaluates to false, the statement(s) in
+the body of the loop is/are never executed. If the condition evaluates to
+true, the statement(s) are executed, then control transfers back to the
conditional expression, which is reevaluated and the cycle continues.
-Multiple statements can be grouped with { }, curly braces, just like with
+Multiple statements can be grouped with { }, curly braces, just like with
the 'if' statement.
Example 1:
@@ -2187,15 +2187,15 @@ Example 4: sentinel-controlled loop
*for (<variable initialization>; <condition>; <variable update>) <statement or block>
-Another pretest looping structure is the 'for' statement. It is considered
-a specialized form of the 'while' statement, and is usually associated
-with counter-controlled loops. Here are the steps of the 'for' statement:
-the initialize statement is executed first and only once. The condition
-test is performed. When the condition evaluates to false, the rest of the
-for statement is skipped. When the condition evaluates to true, the body
-of the loop is executed, then the update statement is executed (this
-usually involves incrementing a variable). Then the condition is
-reevaluated and the cycle continues.
+Another pretest looping structure is the 'for' statement. It is considered
+a specialized form of the 'while' statement, and is usually associated
+with counter-controlled loops. Here are the steps of the 'for' statement:
+the initialize statement is executed first and only once. The condition
+test is performed. When the condition evaluates to false, the rest of the
+for statement is skipped. When the condition evaluates to true, the body
+of the loop is executed, then the update statement is executed (this
+usually involves incrementing a variable). Then the condition is
+reevaluated and the cycle continues.
Example 1:
for (.@i = 0; .@i < 5; ++.@i)
@@ -2210,10 +2210,10 @@ Example 2:
*do { <statements>; } while (<condition>)
-The 'do...while' is the only post-test loop structure available in this
-script language. With a post-test, the statements are executed once before
-the condition is tested. When the condition is true, the statement(s) are
-repeated. When the condition is false, control is transferred to the
+The 'do...while' is the only post-test loop structure available in this
+script language. With a post-test, the statements are executed once before
+the condition is tested. When the condition is true, the statement(s) are
+repeated. When the condition is false, control is transferred to the
statement following the 'do...while' loop expression.
Example 1: sentinel-controlled loop
@@ -2234,7 +2234,7 @@ Example 2: counter-controlled loop
*freeloop(<toggle>)
Toggling this to enabled (true) allows the script instance to bypass the
-infinite loop protection, allowing your script to loop as much as it may
+infinite loop protection, allowing your script to loop as much as it may
need. Disabling (false) may warn you if an infinite loop is detected if your
script is looping too many times.
@@ -2249,8 +2249,8 @@ Example:
//Be aware with what you do here.
for (.@i = 0; .@i < .@bigloop; ++.@i) {
dothis();
- // will sleep the script for 1ms when detect an infinity loop to
- // let Hercules do what it need to do (socket, timer, process,
+ // will sleep the script for 1ms when detect an infinity loop to
+ // let Hercules do what it need to do (socket, timer, process,
// etc.)
}
@@ -2265,7 +2265,7 @@ Example:
*setarray(<array name>[<first value>], <value>{, <value>...<value>})
-This command will allow you to quickly fill up an array in one go. Check
+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);
@@ -2286,7 +2286,7 @@ will produce:
*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
+This command will change many array values at the same time to the same
value.
setarray(.@array, 100, 200, 300, 400, 500, 600);
@@ -2305,14 +2305,14 @@ 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
+This command lets you quickly shuffle a lot of data between arrays, which
is in some cases invaluable.
setarray(.@array, 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
+ // Now, .@array2[0] will be equal to .@array[2] (300) and
// .@array2[1] will be equal to .@array[3].
So using the examples above:
@@ -2336,14 +2336,14 @@ 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
+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
+ // 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
+ // 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);
@@ -2374,7 +2374,7 @@ deleted.
*strcharinfo(<type>{, <default value>{, <GID>}})
-This function will return either the name, party name or guild name for
+This function will return either the name, party name or guild name for
the invoking character. Whatever it returns is determined by type.
(0) PC_NAME - Character's name.
(1) PC_PARTY - The name of the party they're in if any.
@@ -2384,8 +2384,8 @@ the invoking character. Whatever it returns is determined by type.
If <GID> is passed, it will return the value of the specified player instead
the attached player. If the player is not found, it will return
<default value>, if any, or else return an empty string.
-
-If a character is not a member of any party or guild, an empty string will
+
+If a character is not a member of any party or guild, an empty string will
be returned when requesting that information.
Note: Numbers can also be used in <type>, but their usage is disncouraged as
@@ -2451,20 +2451,20 @@ This command returns the index of the passed array. This is useful when
used in combination with getarg()
Example:
-
+
getarrayindex(.@foo[42]) // 42
---------------------------------------
*getelementofarray(<array name>, <index>)
-This command retrieves the value of the element of given array at given
+This command retrieves the value of the element of given array at given
index. This is equivalent to using:
<array name>[<index>]
-Also useful when passing arrays to functions or accessing another npc's
-arrays:
+Also useful when passing arrays to functions or accessing another npc's
+arrays:
getelementofarray(getarg(0), <index>)
getelementofarray(getvariableofnpc(.var, "testNPC"), <index>)
@@ -2472,17 +2472,17 @@ arrays:
*readparam(<parameter number>{, "<player name>"})
-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
+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/constants.conf'.
Example parameters:
-StatusPoint, BaseLevel, SkillPoint, Class, Upper, Zeny, Sex, Weight,
-MaxWeight, JobLevel, BaseExp, JobExp, NextBaseExp, NextJobExp, Hp, MaxHp,
+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
+All of these also behave as variables, but don't expect to be able to just
'set' them - some will not work for various internal reasons.
Example 1:
@@ -2490,7 +2490,7 @@ Example 1:
// Returns how many status points you haven't spent yet.
mes("Unused status points: "+readparam(9)); // [!]
-Using this particular information as a function call is not required.
+Using this particular information as a function call is not required.
Typing this will return the same result:
mes("Unused status points: "+StatusPoint);
@@ -2511,7 +2511,7 @@ Example 3:
*getcharid(<type>{, "<character name>"})
-This function will return a unique ID number of the invoking character,
+This function will return a unique ID number of the invoking character,
or, if a character name is specified, of that player.
Type is the kind of associated ID number required:
@@ -2522,16 +2522,16 @@ Type is the kind of associated ID number required:
(3) CHAR_ID_ACCOUNT - Account ID number.
(4) CHAR_ID_BG - Battle ground ID
-For most purposes other than printing it, a number is better to have than
+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
+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(CHAR_ID_CHAR) 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
+If getcharid(CHAR_ID_CHAR) 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(CHAR_ID_GUILD) == 0)
@@ -2541,8 +2541,8 @@ playerattached() to check for the character attached to the script.
*getnpcid(<type>{, "<npc name>"})
-Retrieves IDs of the currently invoked NPC. If a unique npc name is given,
-IDs of that NPC are retrieved instead. Type specifies what ID to retrieve
+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)
@@ -2555,7 +2555,7 @@ If an invalid type is given or the NPC does not exist, 0 is returned.
*getmotherid()
*getfatherid()
-These functions return the character ID of the attached player's child,
+These functions return the character ID of the attached player's child,
mother, mother, or father, respectively. It returns 0 if no ID is found.
if (getmotherid() != 0)
@@ -2573,8 +2573,8 @@ 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
+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() == 0)
@@ -2586,12 +2586,12 @@ will return 0, which is a quick way to see if they are married:
*getpartyname(<party id>)
-This function will return the name of a party that has the specified 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
+ // This would return the name of the party from the ID stored in a
// variable
mes("You're in the '"+getpartyname($@var)+"' party, I know!");
@@ -2599,55 +2599,55 @@ Lets say the ID of a party was saved as a global variable:
*getpartymember(<party id>{, <type>})
-This command will find all members of a specified party and returns their
-names (or character id or account id depending on the value of "type")
-into an array of temporary global variables. There's actually quite a few
-commands like this which will fill a special variable with data upon
+This command will find all members of a specified party and returns their
+names (or character id or account id depending on the value of "type")
+into an array of temporary global variables. There's actually quite a few
+commands like this which will fill a special variable with data upon
execution and not do anything else.
Upon executing this,
-$@partymembername$[] is a global temporary string array which contains all
+$@partymembername$[] is a global temporary string array which contains all
the names of these party members.
(only set when type is 0 or not specified)
-$@partymembercid[] is a global temporary number array which contains the
+$@partymembercid[] is a global temporary number array which contains the
character id of these party members.
(only set when type is 1)
-$@partymemberaid[] is a global temporary number array which contains the
+$@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
+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
+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
+If someone with 7 party members invokes this script, the array would have
+7 elements. But if another person calls up the NPC, and he has a party of
+5, the server will not clear the array for you, overwriting the values
+instead. So in addition to returning the 5 member names, the 6th and 7th
+elements from the last call remain, and you will get 5+2 members, of which
+the last 2 don't belong to the new guy's party. $@partymembercount will
+always contain the correct number, (5) unlike 'getarraysize()' which will
return 7 in this case.
Example 1: list party member names
// get the party member names
getpartymember(getcharid(CHAR_ID_PARTY), 0);
-
- // It's a good idea to copy the global temporary $@partymember*****
- // variables to your own scope variables because if you have pauses in
- // this script (sleep, sleep2, next, close2, input, menu, select, or
- // prompt), another player could click this NPC, trigger
+
+ // It's a good idea to copy the global temporary $@partymember*****
+ // variables to your own scope variables because if you have pauses in
+ // this script (sleep, sleep2, next, close2, input, menu, select, or
+ // prompt), another player could click this NPC, trigger
// 'getpartymember', and overwrite the $@partymember***** variables.
.@count = $@partymembercount;
copyarray(.@name$[0], $@partymembername$[0], $@partymembercount);
-
+
// list the party member names
for (.@i = 0; .@i < .@count; ++.@i) {
mes((.@i +1) + ". ^0000FF" + .@name$[.@i] + "^000000");
@@ -2658,43 +2658,43 @@ Example 1: list party member names
Example 2: check party count (with a next() pause), before warping to event
.register_num = 5; // How many party members are required?
-
+
// get the charID and accountID of character's party members
getpartymember(getcharid(CHAR_ID_PARTY), 1);
getpartymember(getcharid(CHAR_ID_PARTY), 2);
-
+
if ($@partymembercount != .register_num) {
mes("Please form a party of "+ .register_num +" to continue");
close();
}
-
+
// loop through both and use 'isloggedin' to count online party members
for (.@i = 0; .@i < $@partymembercount; ++.@i)
if (isloggedin($@partymemberaid[.@i], $@partymembercid[.@i]))
.@count_online++;
- // We search accountID & charID because a single party can have
- // multiple characters from the same account. Without searching
- // through the charID, if a player has 2 characters from the same
- // account inside the party but only 1 char online, it would count
+ // We search accountID & charID because a single party can have
+ // multiple characters from the same account. Without searching
+ // through the charID, if a player has 2 characters from the same
+ // account inside the party but only 1 char online, it would count
// their online char twice.
-
+
if (.@count_online != .register_num) {
mes("All your party members must be online to continue");
close();
}
-
+
// copy the array to prevent players cheating the system
copyarray(.@partymembercid, $@partymembercid, .register_num);
-
+
mes("Are you ready?");
next(); // careful here
select("Yes");
-
- // When a script hits a next, menu, sleep or input that pauses the
- // script, players can invite or /leave and make changes in their
- // party. To prevent this, we call getpartymember again and compare
+
+ // When a script hits a next, menu, sleep or input that pauses the
+ // script, players can invite or /leave and make changes in their
+ // party. To prevent this, we call getpartymember again and compare
// with the original values.
-
+
getpartymember(getcharid(CHAR_ID_PARTY), 1);
if ($@partymembercount != .register_num) {
mes("You've made changes to your party !");
@@ -2706,7 +2706,7 @@ Example 2: check party count (with a next() pause), before warping to event
close();
}
}
-
+
// Finally, it's safe to start the event!
warpparty("event_map", 0, 0, getcharid(CHAR_ID_PARTY), true);
@@ -2715,7 +2715,7 @@ Example 2: check party count (with a next() pause), before warping to event
*getpartyleader(<party id>{, <type>})
This function returns some information about the given party-id's leader.
-When type is omitted, the default information retrieved is the leader's
+When type is omitted, the default information retrieved is the leader's
name. Possible types are:
1: Leader account id
@@ -2725,26 +2725,26 @@ name. Possible types are:
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
+If retrieval fails (leader not found or party does not exist), this
+function returns "null" instead of the character name, and -1 for the
other types.
---------------------------------------
*getlook(<type>)
-This function will return the number for the current character look value
+This function will return the number for the current character look value
specified by type. See 'setlook' for valid look types.
-This can be used to make a certain script behave differently for
+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
+This function will return information about the invoking character's save
+point. You can use it to let a character swap between several recorded
save points. Available information types are:
0 - Map name (a string)
@@ -2752,13 +2752,13 @@ save points. Available information types are:
2 - Y coordinate
---------------------------------------
-
+
*getcharip({"<character name>"|<account id>|<char id>})
-This function will return the IP address of the invoking character, or, if
-a player is specified, of that character. A blank string is returned if no
+This function will return the IP address of the invoking character, or, if
+a player is specified, of that character. A blank string is returned if no
player is attached.
-
+
Examples:
// Outputs IP address of attached player.
@@ -2791,8 +2791,8 @@ In case no player is specified, the function will return the state of the attach
*getequipid(<equipment slot>)
-This function returns the item ID of the item equipped in the equipment
-slot specified on the invoking character. If nothing is equipped there, it
+This function returns the item ID of the item equipped in the equipment
+slot specified on the invoking character. If nothing is equipped there, it
returns -1. Valid equipment slots are:
EQI_HEAD_TOP (1) - Upper head gear
@@ -2816,11 +2816,11 @@ EQI_SHADOW_SHOES (18) - Shadow Shoes
EQI_SHADOW_ACC_R (19) - Shadow Accessory 2
EQI_SHADOW_ACC_L (20) - Shadow Accessory 1
-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
+Notice that a few items occupy several equipment slots, and if the
+character is wearing such an item, 'getequipid' will return it's ID number
for either slot.
-Can be used to check if you have something equipped, or if you haven't got
+Can be used to check if you have something equipped, or if you haven't got
something equipped:
if (getequipid(EQI_HEAD_TOP) == Tiara) {
@@ -2830,9 +2830,9 @@ something equipped:
mes("Come back when you have a Tiara 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
+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) == Full_Plate_Armor || getequipid(EQI_ARMOR) == Full_Plate_Armor_) {
@@ -2852,10 +2852,10 @@ would do this:
*getequipname(<equipment slot>)
-Returns the jname of the item equipped in the specified equipment slot on
-the invoking character, or an empty string if nothing is equipped in that
+Returns the jname of the item equipped in the specified equipment slot on
+the invoking character, or an empty string if nothing is equipped in that
position.
-Does the same thing as getitemname(getequipid()). Useful for an NPC to
+Does the same thing as getitemname(getequipid()). Useful for an NPC to
state what your are wearing, or maybe saving as a string variable.
See getequipid() for a full list of valid equipment slots.
@@ -2868,8 +2868,8 @@ See getequipid() for a full list of valid equipment slots.
*getitemname(<item id>)
-Given the database ID number of an item, this function will return the
-text stored in the 'japanese name' field (which, in Hercules, stores an
+Given the database ID number of an item, this function will return the
+text stored in the 'japanese name' field (which, in Hercules, stores an
English name the players would normally see on screen).
Return "null" if no such item exist.
@@ -2877,10 +2877,10 @@ Return "null" if no such item exist.
*getbrokenid(<number>)
-This function will search the invoking character's inventory for any
-broken items, and will return their item ID numbers. Since the character
-may have several broken items, 1 given as an argument will return the
-first one found, 2 will return the second one, etc. Will return 0 if no
+This function will search the invoking character's inventory for any
+broken items, and will return their item ID numbers. Since the character
+may have several broken items, 1 given as an argument will return the
+first one found, 2 will return the second one, etc. Will return 0 if no
such item is found.
// Let's see if they have anything broken:
@@ -2900,8 +2900,8 @@ invoking character.
*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
+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)) {
@@ -2934,10 +2934,10 @@ of equipment slots see getequipid().
*getequiprefinerycnt(<equipment slot>)
-Returns the current number of pluses for the item in the specified
+Returns the current number of pluses for the item in the specified
equipment slot. For a list of equipment slots see 'getequipid'.
-Can be used to check if you have reached a maximum refine value, default
+Can be used to check if you have reached a maximum refine value, default
for this is +10:
if (getequiprefinerycnt(EQI_HEAD_TOP) < 10)
@@ -2949,15 +2949,15 @@ for this is +10:
*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
+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
+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
+If no item is equipped in this slot, or if it doesn't have a weapon level
according to the database, 0 will be returned.
Examples:
@@ -3014,13 +3014,13 @@ Examples:
*getequippercentrefinery(<equipment slot>{, <type>})
-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. Refine rates are defined in the db/<re/pre-re>/refine_db.conf
+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. Refine rates are defined in the db/<re/pre-re>/refine_db.conf
files. 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
+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).
Refine Chance Type Constants -
@@ -3035,7 +3035,7 @@ Enriched Ores: http://ro.gnjoy.com/news/probability/View.asp?category=4&seq=194
Event Normal Ores: http://ro.gnjoy.com/news/probability/View.asp?category=4&seq=1941558&curpage=1
Event Enriched Ores: http://ro.gnjoy.com/news/probability/View.asp?category=4&seq=1941567&curpage=1
-// This will find a random number from 0 - 99 and if that is equal to or
+// This will find a random number from 0 - 99 and if that is equal to or
// more than the value recovered by this command it will show a message
if (getequippercentrefinery(EQI_HAND_L, REFINE_CHANCE_TYPE_NORMAL) <= rand(100))
mes("Aww");
@@ -3044,31 +3044,31 @@ Event Enriched Ores: http://ro.gnjoy.com/news/probability/View.asp?category=4&se
*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
+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
+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 (Apple).
---------------------------------------
*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'
+This function will return the number of cards that have been compounded
+onto a specific equipped item for the invoking character. See 'getequipid'
for a list of possible equipment slots.
---------------------------------------
*getinventorylist()
-This command sets a bunch of arrays with a complete list of whatever the
-invoking character has in its inventory, including all the data needed to
+This command sets a bunch of arrays with a complete list of whatever the
+invoking character has in its inventory, including all the data needed to
recreate these items perfectly if they are destroyed. Here's what you get:
@inventorylist_id[] - array of item ids.
@@ -3082,21 +3082,21 @@ recreate these items perfectly if they are destroyed. Here's what you get:
@inventorylist_card3[] names inscribed on the items, so you can
@inventorylist_card4[] explicitly check if the character owns an item
made by a specific craftsman.
-@inventorylist_expire[] - expire time (Unix time stamp). 0 means never
+@inventorylist_expire[] - expire time (Unix time stamp). 0 means never
expires.
@inventorylist_bound - whether it is an account bounded item or not.
@inventorylist_count - the number of items in these lists.
-This could be handy to save/restore a character's inventory, since no
+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
+only way to correctly handle an NPC trader for carded and named items who
+could resell them - since NPC objects cannot own items, so they have to
store item data in variables and recreate the items.
-Notice that the variables this command generates are all temporary,
+Notice that the variables this command generates are all temporary,
attached to the character, and integer.
-Be sure to use @inventorylist_count to go through these arrays, and not
+Be sure to use @inventorylist_count to go through these arrays, and not
getarraysize(), because the arrays are not automatically cleared between
runs of getinventorylist().
@@ -3104,8 +3104,8 @@ runs of getinventorylist().
*getcartinventorylist()
-This command sets a bunch of arrays with a complete list of whatever the
-invoking character has in its cart_inventory, including all the data needed to
+This command sets a bunch of arrays with a complete list of whatever the
+invoking character has in its cart_inventory, including all the data needed to
recreate these items perfectly if they are destroyed. Here's what you get:
@cartinventorylist_id[] - array of item ids.
@@ -3118,21 +3118,21 @@ recreate these items perfectly if they are destroyed. Here's what you get:
@cartinventorylist_card3[] names inscribed on the items, so you can
@cartinventorylist_card4[] explicitly check if the character owns an item
made by a specific craftsman.
-@cartinventorylist_expire[] - expire time (Unix time stamp). 0 means never
+@cartinventorylist_expire[] - expire time (Unix time stamp). 0 means never
expires.
@cartinventorylist_bound - whether it is an account bound item or not.
@cartinventorylist_count - the number of items in these lists.
-This could be handy to save/restore a character's cart_inventory, since no
+This could be handy to save/restore a character's cart_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
+only way to correctly handle an NPC trader for carded and named items who
+could resell them - since NPC objects cannot own items, so they have to
store item data in variables and recreate the items.
-Notice that the variables this command generates are all temporary,
+Notice that the variables this command generates are all temporary,
attached to the character, and integer.
-Be sure to use @cartinventorylist_count to go through these arrays, and not
+Be sure to use @cartinventorylist_count to go through these arrays, and not
getarraysize(), because the arrays are not automatically cleared between
runs of getcartinventorylist().
@@ -3140,7 +3140,7 @@ runs of getcartinventorylist().
*cardscnt()
-This function will return the number of cards inserted into the weapon
+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:
@@ -3151,7 +3151,7 @@ While this function was meant for item scripts, it will work outside them:
*getrefine()
-This function will return the refine count of the equipment from which
+This function will return the refine count of the equipment from which
the function is called. This function is intended for use in item scripts.
if (getrefine() == 10)
@@ -3161,10 +3161,10 @@ the function is called. This function is intended for use in item scripts.
*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
+This function will look up the item with the specified ID number in the
+database and return the number of slots this kind of items has - 0 if they
+are not slotted. It will also be 0 for all non-equippable items,
+naturally, unless someone messed up the item database. It will return -1
if there is no such item.
Example:
@@ -3176,7 +3176,7 @@ Example:
*getiteminfo(<item ID>, <type>)
-This function will look up the item with the specified ID number in the
+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.
@@ -3187,7 +3187,7 @@ Valid types are:
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 - subtype; 12 - elv; 13 - wlv; 14 - view id
-
+
If RENEWAL is defined, 15 - matk
Check sample in doc/sample/getiteminfo.txt
@@ -3243,7 +3243,7 @@ returns 0 if value couldn't be set, 1 on success.
Returns value for equipped item slot in the indicated slot (0, 1, 2, or 3).
This function returns CARD ID, 255, 254, -255 (for card 0, if the item is
-produced). It's useful for when you want to check whether an item contains
+produced). It's useful for when you want to check whether an item contains
cards or if it's signed.
---------------------------------------
@@ -3254,9 +3254,9 @@ cards or if it's signed.
*getmapxy("<variable for map name>", <variable for x>, <variable for y>, <type>{, "<search parameter>"})
-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
+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:
@@ -3272,7 +3272,7 @@ Type is the type of object to search for:
To look for a monster object, monster GID is required. The function will
always return -1 when search using string.
-The search parameter is optional. If it is not specified, the location of the
+The search parameter is optional. If it is not specified, the location of the
invoking character will always be returned for UNITTYPE_PC, the location of the
NPC running this function for UNITTYPE_NPC. If a search parameter is specified,
for UNITTYPE_PC and UNITTYPE_NPC, the character or NPC with the specified name
@@ -3319,7 +3319,7 @@ Type is the type of unit to search for:
BL_PET - Pet object
BL_HOM - Homunculus object
BL_MER - Mercenary object
- BL_IEM - Item object (item drops)
+ BL_ITEM - Item object (item drops)
BL_SKILL - Skill object (skill fx & sfx)
BL_NPC - NPC object
BL_CHAT - Chat object
@@ -3341,12 +3341,12 @@ added to the array (useful in for() loops).
*getgmlevel()
-This function will return the (GM) level of player group the account to
-which the invoking character belongs. If this is somehow executed from a
-console command, 99 will be returned, and 0 will be returned if the
+This function will return the (GM) level of player group the account to
+which the invoking character belongs. If this is somehow executed from a
+console command, 99 will be returned, and 0 will be returned if the
account has no GM level.
-This allows you to make NPC's only accessible for certain GM levels, or
+This allows you to make NPC's only accessible for certain GM levels, or
behave specially when talked to by GMs.
if (getgmlevel() > 0)
@@ -3358,16 +3358,16 @@ behave specially when talked to by GMs.
*setgroupid(<new group id>{, "<character name>"|<account id>})
-This function will temporary adjust the id of player group the account to which the
-player specified if the new group id is available.
+This function will temporary adjust the id of player group the account to which the
+player specified if the new group id is available.
Return true if successful, otherwise it will return false.
---------------------------------------
-*getgroupid()
+*getgroupid({<account id>})
-This function will return the id of player group the account to which the
-invoking player belongs.
+This command returns the id of the group of the attached or specified player.
+If the player is not found, returns -1.
---------------------------------------
@@ -3434,11 +3434,11 @@ Examples :
*gettimestr(<format string>, <max length>)
-This function will return a string containing time data as specified by
+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
+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.
@@ -3453,7 +3453,7 @@ 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.
+This function will return a number of users on a map or the whole server.
What it returns is specified by Type.
Type can be one of the following values, which control what is returned:
@@ -3467,11 +3467,11 @@ Type can be one of the following values, which control what is returned:
*getmapusers("<map name>")
-This function will return the number of users currently located on the
+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
+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.
Return -1 if the map name is invalid.
@@ -3481,11 +3481,11 @@ Return -1 if the map name is invalid.
*getareausers({"<map name>", }{<x1>, <y1>, <x2>, <y2>})
*getareausers({"<map name>", }{<radius>})
-This function will return the count of connected characters which are
+This function will return the count of connected characters which are
located within the specified area. Area can be x1/y1-x2/y2 square,
or radius from npc position. If map name missing, used attached player map.
-This is useful for maps that are split into many buildings, such as all
+This is useful for maps that are split into many buildings, such as all
the "*_in" maps, due to all the shops and houses.
Examples:
@@ -3498,8 +3498,8 @@ Examples:
*getusersname();
-This command will give the invoking character a list of names of the
-connected characters (including themselves) into an NPC script message
+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.
@@ -3512,7 +3512,7 @@ You need to put a 'close' after that yourself.
*getguildname(<guild id>)
-This function returns a guild's name given an ID number. If there is no
+This function returns a guild's name given an ID number. If there is no
such guild, "null" will be returned;
// Would print whatever guild 10007 name is.
@@ -3522,20 +3522,20 @@ such guild, "null" will be returned;
.@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
+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
+This function return the name of the master of the guild which has the
specified ID number. If there is no such guild, "null" will be returned.
// Would return the guild master of guild 10007, whatever that might be.
mes(getguildmaster(10007)+" runs "+getguildname(10007));
-Can be used to check if the character is the guild master of the specified
+Can be used to check if the character is the guild master of the specified
guild.
Maybe you want to make a room only guild masters can enter:
@@ -3556,15 +3556,15 @@ Maybe you want to make a room only guild masters can enter:
*getguildmasterid(<guild id>)
-This function will return the character ID number of the guild master of
-the guild specified by the ID. 0 if the character is not a guild master of
+This function will return the character ID number of the guild master of
+the guild specified by the ID. 0 if the character is not a guild master of
any guild.
---------------------------------------
*getcastlename("<map name>")
-This function returns the name of the castle when given the map name for
+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'.
---------------------------------------
@@ -3572,8 +3572,8 @@ that castle. The data is read from 'db/castle_db.txt'.
*getcastledata("<map name>", <type of data>)
*setcastledata("<map name>", <type of data>, <value>);
-This function returns the castle ownership information for the castle
-referred to by its map name. Castle information is stored in
+This function returns the castle ownership information for the castle
+referred to by its map name. Castle information is stored in
`guild_castle` SQL table.
Types of data correspond to `guild_castle` table columns:
@@ -3596,17 +3596,17 @@ Types of data correspond to `guild_castle` table columns:
16 - `visibleG6` - Is 1 if the 7th guardian is present (Knight Guardian)
17 - `visibleG7` - Is 1 if the 8th guardian is present (Knight Guardian)
-All types of data have their meaning determined by War of Emperium
+All types of data have their meaning determined by War of Emperium
scripts, with exception of:
- `guild_id` that is always the ID of the guild that owns the castle,
- `defense` that is used in Guardians & Emperium HP calculations,
- `visibleG` that is always considered to hold guardian presence bits.
The setcastledata() command will behave identically, but instead of
-returning values for the specified types of accessible data, it will alter
+returning values for the specified types of accessible data, it will alter
them and cause them to be sent to the char-server for storage.
-Changing Guild ID or Castle Defense will trigger additional actions, like
+Changing Guild ID or Castle Defense will trigger additional actions, like
recalculating guardians' HP.
---------------------------------------
@@ -3614,21 +3614,21 @@ recalculating guardians' HP.
*getgdskilllv(<guild id>, <skill id>)
*getgdskilllv(<guild id>, "<skill name>")
-This function returns the level of the skill <skill id> of the guild
-<guild id>.
+This function returns the level of the skill <skill id> of the guild
+<guild id>.
If the guild does not have that skill, 0 is returned.
If the guild does not exist, -1 is returned.
-Refer to 'db/(pre-)re/skill_db.txt' for the full list of skills.
+Refer to 'db/(pre-)re/skill_db.txt' for the full list of skills.
GD_* are guild skills
---------------------------------------
*requestguildinfo(<guild id>{, "<event label>"});
-This command requests the guild data from the char server and merrily
-continues with the execution. Whenever the guild information becomes
-available (which happens instantly if the guild information is already in
-memory, or later, if it isn't and the map server has to wait for the char
+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.
---------------------------------------
@@ -3645,21 +3645,21 @@ Example:
*getguildmember(<guild id>{, <type>});
-This command will find all members of a specified guild and returns their names
+This command will find all members of a specified guild and returns their names
(or character id or account id depending on the value of "type") into an array
of temporary global variables.
Upon executing this,
-$@guildmembername$[] is a global temporary string array which contains all the
+$@guildmembername$[] is a global temporary string array which contains all the
names of these guild members.
(only set when type is 0 or not specified)
-$@guildmembercid[] is a global temporary number array which contains the
+$@guildmembercid[] is a global temporary number array which contains the
character id of these guild members.
(only set when type is 1)
-$@guildmemberaid[] is a global temporary number array which contains the
+$@guildmemberaid[] is a global temporary number array which contains the
account id of these guild members.
(only set when type is 2)
@@ -3668,7 +3668,7 @@ $@guildmembercount is the number of guild members that were found.
The guild members will be found regardless of whether they are online or offline.
Note that the names come in no particular order.
-Be sure to use $@guildmembercount to go through this array, and not
+Be sure to use $@guildmembercount to go through this array, and not
getarraysize(), because it is not cleared between runs of getguildmember().
For usage examples, see getpartymember().
@@ -3682,12 +3682,12 @@ For usage examples, see getpartymember().
*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
+This function returns the level of the specified skill that the invoking
+character has. If they don't have the skill, 0 will be returned. The full
list of character skills is available in 'db/(pre-)re/skill_db.txt'.
-There are two main uses for this function, it can check whether the
-character has a skill or not, and it can tell you if the level is high
+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:
@@ -3717,7 +3717,7 @@ Example 2:
*getskilllist();
-This command sets a bunch of arrays with a complete list of skills the
+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.
@@ -3726,21 +3726,21 @@ invoking character has. Here's what you get:
@skilllist_count - number of skills in the above arrays.
While getskilllv() 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
+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
+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
+ 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
+ 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.
@@ -3773,7 +3773,7 @@ Example:
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
+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 constants.conf:
@@ -3841,46 +3841,46 @@ Example:
*getmobdrops(<mob id>)
-This command will find all drops of the specified mob and return the item
-IDs and drop percentages into arrays of temporary global variables.
+This command will find all drops of the specified mob and return the item
+IDs and drop percentages into arrays of temporary global variables.
getmobdrops() returns true if successful and false if the mob ID doesn't
exist.
Upon executing this,
-$@MobDrop_item[] is a global temporary number array which contains the
+$@MobDrop_item[] is a global temporary number array which contains the
item IDs of the monster's drops.
-$@MobDrop_rate[] is a global temporary number array which contains the
+$@MobDrop_rate[] is a global temporary number array which contains the
drop percentages of each item. (1 = .01%)
$@MobDrop_count is the number of item drops found.
-Be sure to use $@MobDrop_count to go through the arrays, and not
-'getarraysize', because the temporary global arrays are not cleared
-between runs of 'getmobdrops'. If a mob with 7 item drops is looked up,
-the arrays would have 7 elements. But if another mob is looked up and it
-only has 5 item drops, the server will not clear the arrays for you,
-overwriting the values instead. So in addition to returning the 5 item
-drops, the 6th and 7th elements from the last call remain, and you will
-get 5+2 item drops, of which the last 2 don't belong to the new mob.
-$@MobDrop_count will always contain the correct number (5), unlike
+Be sure to use $@MobDrop_count to go through the arrays, and not
+'getarraysize', because the temporary global arrays are not cleared
+between runs of 'getmobdrops'. If a mob with 7 item drops is looked up,
+the arrays would have 7 elements. But if another mob is looked up and it
+only has 5 item drops, the server will not clear the arrays for you,
+overwriting the values instead. So in addition to returning the 5 item
+drops, the 6th and 7th elements from the last call remain, and you will
+get 5+2 item drops, of which the last 2 don't belong to the new mob.
+$@MobDrop_count will always contain the correct number (5), unlike
getarraysize() which would return 7 in this case.
Example:
// get a Mob ID from the user
input(.@mob_id);
-
+
if (getmobdrops(.@mob_id)) { // getmobdrops() returns true on success
- // immediately copy global temporary variables into scope
+ // immediately copy global temporary variables into scope
// variables, since we don't know when getmobdrops() will get
- // called again for another mob, overwriting your global temporary
+ // called again for another mob, overwriting your global temporary
// variables.
.@count = $@MobDrop_count;
copyarray(.@item[0], $@MobDrop_item[0], .@count);
copyarray(.@rate[0], $@MobDrop_rate[0], .@count);
-
+
mes(getmonsterinfo(.@mob_id, MOB_NAME) + " - " + .@count + " drops found:");
for (.@i = 0; .@i < .@count; ++.@i) {
mes(.@item[.@i] + " (" + getitemname(.@item[.@i]) + ") " + .@rate[.@i]/100 + ((.@rate[.@i]%100 < 10) ? ".0":".") + .@rate[.@i]%100 + "%");
@@ -3894,7 +3894,7 @@ Example:
*skillpointcount()
-Returns the total amount of skill points a character possesses
+Returns the total amount of skill points a character possesses
(SkillPoint + skill points used in skills) This command can be used to
check the currently attached characters total amount of skill points.
This means the skill points used in skill are counted, and added to
@@ -3906,27 +3906,27 @@ Example:
//skill points, and then tell the player the value.
@skill_points = skillpointcount();
mes("You have "+@skill_points+" skill points in total!");
-
+
//Self-explanatory... :P
if (skillpointcount() > 20)
mes("Wow, you have more then 20 Skill Points in total!");
-This command does not count skills which are set as flag 3 (permamently
+This command does not count skills which are set as flag 3 (permamently
granted) (e.g. ALL_BUYING_STORE/ALL_INCCARRY).
---------------------------------------
*getscrate(<effect type>, <base rate>{, <GID>})
-This function will return the chance of a status effect affecting the
-invoking character, in percent, modified by the their current defense
-against said status. The 'base rate' is the base chance of the status
+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)) {
// do something
}
-You can see the full list of available effect types you can possibly
+You can see the full list of available effect types you can possibly
inflict in 'db/constants.conf' under 'Eff_'.
---------------------------------------
@@ -3937,11 +3937,11 @@ inflict in 'db/constants.conf' under 'Eff_'.
*playerattached()
-Returns the ID of the player currently attached to the script. It will
-return 0 if no one is attached, or if the attached player no longer exists
-on the map server. It is wise to check for the attached player in script
-functions that deal with timers as there's no guarantee the player will
-still be logged on when the timer triggers. Note that the ID of a player
+Returns the ID of the player currently attached to the script. It will
+return 0 if no one is attached, or if the attached player no longer exists
+on the map server. It is wise to check for the attached player in script
+functions that deal with timers as there's no guarantee the player will
+still be logged on when the timer triggers. Note that the ID of a player
is actually their account ID.
---------------------------------------
@@ -3968,8 +3968,8 @@ errors.
The second function will check an array of items and amounts, and also
returns true on success and false on failure.
-The functions, in addition to checking to see if the player is capable of
-holding a set amount of items, also ensure the player has room in their
+The functions, in addition to checking to see if the player is capable of
+holding a set amount of items, also ensure the player has room in their
inventory for the item(s) they will be receiving.
Like getitem(), this function will also accept an 'english name' from
@@ -4012,8 +4012,8 @@ things might in some cases be required.
*setoption(<option number>{, <flag>{, <account id>}});
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
+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(), checkmount() and other similar functions, but there are
some options which you cannot get at this way. If <account id> is given,
@@ -4060,18 +4060,18 @@ Option numbers valid for the third version (opt2) of this command are:
0x10 - Blinded.
0x80 - Deadly poisoned.
-Option numbers (except for opt1) are bit-masks - you can add them up to
-check for several states, but the functions will return true if at least
+Option numbers (except for opt1) are bit-masks - you can add them up to
+check for several states, but the functions will return true if at least
one of them is in effect.
setoption() will set options on the invoking character. There are no
-second and third versions of this command, so you can only change the
-values in the first list (cloak, cart, ruwach, etc). If flag is 1 (default
-when omitted), the option will be added to what the character currently
-has; if 0, the option is removed.
+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
+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.
---------------------------------------
@@ -4080,8 +4080,8 @@ list.
*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
+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.
@@ -4097,8 +4097,8 @@ cart (any kind of cart) and false if they don't.
*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
+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.
@@ -4143,7 +4143,7 @@ The following flag values are accepted:
- Dragon (Rune Knight)
if MOUNT_DRAGON is specified, a the default (green) dragon will be used.
-Unlike 'setfalcon' and 'setcart' this will not work at all if they aren't of a
+Unlike 'setfalcon' and 'setcart' this will not work at all if they aren't of a
class which can ride a mount.
The accompanying function will return MOUNT_NONE if the invoking
@@ -4166,7 +4166,7 @@ regardless of color.
The 'setcashmount' function toggles cash mount for the invoking character.
It will return true if successful, false otherwise.
-Note: Character must not be mounting a non-cash mount (eg. dragon, peco,
+Note: Character must not be mounting a non-cash mount (eg. dragon, peco,
wug, etc.)
The accompanying function will return true if the invoking character has a
@@ -4195,7 +4195,7 @@ Return values for 'checkvending' are
checkchatting() returns true if they are in a chat room, false if they are not.
Examples:
- //This will check if Aaron is vending, and if so, put a message in
+ //This will check if Aaron is vending, and if so, put a message in
//front of the attached player saying Aaron is vending.
if (checkvending("Aaron"))
mes("Aaron is currently vending!");
@@ -4216,7 +4216,7 @@ Name is optional, and defaults to the attached player if omitted.
*agitcheck()
*agitcheck2()
-These function will let you check whether the server is currently in WoE
+These function will let you check whether the server is currently in WoE
mode (or WoE SE mode if the second function is called) and will return true
if War of Emperium is on and false if it isn't.
@@ -4224,7 +4224,7 @@ if War of Emperium is on and false if it isn't.
*isnight()
-This functions will return true or false depending on whether the server is in
+This functions will return true or false depending on whether the server is in
night mode or day mode:
if (!isnight())
@@ -4239,10 +4239,10 @@ night mode or day mode:
*isequipped(<item id>{, <item id>{, <item id>{, <item id>}}})
This function will return true if the invoking character has all of the item
-IDs given equipped (if card IDs are passed, then it checks if the cards
-are inserted into slots in the equipment they are currently wearing).
-Theoretically there is no limit to the number of items that may be tested
-for at the same time.
+IDs given equipped (if card IDs are passed, then it checks if the cards
+are inserted into slots in the equipment they are currently wearing).
+Theoretically there is no limit to the number of items that may be tested
+for at the same time.
If even one of the items given is not equipped, false will be returned.
// (Poring, Santa Poring, Poporing, Marin)
@@ -4255,7 +4255,7 @@ If even one of the items given is not equipped, false will be returned.
if (isequipped(Earring_))
mes("You got a pair of nice Earring.");
-The function was meant for item scripts to support the cards released by
+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.
---------------------------------------
@@ -4263,7 +4263,7 @@ Gravity in February 2005, but it will work just fine in normal NPC scripts.
*isequippedcnt(<item id>{, <item id>{, <item id>{, <item id>}}})
This function is similar to isequipped(), but instead of true or false, it will
-return the number of equipped items/cards in the list given that were found on the
+return the number of equipped items/cards in the list given that were found on the
invoking character.
if (isequippedcnt(Poring_Card, Poring__Card, Poporing_Card, Marin_Card) == 4)
@@ -4276,7 +4276,7 @@ invoking character.
*checkequipedcard(<card id>)
This function will return true if the card specified by it's item ID number
-is inserted into any equipment they have in their inventory, currently
+is inserted into any equipment they have in their inventory, currently
equipped or not.
---------------------------------------
@@ -4285,7 +4285,7 @@ equipped or not.
This function will return true if an item in the specified equipment slot is
identified and false 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
+equipment, there's a question of whether it can actually end up there, and
it will normally return true all the time if there is an item in this
equipment slot, which makes this script command kinda pointless.
For a list of equipment slots see getequipid().
@@ -4305,12 +4305,12 @@ For a list of equipment slots see getequipid().
*attachrid(<account ID>)
*detachrid()
-These commands allow the manipulation of the script's currently attached
+These commands allow the manipulation of the script's currently attached
player. While attachrid() allows attaching of a different player by using
its account id for the parameter rid, detachrid() makes the following
commands run as if the script was never invoked by a player.
-In case, that the player cannot be attached, such as, when the player went
+In case, that the player cannot be attached, such as, when the player went
offline in the mean time, attachrid() returns false, otherwise true.
---------------------------------------
@@ -4318,7 +4318,7 @@ offline in the mean time, attachrid() returns false, otherwise true.
*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
+Good for PCKillEvent where you can convert 'killedrid' to the name of the
player.
Note: rid2name() may not produce correct character names since RID means
@@ -4330,7 +4330,7 @@ Note: rid2name() may not produce correct character names since RID means
*message(<account ID>, "<message>")
*message("<character name>", "<message>")
-That command will send a message to the chat window of the character
+That command will send a message to the chat window of the character
specified by account ID or name. The text will also appear above the head
of that character. It will not be seen by anyone else.
@@ -4354,20 +4354,20 @@ be displayed in the chat window.
*warp("<map name>", <x>, <y>{, <flag>})
-This command will take the invoking character to the specified map, and if
+This command will take the invoking character to the specified map, and if
wanted, specified coordinates too, but these can be random.
warp("place", 50, 55);
-This would take them to X 50 Y 55 on the map called "place". If your X and
-Y coordinates land on an unwalkable map square, it will send the warped
+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
+Notice that while warping people to coordinates 0,0 will normally get them
+into a random place, it's not certain to always be so. Darned if I know
+where this is actually coded, it might be that this happens because square
0,0 is unwalkable on all official maps. Beware if you're using custom maps.
There are also three special 'map names' you can use:
@@ -4383,27 +4383,27 @@ Gravity client if warp to other maps.
*areawarp("<from map name>", <x1>, <y1>, <x2>, <y2>, "<to map name>", <x3>, <y3>{, <x4>, <y4>})
-This command is similar to 'warp', however, it will not refer to the
-invoking character, but instead, all characters within a specified area,
-defined by the x1/y1-x2/y2 square, will be warped. Nobody outside the area
-will be affected, including the activating character, if they are outside
+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
+Everyone that is in the area between X 10 Y 10 and X 120 Y 120, in a
+square shape, on the map called "place", will be affected, and warped to
"place2" X 150 Y 150.
areawarp("place", 10, 10, 120, 120, "place2", 0, 0);
-By using 0,0; as the destination coordinates it will take all the
-characters in the affected area to a random set of co-ordinates on the
+By using 0,0; as the destination coordinates it will take all the
+characters in the affected area to a random set of co-ordinates on the
"place2" map.
areawarp("place", 10, 10, 120, 120, "place2", 150, 150, 200, 200);
-By using the optional x4 and y4 parameters, the destination coordinates
+By using the optional x4 and y4 parameters, the destination coordinates
will be a random place within the defined x3/y3-x4/y4 square.
Like warp(), areawarp() will also explicitly warp characters randomly into
@@ -4415,8 +4415,8 @@ See also warp().
*warpparty("<to_mapname>", <x>, <y>, <party_id>, "<from_mapname>", <include_leader>)
-Warps a party to specified map and coordinate given the party ID, which
-you can get with getcharid(CHAR_ID_PARTY). You can also request another party id given
+Warps a party to specified map and coordinate given the party ID, which
+you can get with getcharid(CHAR_ID_PARTY). You can also request another party id given
a member's name with getcharid(CHAR_ID_PARTY, <player_name>).
You can use the following "map names" for special warping behavior:
@@ -4448,9 +4448,9 @@ Example:
*warpchar("<mapname>", <x>, <y>, <char_id>)
-Warps another player to specified map and coordinate given the char id,
-which you can get with getcharid(CHAR_ID_CHAR, <player_name>). Obviously this is
-useless if you want to warp the same player that is executing this script,
+Warps another player to specified map and coordinate given the char id,
+which you can get with getcharid(CHAR_ID_CHAR, <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:
@@ -4461,16 +4461,16 @@ Example:
*warpguild("<mapname>", <x>, <y>, <guild_id>, {"<from_mapname>"})
-Warps a guild to specified map and coordinate given the guild id, which
-you can get with getcharid(CHAR_ID_GUILD). You can also request another guild id given
+Warps a guild to specified map and coordinate given the guild id, which
+you can get with getcharid(CHAR_ID_GUILD). You can also request another guild id given
the member's name with getcharid(CHAR_ID_GUILD, <player_name>).
You can use the following "map names" for special warping behavior:
-Random: All guild members are randomly warped in their current map
+Random: All guild members are randomly warped in their current map
(as if they all used a fly wing)
SavePointAll: All guild members are warped to their respective save point.
-SavePoint: All guild members are warped to the save point of the
- currently attached player (will fail if there's no player
+SavePoint: All guild members are warped to the save point of the
+ currently attached player (will fail if there's no player
attached).
If you specify a from_mapname, warpguild() will only affect those on that map.
@@ -4484,8 +4484,8 @@ Example:
*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. :)
+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 true upon success and false if the partner is not online,
the character is not married, or if there's no invoking character (no
RID).
@@ -4495,10 +4495,10 @@ RID).
*savepoint("<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
+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);
@@ -4507,23 +4507,23 @@ character respawn where no teleportation is otherwise possible.
*heal(<hp>, <sp>)
-This command will heal a set amount of HP and/or SP on the invoking
+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
+This command just alters the hit points and spell points of the invoking
character and produces no other output whatsoever.
---------------------------------------
*itemheal(<hp>, <sp>)
-This command heals given relative amounts of HP and/or SP on the invoking
-character. Unlike heal, this command is intended for use in item scripts.
-It applies potion-related bonuses, such as alchemist ranking, cards,
+This command heals given relative amounts of HP and/or SP on the invoking
+character. Unlike heal, this command is intended for use in item scripts.
+It applies potion-related bonuses, such as alchemist ranking, cards,
status changes.
It also applies a sp/vit-related bonus that is calculated by:
heal = heal*[(100+STATUS*2)/100]
@@ -4546,14 +4546,14 @@ give you a random amount of healing.
*percentheal(<hp>, <sp>)
-This command will heal the invoking character. It heals the character, but
+This command will heal the invoking character. It heals the character, but
not by a set value - it adds percent of their maximum HP/SP.
percentheal(100, 0); // This will heal 100% HP
percentheal(0, 100); // This will heal 100% SP
percentheal(50, 50); // This will heal 50% HP and 50% SP
-So the amount that this will heal will depend on the total amount of HP or
+So the amount that this will heal will depend on the total amount of HP or
SP you have maximum. Like heal(), this will not call up any animations or
effects.
@@ -4576,20 +4576,20 @@ This command will change the job class of the invoking character.
jobchange(Job_Swordman); // This would change your player into a Swordman
jobchange(Job_Swordman_High); // 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
+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/constants.conf'.
-'upper flag' can alternatively be used to specify the type of job one
-changes to. For example, jobchange(Job_Swordman, 1); will change the
+'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
+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.
---------------------------------------
@@ -4607,11 +4607,11 @@ in messages.conf.
*eaclass({<job number>})
-This commands returns the "eA job-number" corresponding to the given
-class, and uses the invoking player's class if none is given. The eA
-job-number is also a class number system, but it's one that comes with
-constants which make it easy to convert among classes. The command will
-return -1 if you pass it a job number which doesn't have an eA job-number
+This commands returns the "eA job-number" corresponding to the given
+class, and uses the invoking player's class if none is given. The eA
+job-number is also a class number system, but it's one that comes with
+constants which make it easy to convert among classes. The command will
+return -1 if you pass it a job number which doesn't have an eA job-number
equivalent.
.@eac = eaclass();
@@ -4622,18 +4622,18 @@ equivalent.
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
+For more information on the eA Job System, see the docs/ea_job_system.txt
file.
---------------------------------------
*roclass(<job number> {, <gender>})
Does the opposite of eaclass(). That is, given an eA job-number, it returns
-the corresponding RO class number. A gender is required because both Bard
-and Dancers share the same eA job-number (EAJ_BARDDANCER), and uses the
-invoking player's gender if none is given (if no player is attached,
-male will be used by default). The command will return -1 if there is no
-valid class to represent the specified job (for example, if you try to get
+the corresponding RO class number. A gender is required because both Bard
+and Dancers share the same eA job-number (EAJ_BARDDANCER), and uses the
+invoking player's gender if none is given (if no player is attached,
+male will be used by default). The command will return -1 if there is no
+valid class to represent the specified job (for example, if you try to get
the baby version of a Taekwon class).
.@eac = eaclass();
@@ -4653,7 +4653,7 @@ the baby version of a Taekwon class).
*changebase(<job ID number>)
-This command will change the appearance of the invoking character to that
+This command will change the appearance of the invoking character to that
of a specified job class. Nothing but appearance will change.
Examples:
@@ -4682,7 +4682,7 @@ changebase(Class); // Changes player back to default sprite.
*classchange(<view id>, <type> {, <char id>})
-This command is very ancient, it's origins are clouded in mystery.
+This command is very ancient, it's origins are clouded in mystery.
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
@@ -4696,14 +4696,14 @@ type is not used and should always be 0.
*changesex()
-This command will change the gender for the attached character's account.
-If it was male, it will become female, if it was female, it will become
-male. The change will be written to the character server, the player will
-receive the message: "Need disconnection to perform change-sex request..."
-and the player will be immediately kicked to the login screen. When they
+This command will change the gender for the attached character's account.
+If it was male, it will become female, if it was female, it will become
+male. The change will be written to the character server, the player will
+receive the message: "Need disconnection to perform change-sex request..."
+and the player will be immediately kicked to the login screen. When they
log back in, they will be the opposite sex.
-If there are any Dancer/Gypsy or Bard/Clown characters on the account,
+If there are any Dancer/Gypsy or Bard/Clown characters on the account,
they will also have their skills reset upon 'changesex'.
---------------------------------------
@@ -4718,8 +4718,8 @@ Requires client 2014-10-22 or greater.
*getexp(<base xp>, <job xp>)
-This command will give the invoking character a specified number of base
-and job experience points. Should be used as a quest reward. Negative values
+This command will give the invoking character a specified number of base
+and job experience points. Should be used as a quest reward. Negative values
won't work.
Is subject to EXP bonuses and to the `quest_exp_rate` config option.
@@ -4742,20 +4742,20 @@ When setting the parameters directly no bonuses or config options are applied.
*setlook(<look type>, <look value>)
*changelook(<look type>, <look value>)
-'setlook' will alter the look data for the invoking character. It is used
-mainly for changing the palette used on hair and clothes: you specify
-which look type you want to change, then the palette you want to use. Make
-sure you specify a palette number that exists/is usable by the client you
-use. 'changelook' works the same, but is only client side (it doesn't save
+'setlook' will alter the look data for the invoking character. It is used
+mainly for changing the palette used on hair and clothes: you specify
+which look type you want to change, then the palette you want to use. Make
+sure you specify a palette number that exists/is usable by the client you
+use. 'changelook' works the same, but is only client side (it doesn't save
the look value).
- // This will change your hair(6), so that it uses palette 8, what ever
+ // This will change your hair(6), so that it uses palette 8, what ever
// your palette 8 is, your hair will use that color.
setlook(LOOK_HAIR_COLOR, 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
+ // This will change your clothes(7), so they are using palette 1,
+ // whatever your palette 1 is, your clothes will then use that set of
// colors.
setlook(LOOK_CLOTHES_COLOR, 1);
@@ -4777,38 +4777,38 @@ Here are the possible look types:
12 - LOOK_ROBE Robe
13 - LOOK_BODY2 Body style
-Whatever 'shoes' means is anyone's guess, ask Gravity - the client does
-nothing with this value. It still wants it from the server though, so it
+Whatever 'shoes' means is anyone's guess, ask Gravity - the client does
+nothing with this value. It still wants it from the server though, so it
is kept, but normally doesn't do a thing.
-
-Only the look data for hairstyle, hair color and clothes color are saved
-to the char server's database and will persist. The rest freely change as
-the character puts on and removes equipment, changes maps, logs in and out
-and otherwise you should not expect to set them. In fact, messing with
-them is generally hazardous, do it at your own risk, it is not tested
-what will this actually do - it won't cause database corruption and
-probably won't cause a server crash, but it's easy to crash the client
+
+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.
+However, it might be an easy way to quickly check for empty view IDs for
+sprites, which is essential for making custom headgear.
-Since a lot of people have different palettes for hair and clothes, it's
-impossible to tell you what all the color numbers are. If you want a
-serious example, there is a Stylist script inside the default Hercules
+Since a lot of people have different palettes for hair and clothes, it's
+impossible to tell you what all the color numbers are. If you want a
+serious example, there is a Stylist script inside the default Hercules
installation that you can look at: 'npc/custom/stylist.txt'
---------------------------------------
*pushpc(<direction>, <cells>)
-This command will push the currently attached player to given direction by
-given amount of square cells. Direction is the same as used when declaring
-NPCs, and can be specified by using one of the DIR_* constants
+This command will push the currently attached player to given direction by
+given amount of square cells. Direction is the same as used when declaring
+NPCs, and can be specified by using one of the DIR_* constants
(db/constants.conf).
-The knock-back is not restricted by items or map flags, only obstacles are
-taken into account. If there is not enough space to perform the push (e.g.
+The knock-back is not restricted by items or map flags, only obstacles are
+taken into account. If there is not enough space to perform the push (e.g.
due to a wall), the character is pushed only up to the obstacle.
// pushes the character 5 cells in 3 o'clock direction from it's
@@ -4835,44 +4835,44 @@ for sc_type, val1, val2, val3, val4, see sc_start(), sc_start2(), sc_start4() co
*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
+This command will give a specific amount of specified items to the target
character. If the character is not online, nothing will happen.
-If <account ID> is not specified, items will be created in the invoking
+If <account ID> is not specified, items will be created in the invoking
character inventory instead.
-In the first and most commonly used version of this command, items are
+In the first and most commonly used version of this command, items are
referred to by their database ID number found in 'db/(pre-)re/item_db.txt'.
getitem(Apple, 10); // The person will receive 10 apples
getitem(Old_Violet_Box, 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
+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
+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,
+Giving an item ID of -5 will produce the effects of Worn Out Scroll,
which, in current Git, drops only Jellopies anyway.
-This transaction is logged if the log script generated transactions option
+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
+You may also create an item by it's name in the 'english name' field in
the item database:
getitem("Red_Potion", 10); // Not recommended, use Red_Potion instead of "Red_Potion"
-Which will do what you'd expect. If it can't find that name in the
+Which will do what you'd expect. If it can't find that name in the
database, apples will be created anyway.
-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
+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.
---------------------------------------
@@ -4880,43 +4880,43 @@ script.
*getitem2(<item id>, <amount>, <identify>, <refine>, <attribute>, <card1>, <card2>, <card3>, <card4>{, <account ID>})
*getitem2("<item name>", <amount>, <identify>, <refine>, <attribute>, <card1>, <card2>, <card3>, <card4>{, <account ID>})
-This command will give an amount of specified items to the invoking
-character. If an optional account ID is specified, and the target
-character is currently online, items will be created in their inventory
-instead. If they are not online, nothing will happen. It works essentially
-the same as 'getitem' (it even works for negative ID numbers the same way)
+This command will give an amount of specified items to the invoking
+character. If an optional account ID is specified, and the target
+character is currently online, items will be created in their inventory
+instead. If they are not online, nothing will happen. It works essentially
+the same as 'getitem' (it even works for negative ID numbers the same way)
but is a lot more flexible.
Those parameters that are different from getitem() are:
identify - Whether you want the item to be identified (1) or not (0).
-refine - For how many pluses will it be refined. It will not let you
+refine - For how many pluses will it be refined. It will not let you
refine an item higher than the max refine.
attribute - Whether the item is broken (1) or not (0).
-card1,2,3,4 - If you want a card compound to it, place the card ID number
+card1,2,3,4 - If you want a card compound to it, place the card ID number
into the specific card slot.
-Card1-card4 values are also used to store name information for named
-items, as well as the elemental property of weapons and armor. You can
-create a named item in this manner, however, if you just need a named
-piece of standard equipment, it is much easier to the 'getnameditem'
+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
+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
+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
+ // 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.
.@charid = getcharid(CHAR_ID_CHAR, "Adam");
- // Now we split the character ID number into two portions with a
- // binary shift operation. If you don't understand what this does,
+ // 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.
.@card3 = .@charid & 65535;
@@ -4926,17 +4926,17 @@ like this. Careful, minor magic ahead.
// Arrows are also not equipment. :)
.@card1 = 254;
- // For named equipment, card2 means the Star Crumbs and elemental
+ // For named equipment, card2 means the Star Crumbs and elemental
// crystals used to make this equipment. For everything else, it's 0.
.@card2 = 0;
- // Now, let's give the character who invoked the script some
+ // Now, let's give the character who invoked the script some
// Adam's Apples:
getitem2(Apple, 1, 1, 0, 0, .@card1, .@card2, .@card3, .@card4);
-This wasn't tested with all possible items, so I can't give any promises,
+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:
@@ -4955,21 +4955,21 @@ To create equipment, continue this example it like this:
.@ele = 1;
// And that's the wacky formula that makes them into
- // a single number.
+ // a single number.
.@card2 = .@ele+((.@sc*5)<<8);
// That will make us an Adam's +2 VVS Ice Stiletto:
getitem2(Stiletto, 1, 1, 2, 0, .@card1, .@card2, .@card3, .@card4);
-Experiment with the number of star crumbs - I'm not certain just how much
+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
+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.
---------------------------------------
@@ -5047,7 +5047,7 @@ Example:
mes("You do not have a bound Cutter");
}
close();
-
+
// This will also check if you have a bound (any type) 1205 (Cutter).
if (checkbound(Cutter, 0)) {
mes("You have a bound Cutter");
@@ -5055,7 +5055,7 @@ Example:
mes("You do not have a bound Cutter");
}
close();
-
+
// This will check if the player doesn't have a bound 1205 (Cutter).
if (!checkbound(Cutter)) {
mes("You do not have a bound Cutter");
@@ -5063,7 +5063,7 @@ Example:
mes("You do have a bound Cutter");
}
close();
-
+
// This will check if the item found, has a bound type of 2 (guild_bound)
if (checkbound(Cutter) == 2) {
mes("You have a guild_bound Cutter");
@@ -5071,7 +5071,7 @@ Example:
mes("You do not have a guild_bound Cutter.");
}
close();
-
+
// This will check if you have a 'guild_bound' +7 1205 (Cutter).
if (checkbound(Cutter, 2, 7)) {
mes("You have a +7 guild_bound Cutter.");
@@ -5084,7 +5084,7 @@ Example:
*getnameditem(<item id>, <character name|character ID>)
*getnameditem("<item name>", <character name|character ID>)
-Create an item signed with the given character's name.
+Create an item signed with the given character's name.
The command returns true when the item is created successfully, or false
if it fails. Failure occurs when:
@@ -5094,10 +5094,10 @@ if it fails. Failure occurs when:
Example:
-//This will give the currently attached player a Aaron's Apple (if Aaron
+//This will give the currently attached player a Aaron's Apple (if Aaron
//is online).
getnameditem(Apple, "Aaron");
-
+
//Self-explanatory (I hope).
if (getnameditem(Apple, "Aaron")) {
mes("You now have a Aaron's Apple!");
@@ -5108,14 +5108,14 @@ Example:
*rentitem(<item id>, <time>)
*rentitem("<item name>", <time>)
-Creates a rental item in the attached character's inventory. The item will
-expire in <time> seconds and be automatically deleted. When receiving a
-rental item, the character will receive a message in their chat window.
-The character will also receive warning messages in their chat window
+Creates a rental item in the attached character's inventory. The item will
+expire in <time> seconds and be automatically deleted. When receiving a
+rental item, the character will receive a message in their chat window.
+The character will also receive warning messages in their chat window
before the item disappears.
-This command can not be used to rent stackable items. Rental items cannot
-be dropped, traded, sold to NPCs, or placed in guild storage (i.e. trade
+This command can not be used to rent stackable items. Rental items cannot
+be dropped, traded, sold to NPCs, or placed in guild storage (i.e. trade
mask 75).
Note: delitem() in an NPC script can still remove rental items.
@@ -5124,7 +5124,7 @@ Note: delitem() in an NPC script can still remove rental items.
*makeitem(<item id>, <amount>, "<map name>", <X>, <Y>)
*makeitem("<item name>", <amount>, "<map name>", <X>, <Y>)
-This command will create an item lying around on a specified map in the
+This command will create an item lying around on a specified map in the
specified location.
itemid - Found in 'db/(pre-)re/item_db.txt'
@@ -5133,10 +5133,10 @@ specified location.
X - The X coordinate
Y - The Y coordinate.
-This item will still disappear just like any other dropped item. Like
+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
+If the map name is given as "this", the map the invoking character is on
will be used.
---------------------------------------
@@ -5169,15 +5169,15 @@ Optional Parameter List:
*cleanarea("<map name>",<x1>,<y1>,<x2>,<y2>)
*cleanmap("<map name>")
-These commands will clear all items lying on the ground on the specified
+These commands will clear all items lying on the ground on the specified
map, either within the x1/y1-x2/y2 rectangle or across the entire map.
---------------------------------------
*searchitem(<array name>, "<item name>")
-This command will fill the given array with the ID of items whose name
-matches the given one. It returns the number of items found. For
+This command will fill the given array with the ID of items whose name
+matches the given one. It returns the number of items found. For
performance reasons, the results array is limited to 10 items.
mes("What item are you looking for?");
@@ -5193,16 +5193,16 @@ performance reasons, the results array is limited to 10 items.
*delitem(<item id>, <amount>{, <account ID>})
*delitem("<item name>", <amount>{, <account ID>})
-This command will remove a specified amount of items from the invoking or
-target character. Like all the item commands, it uses the item ID found
+This command will remove a specified amount of items from the invoking or
+target character. Like all the item commands, it uses the item ID found
inside 'db/(pre-)re/item_db.txt'.
delitem(Apple, 10); // The person will lose 10 apples
delitem(Old_Violet_Box, 1); // The person will lose 1 Old Violet Box
-It is always a good idea to check if the player actually has the items
-before you delete them. If you try to delete more items that the player
-has, the player will lose the ones he/she has and the script will be
+It is always a good idea to check if the player actually has the items
+before you delete them. If you try to delete more items that the player
+has, the player will lose the ones he/she has and the script will be
terminated with an error.
Like getitem() this command will also accept an 'english name' field from
@@ -5213,7 +5213,7 @@ the database. If the name is not found, nothing will be deleted.
*delitem2(<item id>, <amount>, <identify>, <refine>, <attribute>, <card1>, <card2>, <card3>, <card4>{, <account ID>})
*delitem2("<item name>", <amount>, <identify>, <refine>, <attribute>, <card1>, <card2>, <card3>, <card4>{, <account ID>})
-This command will remove a specified amount of items from the invoking or
+This command will remove a specified amount of items from the invoking or
target character.
Check getitem2() to understand its expanded parameters.
@@ -5222,7 +5222,7 @@ 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
+This function will return the number of items for the specified item ID
that the invoking character has in the inventory.
mes("[Item Checker]");
@@ -5240,7 +5240,7 @@ database as an argument.
Expanded version of countitem() function, used for created/carded/forged
items.
-This function will return the number of items for the specified item ID
+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.
@@ -5270,7 +5270,7 @@ Example:
*packageitem({item_id})
This command has only 1 param which is optional. If the package item_id is not provided, it
-will try to use the item id from the item it is being used from (if called from an item script).
+will try to use the item id from the item it is being used from (if called from an item script).
It runs a item package and grants the items accordingly to the attached player.
Example:
@@ -5308,12 +5308,12 @@ set with 'disable_items'.
*itemskill(<skill id>, <skill level>, {flag})
*itemskill("<skill name>", <skill level>, {flag})
-This command meant for item scripts to replicate single-use skills in
-usable items. It will not work properly if there is a visible dialog
+This command meant for item scripts to replicate single-use skills in
+usable items. It will not work properly if there is a visible dialog
window or menu.
-If the skill is self or auto-targeting, it will be used immediately.
+If the skill is self or auto-targeting, it will be used immediately.
Otherwise, a target cursor is shown.
-Flag is a optional param and, when present, the command will not check for
+Flag is a optional param and, when present, the command will not check for
skill requirements.
// When Anodyne is used, it will cast Endure, Level 1, as if the actual skill
@@ -5326,26 +5326,26 @@ skill requirements.
*itemeffect("<item name>")
*consumeitem is an alias of itemeffect (added for compatibility)
-This command will run the item script of the specified item on the
-invoking character. The character does not need to posess the item, and
-the item will not be deleted. While this command is intended for usable
+This command will run the item script of the specified item on the
+invoking character. The character does not need to posess the item, and
+the item will not be deleted. While this command is intended for usable
items, it will run for any item type.
---------------------------------------
*produce(<item level>)
-This command will open a crafting window on the client connected to the
-invoking character. The 'item level' is a number which determines what
-kind of a crafting window will pop-up.
+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
+You can see the full list of such item levels in 'db/produce_db.txt' which
+determines what can actually be produced. The window will not be empty
+only if the invoking character can actually produce the items of that type
and has the appropriate raw materials in their inventory.
-The success rate to produce the item is the same as the success rate of
-the skill associated with the item level. If there is no skill id, the
+The success rate to produce the item is the same as the success rate of
+the skill associated with the item level. If there is no skill id, the
success rate will be 50%.
Valid item levels are:
@@ -5361,12 +5361,12 @@ Valid item levels are:
*cooking(<dish level>)
-This command will open a produce window on the client connected to the
-invoking character. The 'dish level' is the number which determines what
-kind of dish level you can produce. You can see the full list of dishes
+This command will open a produce window on the client connected to the
+invoking character. The 'dish level' is the number which determines what
+kind of dish level you can produce. You can see the full list of dishes
that can be produced in 'db/produce_db.txt'.
-The window will be shown empty if the invoking character does not have
+The window will be shown empty if the invoking character does not have
enough of the required incredients to cook a dish.
Valid dish levels are:
@@ -5382,86 +5382,86 @@ Valid dish levels are:
19 - Level 9 Dish
20 - Level 10 Dish
-Although it's required to set a dish level, it doesn't matter if you set
-it to 1 and you want to cook a level 10 dish, as long as you got the
+Although it's required to set a dish level, it doesn't matter if you set
+it to 1 and you want to cook a level 10 dish, as long as you got the
required ingredients to cook the dish the command works.
---------------------------------------
*makerune(<% success bonus>)
-This command will open a rune crafting window on the client connected to
-the invoking character. Since this command is officially used in rune
-ores, a bonus success rate must be specified (which adds to the base
+This command will open a rune crafting window on the client connected to
+the invoking character. Since this command is officially used in rune
+ores, a bonus success rate must be specified (which adds to the base
formula).
-You can see the full list of runes that can be produced in
-'db/produce_db.txt'. The window will not be empty only if the invoking
-character can actually produce a rune and has the appropriate raw
+You can see the full list of runes that can be produced in
+'db/produce_db.txt'. The window will not be empty only if the invoking
+character can actually produce a rune and has the appropriate raw
materials in their inventory.
---------------------------------------
*successremovecards(<equipment slot>)
-This command will remove all cards from the item found in the specified
-equipment slot of the invoking character, create new card items and give
-them to the character. If any cards were removed in this manner, it will
+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
+This command will remove all cards from the item found in the specified
+equipment slot of the invoking character. 'type' determines what happens
to the item and the cards:
0 - will destroy both the item and the cards.
1 - will keep the item, but destroy the cards.
2 - will keep the cards, but destroy the item.
-
+
Whatever the type is, it will also show a failure effect on screen.
---------------------------------------
*repair(<broken item number>)
-This command repairs a broken piece of equipment, using the same list of
+This command repairs a broken piece of equipment, using the same list of
broken items as available through 'getbrokenid'.
-The official scripts seem to use the repair command as a function instead:
-'repair(<number>)' but it returns nothing on the stack. Probably only
+The official scripts seem to use the repair command as a function instead:
+'repair(<number>)' but it returns nothing on the stack. Probably only
Valaris, who made it, can answer why is it so.
---------------------------------------
*repairall()
-This command repairs all broken equipment in the attached player's
-inventory. A repair effect will be shown if any items are repaired, else
+This command repairs all broken equipment in the attached player's
+inventory. A repair effect will be shown if any items are repaired, else
the command will end silently.
---------------------------------------
*successrefitem(<equipment slot>{, <upgrade_count>})
-This command will refine an item in the specified equipment slot of the
+This command will refine an item in the specified equipment slot of the
invoking character by +1 (unless <upgrade_count> is specified).
-For a list of equipment slots see 'getequipid'.
-This command will 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
+For a list of equipment slots see 'getequipid'.
+This command will 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.
---------------------------------------
*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
+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.
---------------------------------------
@@ -5478,19 +5478,19 @@ character and put appropriate messages into their chat window.
*unequip(<equipment slot>)
-This command will unequip whatever is currently equipped in the invoking
-character's specified equipment slot. For a full list of possible
+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
+If an item occupies several equipment slots, it will get unequipped from
all of them.
---------------------------------------
*clearitem()
-This command will destroy all items the invoking character has in their
-inventory (including equipped items). It will not affect anything else,
+This command will destroy all items the invoking character has in their
+inventory (including equipped items). It will not affect anything else,
like storage or cart.
---------------------------------------
@@ -5499,15 +5499,15 @@ like storage or cart.
*equip2(<item id>, <refine>, <attribute>, <card1>, <card2>, <card3>, <card4>)
*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
+These commands are to equip a equipment on the attached character.
+The equip function will equip the item ID given when the player has this
+item in his/her inventory, while the autoequip function will equip the
+given item ID when this is looted. The option parameter of the autoequip
is 1 or 0, 1 to turn it on, and 0 to turn it off.
Examples:
-//This will equip a 1104 (falchion) on the character if this is in the
+//This will equip a 1104 (falchion) on the character if this is in the
//inventory.
equip(Falchion);
@@ -5515,10 +5515,10 @@ Examples:
//inventory.
equip2(Falchion, 10, 0, 0, 0, 0, 0);
-//The invoked character will now automatically equip a falchion when it's
+//The invoked character will now automatically equip a falchion when it's
//looted.
autoequip(Falchion, 1);
-
+
//The invoked character will no longer automatically equip a falchion.
autoequip(Falchion, 0);
@@ -5526,8 +5526,8 @@ Examples:
*buyingstore(<slots>)
-Invokes buying store preparation window like the skill 'Open Buying
-Store', without the item requirement. Amount of slots is limited by the
+Invokes buying store preparation window like the skill 'Open Buying
+Store', without the item requirement. Amount of slots is limited by the
server to a maximum of 5 slots by default.
Example:
@@ -5539,14 +5539,14 @@ Example:
*searchstores(<uses>, <effect>);
-Invokes the store search window, which allows to search for both vending
-and buying stores. Parameter uses indicates, how many searches can be
-started, before the window has to be reopened. Effect value affects what
+Invokes the store search window, which allows to search for both vending
+and buying stores. Parameter uses indicates, how many searches can be
+started, before the window has to be reopened. Effect value affects what
happens when a result item is double-clicked and can be one of the
following:
- 0 = Shows the store's position on the mini-map and highlights the shop
- sign with yellow color, when the store is on same map as the
+ 0 = Shows the store's position on the mini-map and highlights the shop
+ sign with yellow color, when the store is on same map as the
invoking player.
1 = Directly opens the shop, regardless of distance.
@@ -5569,11 +5569,11 @@ Check sample: npc/other/item_merge.txt
*delequip(<equipment slot>)
This command will destroy whatever is currently equipped in the invoking
-character's specified equipment slot. For a full list of possible equipment
+character's specified equipment slot. For a full list of possible equipment
slots see getequipid().
-It is always a good idea to check if the player actually has the item you want
-before you use this command. If you try to delete in a position that the player
+It is always a good idea to check if the player actually has the item you want
+before you use this command. If you try to delete in a position that the player
has no gear, script will be terminated with an error.
---------------------------------------
@@ -5584,12 +5584,12 @@ has no gear, script will be terminated with an error.
*openstorage()
-This will open character's Kafra storage window on the client connected to
-the invoking character. It can be used from any kind of NPC or item
+This will open character's Kafra storage window on the client connected to
+the invoking character. It can be used from any kind of NPC or item
script, not just limited to Kafra Staff.
-The storage window opens regardless of whether there are open NPC dialogs
-or not, but it is preferred to close the dialog before displaying the
+The storage window opens regardless of whether there are open NPC dialogs
+or not, but it is preferred to close the dialog before displaying the
storage window, to avoid any disruption when both windows overlap.
mes("I will now open your stash for you");
@@ -5601,7 +5601,7 @@ storage window, to avoid any disruption when both windows overlap.
*openmail()
-This will open a character's Mail window on the client connected to the
+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.");
@@ -5613,7 +5613,7 @@ invoking character.
*openauction()
-This will open the Auction window on the client connected to the invoking
+This will open the Auction window on the client connected to the invoking
character.
mes("Close this window to open the Auction window.");
@@ -5630,22 +5630,22 @@ character.
*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
+storage window instead for the guild storage of the guild the invoking
+character belongs to. This is a function because it returns a value - 0 if
+the guild storage was opened successfully and 1 if it wasn't. (Notice,
+it's a ZERO upon success.)
+Since guild storage is only accessible to one character at one time, it
+may fail if another character is accessing the guild storage at the same
time.
-This will also fail and return 2 if the attached character does not belong
+This will also fail and return 2 if the attached character does not belong
to any guild.
---------------------------------------
*guildchangegm(<guild id>, <new master's name>)
-This function will change the Guild Master of a guild. The ID is the
+This function will change the Guild Master of a guild. The ID is the
guild's id, and the new guild master's name must be passed.
Returns true on success, false otherwise.
@@ -5654,8 +5654,8 @@ Returns true on success, false 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
+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.
---------------------------------------
@@ -5663,25 +5663,25 @@ not belong to any guild.
*guildskill(<skill id>, <level>)
*guildskill("<skill name>", <level>)
-This command will bump up the specified guild skill by the specified
-number of levels. This refers to the invoking character and will only work
-if the invoking character is a member of a guild AND it's guild master,
-otherwise no failure message will be given and no error will occur, but
-nothing will happen. The full list of guild skills is available in
+This command will bump up the specified guild skill by the specified
+number of levels. This refers to the invoking character and will only work
+if the invoking character is a member of a guild AND it's guild master,
+otherwise no failure message will be given and no error will occur, but
+nothing will happen. The full list of guild skills is available in
'db/(pre-)re/skill_db.txt', these are all the GD_ skills at the end.
If a level higher than the maximum is given as parameter the skill will be
leveled to the maximum and not above.
-// 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
+// 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(GD_APPROVAL, 1);
-You might want to make a quest for getting a certain guild skill, make it
-hard enough that all the guild needs to help or something. Doing this for
-the Glory of the Guild skill, which allows your guild to use an emblem, is
-a good idea for a fun quest. (Wasting a level point on that is really
+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)
---------------------------------------
@@ -5692,15 +5692,15 @@ annoying :D)
*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
+This is a character reset command, meant mostly for rebirth script
+supporting Advanced jobs, which will reset the invoking character's stats
and level depending on the action type given. Valid action types are:
- 1 - Base level 1, Job level 1, 0 skill points, 0 base exp, 0 job exp,
- wipes the status effects (only the ones settable by 'setoption'),
- sets all stats to 1. If the new job is 'Novice High', give 100 status
+ 1 - Base level 1, Job level 1, 0 skill points, 0 base exp, 0 job exp,
+ wipes the status effects (only the ones settable by 'setoption'),
+ sets all stats to 1. If the new job is 'Novice High', give 100 status
points, give First Aid and Play Dead skills.
- 2 - Base level 1, Job level 1, 0 skill points, 0 base exp, 0 job exp.
+ 2 - Base level 1, Job level 1, 0 skill points, 0 base exp, 0 job exp.
Skills and attribute values are not altered.
3 - Base level 1, base exp 0. Nothing else is changed.
4 - Job level 1, job exp 0. Nothing else is changed.
@@ -5711,8 +5711,8 @@ In all cases everything the character has on will be unequipped.
*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
+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!).
@@ -5721,9 +5721,9 @@ 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.
+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 true in
'conf/map/battle.conf'. If the 'quest_skill_learn' option is set in there, the
points in the quest skills will also count towards the total.
@@ -5792,7 +5792,7 @@ Note: to use SC_NOCHAT you should alter Manner
*getstatus(<effect type>{, <type>})
-Retrieve information about a specific status effect when called. Depending
+Retrieve information about a specific status effect when called. Depending
on <type> specified the function will return different information.
Possible <type> values:
@@ -5803,9 +5803,9 @@ Possible <type> values:
- 4: the val4 of the status
- 5: the amount of time in milliseconds that the status has remaining
-If <type> is not defined or is set to 0, then the script function will
-either return 1 if the status is active, or 0 if the status is not active.
-If the status is not active when any of the <type> fields are provided,
+If <type> is not defined or is set to 0, then the script function will
+either return 1 if the status is active, or 0 if the status is not active.
+If the status is not active when any of the <type> fields are provided,
this script function will always return 0.
---------------------------------------
@@ -5813,11 +5813,11 @@ this script function will always return 0.
*skilleffect(<skill id>, <number>)
*skilleffect("<skill name>", <number>)
-This command displays visual and aural effects of given skill on currently
-attached character. The number parameter is for skill whose visual effect
-involves displaying of a number (healing or damaging). Note that this
-command will not actually use the skill: it is intended for scripts which
-simulate skill usage by the NPC, such as buffs, by setting appropriate
+This command displays visual and aural effects of given skill on currently
+attached character. The number parameter is for skill whose visual effect
+involves displaying of a number (healing or damaging). Note that this
+command will not actually use the skill: it is intended for scripts which
+simulate skill usage by the NPC, such as buffs, by setting appropriate
status and displaying the skill's effect.
mes("Be blessed!");
@@ -5831,7 +5831,7 @@ status and displaying the skill's effect.
sc_start(SC_INC_AGI, 140000, 5);
skilleffect(AL_INCAGI, 0);
-This will heal the character with 2000 HP, buff it with Blessing Lv 10 and
+This will heal the character with 2000 HP, buff it with Blessing Lv 10 and
Increase AGI Lv 5, and display appropriate effects.
---------------------------------------
@@ -5840,8 +5840,8 @@ Increase AGI Lv 5, and display appropriate effects.
*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
+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.
---------------------------------------
@@ -5849,15 +5849,15 @@ map as the invoking character.
*specialeffect(<effect number>{, <send_target>{, <unit id>{, <account id>}}})
*specialeffect(<effect number>{, <send_target>{, "<NPC Name>"{, <account id>}}})
-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
+This command will display special effect with the given number, centered
+on the specified NPCs coordinates, if any. For a full list of special
+effect numbers known see 'doc/effect_list.txt'. Some effect numbers are
+known not to work in some client releases. (Notably, rain is absent from
any client executables released after April 2005.)
-<NPC name> parameter will display <effect number> on another NPC. If the
-NPC specified does not exist, the command will do nothing. When specifying
-an NPC, <send_target> must be specified when specifying an <NPC Name>,
+<NPC name> parameter will display <effect number> on another NPC. If the
+NPC specified does not exist, the command will do nothing. When specifying
+an NPC, <send_target> must be specified when specifying an <NPC Name>,
specifying AREA will retain the default behavior of the command.
<unit id> behaves like <NPC Name> except it can display the effect on
@@ -5899,7 +5899,7 @@ ie: specialeffect(<effect number>, <send_target>, playerattached())
*statusup(<stat>)
-This command will bump a specified stat of the invoking character up by
+This command will bump a specified stat of the invoking character up by
one permanently using status points to do so, if there aren't enough to perform
the change nothing will happen.
Stats are to be given as number, but you can use these constants to replace them:
@@ -5915,7 +5915,7 @@ bLuk - Luck
*statusup2(<stat>, <amount>)
-This command will bump a specified stat of the invoking character up by
+This command will bump a specified stat of the invoking character up by
the specified amount permanently without using status points.
Amount can be negative. See statusup().
@@ -5930,11 +5930,11 @@ Amount can be negative. See statusup().
*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,
+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
+You can find the full list of possible bonuses and which command to use
for each kind in 'doc/item_bonus.txt'.
---------------------------------------
@@ -5944,8 +5944,8 @@ for each kind in 'doc/item_bonus.txt'.
*autobonus3(<bonus script>, <rate>, <duration>, <skill id>, {<other script>})
*autobonus3(<bonus script>, <rate>, <duration>, "<skill name>", {<other script>})
-These commands are meant to be used in item scripts. They will probably
-work outside item scripts, but the bonus will not persist for long. They,
+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
@@ -5953,14 +5953,14 @@ executed on attack (or when attacked in the case of autobonus2()).
Rate is the trigger rate of the script (1000 = 100%).
-Duration is the time that the bonus will last for since the script has
+Duration is the time that the bonus will last for since the script has
triggered.
-Skill ID/skill name the skill which will be used as trigger to start the
+Skill ID/skill name the skill which will be used as trigger to start the
bonus (for autobonus3()).
-The optional argument 'flag' is used to classify the type of attack where
-the script can trigger (it shares the same flags as the bAutoSpell bonus
+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:
@@ -5968,8 +5968,8 @@ Range criteria:
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_WEAPON: Trigger on weapon skills
+ BF_MAGIC: Trigger on magic skills
BF_MISC: Trigger on misc skills
Default: BF_WEAPON
Skill criteria:
@@ -5978,20 +5978,20 @@ Skill criteria:
default: If the attack type is BF_WEAPON (only) BF_NORMAL is used,
otherwise BF_SKILL+BF_NORMAL is used.
-The difference between the optional argument 'other script' and the 'bonus
-script' is that, the former one triggers only when attacking (or attacked)
-and the latter one runs on status calculation as well, which makes sure,
-within the duration, the "bonus" that get lost on status calculation is
-restored. So, 'bonus script' is technically supposed to accept "bonus"
+The difference between the optional argument 'other script' and the 'bonus
+script' is that, the former one triggers only when attacking (or attacked)
+and the latter one runs on status calculation as well, which makes sure,
+within the duration, the "bonus" that get lost on status calculation is
+restored. So, 'bonus script' is technically supposed to accept "bonus"
command only. And we usually use 'other script' to show visual effects.
-In all cases, when the script triggers, the attached player will be the
-one who holds the bonus. There is currently no way of knowing within this
+In all cases, when the script triggers, the attached player will be the
+one who holds the bonus. There is currently no way of knowing within this
script who was the other character (the attacker in autobonus2(), or the
target in autobonus() and autobonus3()).
-//Grants a 1% chance of starting the state "all stats +10" for 10 seconds
-//when using weapon or misc attacks (both melee and ranged skills) and
+//Grants a 1% chance of starting the state "all stats +10" for 10 seconds
+//when using weapon or misc attacks (both melee and ranged skills) and
//shows a special effect when the bonus is active.
autobonus("{ bonus(bAllStats, 10); }", 10, 10000, BF_WEAPON|BF_MISC, "{ specialeffect(EF_FIRESPLASHHIT, AREA, playerattached()); }");
@@ -6002,29 +6002,29 @@ target in autobonus() and autobonus3()).
*addtoskill(<skill id>, <level>{, <flag>})
*addtoskill("<skill name>", <level>{, <flag>})
-These commands will give the invoking character a specified skill. This is
+These commands will give the invoking character a specified skill. This is
also used for item scripts.
-Level is obvious. Skill id is the ID number of the skill in question as
-per 'db/(pre-)re/skill_db.txt'. It is not known for certain whether this
-can be used to give a character a monster's skill, but you're welcome to
+Level is obvious. Skill id is the ID number of the skill in question as
+per 'db/(pre-)re/skill_db.txt'. It is not known for certain whether this
+can be used to give a character a monster's skill, but you're welcome to
try with the numbers given in 'db/(pre-)re/mob_skill_db.txt'.
-Flag is 0 if the skill is given permanently (will get written with the
-character data) or 1 if it is temporary (will be lost eventually, this is
-meant for card item scripts usage.). The flag parameter is optional, and
+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
+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
+// This will permanently give the character Stone Throw
// (TF_THROWSTONE, 152), at level 1.
skill(TF_THROWSTONE, 1, 0);
-Flag 3 is the same as flag 0 in that it saves to the database. However,
-these skills are ignored when any action is taken that adjusts the skill
+Flag 3 is the same as flag 0 in that it saves to the database. However,
+these skills are ignored when any action is taken that adjusts the skill
tree (reset/job change).
---------------------------------------
@@ -6058,37 +6058,37 @@ undisguise(); // Return to normal character sprite.
*marriage("<spouse name>")
-This function will marry two characters, the invoking character and the
-one referred to by name given, together, setting them up as each other's
-marriage partner. No second function call has to be issued (in current Git
-at least) to make sure the marriage works both ways. The function returns
+This function will marry two characters, the invoking character and the
+one referred to by name given, together, setting them up as each other's
+marriage partner. No second function call has to be issued (in current Git
+at least) to make sure the marriage works both ways. The function returns
true upon success, or false if the marriage could not be completed, either
-because the other character wasn't found or because one of the two
+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
+This will do nothing else for the marriage except setting up the spouse ID
+for both of these characters. No rings will be given and no effects will
be shown.
---------------------------------------
*wedding()
-This command will call up wedding effects - the music and confetti -
-centered on the invoking character. Example can be found in the wedding
+This command will call up wedding effects - the music and confetti -
+centered on the invoking character. Example can be found in the wedding
script.
---------------------------------------
*divorce()
-This function will "un-marry" the invoking character from whoever they
-were married to. Both will no longer be each other's marriage partner,
-(at least in current Git, which prevents the cases of multi-spouse
+This function will "un-marry" the invoking character from whoever they
+were married to. Both will no longer be each other's marriage partner,
+(at least in current Git, which prevents the cases of multi-spouse
problems). It will return true upon success or false if the character
was not married at all.
-This function will also destroy both wedding rings and send a message to
+This function will also destroy both wedding rings and send a message to
both players, telling them they are now divorced.
---------------------------------------
@@ -6100,23 +6100,23 @@ both players, telling them they are now divorced.
*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
+Makes a character follow or stop following someone. This command does the
+same as the @follow command. The main difference is that @follow can use
character names, and this commands needs the Account ID for the target.
Examples:
-// This will make Aaron follow Bullah, when both of these characters are
+// This will make Aaron follow Bullah, when both of these characters are
// online.
pcfollow(getcharid(CHAR_ID_ACCOUNT, "Aaron"), getcharid(CHAR_ID_ACCOUNT, "Bullah"));
-
+
// Makes Aaron stop following whoever he is following.
pcstopfollow(getcharid(CHAR_ID_ACCOUNT, "Aaron"));
-
+
---------------------------------------
*pcblockmove(<id>, <option>)
-
+
Prevents the given ID from moving when the optionis true , and false
enables the ID to move again. The ID can either be the GID of a
monster/NPC or account ID of a character, and will run for the attached
@@ -6126,7 +6126,7 @@ Examples:
// Prevents the current char from moving away.
pcblockmove(getcharid(CHAR_ID_ACCOUNT), true);
-
+
// Enables the current char to move again.
pcblockmove(getcharid(CHAR_ID_ACCOUNT), false);
@@ -6146,32 +6146,32 @@ Examples:
*monster("<map name>", <x>, <y>, "<name to show>", <mob id>, <amount>{, "<event label>"{, <size>{, <ai>}}})
*areamonster("<map name>", <x1>, <y1>, <x2>, <y2>, "<name to show>", <mob id>, <amount>{, "<event label>"{, <size>{, <ai>}}})
-This command will spawn a monster on the specified coordinates on the
-specified map. If the script is invoked by a character, a special map
-name, "this", will be recognized to mean the name of the map the invoking
+This command will spawn a monster on the specified coordinates on the
+specified map. If the script is invoked by a character, a special map
+name, "this", will be recognized to mean the name of the map the invoking
character is located at. This command works fine in the item scripts.
-The same command arguments mean the same things as described above in the
-beginning of this document when talking about permanent monster spawns.
+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
+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 only very special thing about this command is an event label, which is
+an optional parameter. This label is written like
+'<NPC object name>::<label name>' and upon the monster being killed, it
+will execute the script inside of the specified NPC object starting from
+the label given. The RID of the player attached at this execution will be
the RID of the killing character.
<size> can be:
Size_Medium = medium (default)
Size_Small = small
Size_Large = big
-
+
<ai> can be:
0 = none (default)
1 = attack/friendly
@@ -6181,9 +6181,9 @@ the RID of the killing character.
monster("place", 60, 100, "Poring", PORING, 1, "NPCNAME::OnLabel");
-The coordinates of 0,0 will spawn the monster on a random place on the
-map. Both 'monster' and 'areamonster' return the GID of the monster
-spawned if there was ONLY ONE monster to be spawned. This is useful for
+The coordinates of 0,0 will spawn the monster on a random place on the
+map. Both 'monster' and 'areamonster' return the GID of the monster
+spawned if there was ONLY ONE monster to be spawned. This is useful for
controlling each of the spawned mobs with the unit* commands shown below.
For example:
@@ -6191,8 +6191,8 @@ For example:
.@mobGID = monster("prontera", 150, 150, "Poring", PORING, 1); // PORING is defined in the mob db and its value is 1002
unitattack(.@mobGID, getcharid(CHAR_ID_ACCOUNT)); // Attacker GID, attacked GID
-The way you can get the GID of more than only one monster is looping
-through all the summons to get their individual GIDs and do whatever you
+The way you can get the GID of more than only one monster is looping
+through all the summons to get their individual GIDs and do whatever you
want with them. For example:
// We want to summon .mobnumber porings which will give us a kiss
@@ -6204,7 +6204,7 @@ want with them. For example:
Refer to the unit* commands below.
The areamonster() command works much like the monster() command and is not
-significantly different, but spawns the monsters within a square defined
+significantly different, but spawns the monsters within a square defined
by x1/y1-x2/y2.
Simple monster killing script:
@@ -6239,14 +6239,14 @@ For more examples see just about any official 2-1 or 2-2 job quest script.
*areamobuseskill("<map name>", <x>, <y>, <range>, <mob id>, <skill id>, <skill level>, <cast time>, <cancelable>, <emotion>, <target type>)
*areamobuseskill("<map name>", <x>, <y>, <range>, <mob id>, "<skill name>", <skill level>, <cast time>, <cancelable>, <emotion>, <target type>)
-This command will make all monsters of the specified mob ID in the
-specified area use the specified skill. Map name, x, and y define the
-center of the area, which extending <range> cells in each direction (ex: a
-range of 3 would create a 7x7 square). The skill can be specified by skill
-ID or name. <cast time> is in milliseconds (1000 = 1 second), and the rest
-should be self-explanatory.
+This command will make all monsters of the specified mob ID in the
+specified area use the specified skill. Map name, x, and y define the
+center of the area, which extending <range> cells in each direction (ex: a
+range of 3 would create a 7x7 square). The skill can be specified by skill
+ID or name. <cast time> is in milliseconds (1000 = 1 second), and the rest
+should be self-explanatory.
-<target type> can be:
+<target type> can be:
0 = self
1 = the mob's current target
2 = the mob's master
@@ -6267,32 +6267,32 @@ This command will kill all monsters that were spawned with monster() or
areamonster() 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
+If the label is given as "All", all monsters which have their respawn
+times set to -1 (like all the monsters summoned with 'monster' or
+'areamonster' script command, and all monsters summoned with GM commands,
+but no other ones - that is, all non-permanent monsters) on the specified
map will be killed regardless of the event label value.
killmonster() supports an optional argument type. Using 1 for type will make
-the command fire "OnMyMobDead" events from any monsters that do die as a
+the command fire "OnMyMobDead" events from any monsters that do die as a
result of this command.
---------------------------------------
*killmonsterall("<map name>"{, <type>})
-This command will kill all monsters on a specified map name, regardless of
-how they were spawned or what they are without triggering any event label
-attached to them, unless you specify 1 for type parameter. In this case,
-mob death labels will be allowed totrigger when there is no player. Any
+This command will kill all monsters on a specified map name, regardless of
+how they were spawned or what they are without triggering any event label
+attached to them, unless you specify 1 for type parameter. In this case,
+mob death labels will be allowed totrigger when there is no player. Any
other number for this parameter won't be recognized.
---------------------------------------
*strmobinfo(<type>, <monster id>)
-This function will return information about a monster record in the
-database, as per 'db/(pre-)re/mob_db.txt'. Type is the kind of information
+This function will return information about a monster record in the
+database, as per 'db/(pre-)re/mob_db.txt'. Type is the kind of information
returned. Valid types are:
1 - 'english name' field in the database, a string.
@@ -6308,48 +6308,48 @@ returned. Valid types are:
*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
+This function will count all the monsters on the specified map that have a
+given event label and return the number or 0 if it can't find any.
+Naturally, only monsters spawned with 'monster' and 'areamonster' script
commands can have non-empty event label.
-If you pass this function an empty string for the event label, it will
-return the total count of monster without event label, including
+If you pass this function an empty string for the event label, it will
+return the total count of monster without event label, including
permanently spawning monsters.
-With the dynamic mobs system enabled, where mobs are not kept in memory
-for maps with no actual people playing on them, this will return a 0 for
+With the dynamic mobs system enabled, where mobs are not kept in memory
+for maps with no actual people playing on them, this will return a 0 for
any such map.
-If the event label is given as "all", all monsters will be counted,
+If the event label is given as "all", all monsters will be counted,
regardless of having any event label attached.
-If the map name is given as "this", the map the invoking character is on
-will be used. If the map is not found, or the invoker is not a character
+If the map name is given as "this", the map the invoking character is on
+will be used. If the map is not found, or the invoker is not a character
while the map is "this", it will return -1.
---------------------------------------
*clone("<map name>", <x>, <y>, "<event>", <char id>{, <master_id>{, <mode>{, <flag>, <duration>}}})
-This command creates a monster which is a copy of another player. The
-first four arguments serve the same purpose as in the monster script
-command, The <char id> is the character id of the player to clone (player
+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.
+If <master id> is given, the clone will be a 'slave/minion' of it.
Master_id must be a character id of another online player.
-The mode can be specified to determine the behavior of the clone, its
-values are the same as the ones used for the mode field in the mob_db. The
+The mode can be specified to determine the behavior of the clone, its
+values are the same as the ones used for the mode field in the mob_db. The
default mode is aggressive, assists, can move, can attack.
-Flag can be either zero or one currently. If zero, the clone is a normal
-monster that'll target players, if one, it is considered a summoned
+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
+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 the monster ID of the spawned clone. If command fails,
returned value is zero.
---------------------------------------
@@ -6357,19 +6357,19 @@ 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'
+spawned with other commands, this one will set up the monster to fight to
+protect the invoking character. Monster name and mob id obey the same
+rules as the one given at the beginning of this document for permanent
+monster spawns with the exceptions mentioned when describing 'monster'
command.
-The effect for the skill 'Call Homunculus' will be displayed centered on
+The effect for the skill 'Call Homunculus' will be displayed centered on
the invoking character.
-Timeout is the time in milliseconds the summon lives, and is set default
-to 60000 (1 minute). Note that also the value 0 will set the timer to
+Timeout is the time in milliseconds the summon lives, and is set default
+to 60000 (1 minute). Note that also the value 0 will set the timer to
default, and it is not possible to create a spawn that lasts forever.
-If an event label is given, upon the monster being killed, the event label
+If an event label is given, upon the monster being killed, the event label
will run as if by donpcevent().
// Will summon a poring to fight for the character.
@@ -6382,8 +6382,8 @@ will run as if by donpcevent().
This command will try to evolve the current player's homunculus.
If it doesn't work, the /swt emotion is shown.
-To evolve a homunculus, the invoking player must have a homunculus, the
-homunculus must not be the last evolution and the homunculus must have
+To evolve a homunculus, the invoking player must have a homunculus, the
+homunculus must not be the last evolution and the homunculus must have
above 91000 intimacy with its owner.
---------------------------------------
@@ -6466,11 +6466,11 @@ does not exist. The return values are :-
*unitwalk(<GID>, <x>, <y>)
*unitwalk(<GID>, <target_GID>)
-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
+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 target whose GID is given.
-When 2 arguments are passed, the given unit will walk to the given x,y
+When 2 arguments are passed, the given unit will walk to the given x,y
coordinates on the map where the unit currently is.
Examples:
@@ -6504,17 +6504,17 @@ OnTouchNPC:
*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
+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
+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
+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.
---------------------------------------
@@ -6522,28 +6522,28 @@ name, make a few copies, and then disable all except one.
*hideonnpc("<NPC object name>")
*hideoffnpc("<NPC object name>")
-These commands will make the NPC object specified display as hidden or
-visible, even though not actually disabled per se. Hidden as in thief Hide
+These commands will make the NPC object specified display as hidden or
+visible, even though not actually disabled per se. Hidden as in thief Hide
skill, but unfortunately, not detectable by Ruwach or Sight.
-As they are now, these commands are pointless, it is suggested to use
-'disablenpc'/'enablenpc', because these two commands actually unload the
-NPC sprite location and other accompanying data from memory when it is not
-used. However, you can use these for some quest ideas (such as cloaking
+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
+This command will start a new execution thread in a specified NPC object
+at the specified label. The execution of the script running this command
will not stop, and the event called by the doevent() command will not run
-until the invoking script has terminated. No parameters may be passed with
+until the invoking script has terminated. No parameters may be passed with
a doevent() call.
-The script of the NPC object invoked in this manner will run as if it's
-been invoked by the RID that was active in the script that issued a
+The script of the NPC object invoked in this manner will run as if it's
+been invoked by the RID that was active in the script that issued a
'doevent'. As such, the command will not work if an RID is not attached.
place,100,100,1%TAB%script%TAB%NPC%TAB%53,{
@@ -6562,20 +6562,20 @@ been invoked by the RID that was active in the script that issued a
*donpcevent("<NPC object name>::<event label>")
-This command invokes the event label code within an another NPC or NPCs.
-It starts a separate instance of execution, and the invoking NPC will
+This command invokes the event label code within an another NPC or NPCs.
+It starts a separate instance of execution, and the invoking NPC will
resume execution its immediately.
-If the supplied event label has the form "NpcName::OnLabel", then only
+If the supplied event label has the form "NpcName::OnLabel", then only
given NPC's event label will be invoked (much like goto() into another
-NPC). If the form is "::OnLabel" (NPC name omitted), the event code of all
-NPCs with given label will be invoked, one after another. In both cases
-the invoked script will run without an attached RID, whether or not the
-invoking script was attached to a player. The event label name is required
+NPC). If the form is "::OnLabel" (NPC name omitted), the event code of all
+NPCs with given label will be invoked, one after another. In both cases
+the invoked script will run without an attached RID, whether or not the
+invoking script was attached to a player. The event label name is required
to start with "On".
-This command can be used to make other NPCs act, as if they were
-responding to the invoking NPC's actions, such as using an emotion or
+This command can be used to make other NPCs act, as if they were
+responding to the invoking NPC's actions, such as using an emotion or
talking.
place,100,100,1%TAB%script%TAB%NPC%TAB%53,{
@@ -6598,8 +6598,8 @@ talking.
end;
}
-Whichever of the both NPCs is talked to, both will show a random emotion
-at the same time.
+Whichever of the both NPCs is talked to, both will show a random emotion
+at the same time.
Command returns true or false on success and failure.
A debug message also shows on the console when no events are triggered.
@@ -6608,9 +6608,9 @@ A debug message also shows on the console when no events are triggered.
*npctalk("<message>"{, "<npc name>"})
-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
+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
@@ -6644,14 +6644,14 @@ and can have multiple instances. If <acccount id> is passed, this player
will be used instead. When the label is run, it is run as if the player
that the timer runs on has clicked the NPC.
-When this timer runs out, a new execution thread will start in the
+When this timer runs out, a new execution thread will start in the
specified NPC object at the specified label.
The ticks are given in 1/1000ths of a second.
-One more thing. These timers are stored as part of player data. If the
-player logs out, all of these get immediately deleted, without executing
-the script. If this behavior is undesirable, use some other timer
+One more thing. These timers are stored as part of player data. If the
+player logs out, all of these get immediately deleted, without executing
+the script. If this behavior is undesirable, use some other timer
mechanism (like sleep()).
Example:
@@ -6710,52 +6710,52 @@ valid <type> for gettimer() are:
*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
+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
+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
+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.
+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
+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
+Normally there is only a single timer per NPC, but as an exception, as
+long as you attach a player to the timer, you can have multiple timers
+running at once, because these will get stored on the players instead of
the NPC.
NOTE: You need to attach the RID before the timer _before_ you start it to
get a player-attached timer. Otherwise it'll stay a NPC timer (no effect).
-If the player that is attached to the npctimer logs out, the
-"OnTimerQuit:" event label of that NPC will be triggered, so you can do
-the appropriate cleanup (the player is still attached when this event is
+If the player that is attached to the npctimer logs out, the
+"OnTimerQuit:" event label of that NPC will be triggered, so you can do
+the appropriate cleanup (the player is still attached when this event is
triggered).
The setnpctimer() command will explicitly set the timer to a given tick.
getnpctimer() provides timer information. Its parameter defines what type:
0 - Will return the current tick count of the timer.
- 1 - Will return 1 if there are remaining "OnTimer<ticks>:" labels in the
+ 1 - Will return 1 if there are remaining "OnTimer<ticks>:" labels in the
specified NPC waiting for execution.
- 2 - Will return the number of times the timer has triggered and will
+ 2 - Will return the number of times the timer has triggered and will
trigger an "OnTimer<tick>:" label in the specified NPC.
Example 1:
@@ -6803,9 +6803,9 @@ Example 2:
initnpctimer();
end;
- // This OnInit label will run when the script is loaded, so that the
- // timer is initialized immediately as the server starts. It is
- // dropped back to 0 every time the NPC says something, so it will
+ // This OnInit label will run when the script is loaded, so that the
+ // timer is initialized immediately as the server starts. It is
+ // dropped back to 0 every time the NPC says something, so it will
// cycle continuously.
OnInit:
initnpctimer();
@@ -6815,7 +6815,7 @@ Example 3:
mes("[Man]");
mes("I have been waiting "+(getnpctimer(0)/1000)+" seconds for you.");
- // We divide the timer returned by 1000 to convert milliseconds to
+ // We divide the timer returned by 1000 to convert milliseconds to
// seconds.
close();
@@ -6828,9 +6828,9 @@ Example 4:
// 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>")
@@ -6844,7 +6844,7 @@ and sleep2() basically do the same, but the main difference is that sleep()
will not keep the rid, while sleep2() does.
Examples:
- // This will pause the script for 10 seconds and ditch the RID
+ // This will pause the script for 10 seconds and ditch the RID
// (so no player is attached anymore)
sleep(10000);
// Pauses the script for 5 seconds, and continue with the RID attached.
@@ -6857,10 +6857,10 @@ Examples:
*progressbar("<color>", <seconds>)
This command works almost like sleep2(), but displays a progress bar above
-the head of the currently attached character (like cast bar). Once the
-given amount of seconds passes, the script resumes. If the character moves
-while the progress bar progresses, it is aborted and the script ends. The
-color format is in RGB (0xRRGGBB). The color is currently ignored by the
+the head of the currently attached character (like cast bar). Once the
+given amount of seconds passes, the script resumes. If the character moves
+while the progress bar progresses, it is aborted and the script ends. The
+color format is in RGB (0xRRGGBB). The color is currently ignored by the
client and appears always green.
---------------------------------------
@@ -6871,12 +6871,12 @@ client and appears always green.
*announce("<text>", <flag>{, <fontColor>{, <fontType>{, <fontSize>{, <fontAlign>{, <fontY>}}}}})
-This command will broadcast a message to all or most players, similar to
+This command will broadcast a message to all or most players, similar to
@kami/@kamib GM commands.
announce("This will be shown to everyone at all in yellow.", bc_all);
-The region the broadcast is heard in (target), source of the broadcast and
+The region the broadcast is heard in (target), source of the broadcast and
the color the message will come up as is determined by the flags.
The flag values are coded as constants in db/constants.conf to make them
@@ -6884,7 +6884,7 @@ easier to use.
Target flags:
- bc_all: Broadcast message is sent server-wide (default).
-- bc_map: Message is sent to everyone in the same map as the source of
+- bc_map: Message is sent to everyone in the same map as the source of
the broadcast (see below).
- bc_area: Message is sent to players in the vicinity of the source.
- bc_self: Message is sent only to current player.
@@ -6892,31 +6892,31 @@ You cannot use more than one target flag.
Source flags:
- bc_pc: Broadcast source is the attached player (default).
-- bc_npc: Broadcast source is the NPC, not the player attached to the
- script (useful when a player is not attached or the message
+- bc_npc: Broadcast source is the NPC, not the player attached to the
+ script (useful when a player is not attached or the message
should be sent to those nearby the NPC).
You cannot use more than one source flag.
Special flags:
- bc_yellow:Broadcast will be displayed in yellow color (default).
- bc_blue: Broadcast will be displayed in blue color.
-- bc_woe: Indicates that this broadcast is 'WoE Information' that can
+- bc_woe: Indicates that this broadcast is 'WoE Information' that can
be disabled client-side.
-Due to the way client handles broadcasts, it is impossible to set both
+Due to the way client handles broadcasts, it is impossible to set both
bc_blue and bc_woe.
-The optional parameters allow usage of broadcasts in custom colors,
-font-weights, sizes etc. If any of the optional parameters is used,
-special flag is ignored. Optional parameters may not work well (or at all)
+The optional parameters allow usage of broadcasts in custom colors,
+font-weights, sizes etc. If any of the optional parameters is used,
+special flag is ignored. Optional parameters may not work well (or at all)
depending on a game client used.
-The color parameter is a single number which can be in hexadecimal
+The color parameter is a single number which can be in hexadecimal
notation. C_ constant can also be used for color effects, see the full list
of the available ones in 'db/constants.conf' under 'C_'.
For example:
announce("This announcement will be shown to everyone in green.", bc_all, 0x00FF00);
-Will display a global announce in green. The color format is in RGB
+Will display a global announce in green. The color format is in RGB
(0xRRGGBB).
Another example:
@@ -6928,10 +6928,10 @@ In official scripts only two font-weights (types) are used:
Default font size is 12.
-Using this for private messages to players is probably not that good an
+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
+ // This will be a private message to the player using the NPC that
// made the announcement
announce("This is my message just for you", bc_blue|bc_self);
@@ -6943,7 +6943,7 @@ idea, but it can be used instead in NPCs to "preview" an announce.
*mapannounce("<map name>", "<text>", <flag>{, <fontColor>{, <fontType>{, <fontSize>{, <fontAlign>{, <fontY>}}}}}})
This command will work like announce() but will only broadcast to
-characters currently residing on the specified map. The flag and optional
+characters currently residing on the specified map. The flag and optional
parameters parameters are the same as in announce(), but target and source
flags are ignored.
@@ -6951,8 +6951,8 @@ flags are ignored.
*areaannounce("<map name>", <x1>, <y1>, <x2>, <y2>, "<text>", <flag>{, <fontColor>{, <fontType>{, <fontSize>{, <fontAlign>{, <fontY>}}}}}})
-This command works like 'announce' but will only broadcast to characters
-residing in the specified x1/y1-x2/y2 rectangle on the map given. The
+This command works like 'announce' but will only broadcast to characters
+residing in the specified x1/y1-x2/y2 rectangle on the map given. The
flags and optional parameters are the same as in announce(), but target
and source flags are ignored.
@@ -6962,7 +6962,7 @@ and source flags are ignored.
*callshop("<name>", <option>)
-These are a series of commands used to create dynamic shops.
+These are a series of commands used to create dynamic shops.
The callshop() function calls an invisible shop (FAKE_NPC) as if the player
clicked on it.
@@ -6978,34 +6978,34 @@ callshop("DaShop", 1);
The shop which is called by callshop() (as long as an npcshop* command is
-executed from that NPC (see note 1)) will trigger the labels OnBuyItem and
-OnSellitem. These labels can take over handling for relatively the buying
-of items from the shop and selling the items to a shop. Via these labels
-you can customize the way an item is bought or sold by a player.
+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 filled (@bought_nameid and
@bought_quantity) with information about the name id (item id) sold
-and the amount sold of it. Same goes for the OnSellItem label, only the
-variables are named different (@sold_nameid, @sold_quantity, @sold_refine,
-@sold_attribute, @sold_identify, @sold_card1, @sold_card2, @sold_card3,
-@sold_card4). An example on a shop comes with Hercules, and can be found
+and the amount sold of it. Same goes for the OnSellItem label, only the
+variables are named different (@sold_nameid, @sold_quantity, @sold_refine,
+@sold_attribute, @sold_identify, @sold_card1, @sold_card2, @sold_card3,
+@sold_card4). An example on a shop comes with Hercules, and can be found
in the doc/sample/npc_dynamic_shop.txt file.
-This example shows how to use the labels and their set variables to create
+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
+Note 1: These labels will only be triggered if a npcshop* command is
+executed, this is because these commands set a special data on the shop
+NPC, named master_nd in the source.
+The OnSellItem and OnBuyItem are triggered in the NPC whose master_nd is
given in the shop.
---------------------------------------
*npcshopitem("<name>", <item id>, <price>{, <item id>, <price>{, <item id>, <price>{, ...}}})
-This command lets you override the contents of an existing NPC shop or
-cashshop. The current sell list will be wiped, and only the items
+This command lets you override the contents of an existing NPC shop or
+cashshop. The current sell list will be wiped, and only the items
specified with the price specified will be for sale.
The function returns true if shop was updated successfully, or false if not found.
@@ -7016,8 +7016,8 @@ Note that you cannot use -1 to specify default selling price!
*npcshopadditem("<name>", <item id>, <price>{, <item id>, <price>{, <item id>, <price>{, ...}}})
-This command will add more items at the end of the selling list for the
-specified NPC shop or cashshop. If you specify an item already for sell,
+This command will add more items at the end of the selling list for the
+specified NPC shop or cashshop. If you specify an item already for sell,
that item will appear twice on the sell list.
The function returns true if shop was updated successfully, or false if not found.
@@ -7029,7 +7029,7 @@ Note that you cannot use -1 to specify default selling price!
*npcshopdelitem("<name>", <item id>{, <item id>{, <item id>{, ...}}})
This command will remove items from the specified NPC shop or cashshop.
-If the item to remove exists more than once on the shop, all instances
+If the item to remove exists more than once on the shop, all instances
will be removed.
Note that the function returns true even if no items were removed. The return
@@ -7040,15 +7040,15 @@ 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
+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 (true) or detach (false)
-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
+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 false if the shop was not found, true otherwise.
@@ -7057,54 +7057,54 @@ The function returns false if the shop was not found, true otherwise.
*waitingroom("<chatroom name>", <limit>{, <event label>, <trigger>, <required zeny>, <min lvl>, <max lvl>})
-This command will create a chat room, owned by the NPC object running this
+This command will create a chat room, owned by the NPC object running this
script and displayed above the NPC sprite.
The maximum length of a chat room name is 60 letters.
-The limit is the maximum number of people allowed to enter the chat room.
-The attached NPC is included in this count. If the optional event and
-trigger parameters are given, the event label
+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 donpcevent()
-upon the number of people in the chat room reaching the given triggering
+upon the number of people in the chat room reaching the given triggering
amount.
-// The NPC will just show a box above its head that says "Hello World",
+// The NPC will just show a box above its head that says "Hello World",
// clicking it will do nothing, since the limit is zero.
waitingroom("Hello World", 0);
// The NPC will have a box above its head, with "Disco - Waiting Room"
-// written on it, and will have 8 waiting slots. Clicking this will enter
-// the chat room, where the player will be able to wait until 7 players
-// accumulate. Once this happens, it will cause the NPC "Bouncer" run the
+// written on it, and will have 8 waiting slots. Clicking this will enter
+// the chat room, where the player will be able to wait until 7 players
+// accumulate. Once this happens, it will cause the NPC "Bouncer" run the
// label "OnStart".
waitingroom("Disco - Waiting Room", 8, "Bouncer::OnStart", 7);
-// The NPC will have a box above its head, with "Party - Waiting Room"
-// written on it, and will have 8 waiting slots. Clicking this will allow
-// a player who has 5000 zeny and lvl 50~99 to enter the chat room, where
-// the player will be able to wait until 7 players accumulate. Once this
+// The NPC will have a box above its head, with "Party - Waiting Room"
+// written on it, and will have 8 waiting slots. Clicking this will allow
+// a player who has 5000 zeny and lvl 50~99 to enter the chat room, where
+// the player will be able to wait until 7 players accumulate. Once this
// happens, it will cause the NPC "Bouncer" run the label "OnStart".
waitingroom("Party - Waiting Room", 8, "Bouncer::OnStart", 7, 5000, 50, 99);
-Creating a waiting room does not stop the execution of the script and it
+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
+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
+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
+It's not clear what happens to a waiting room if the NPC is disabled with
disablenpc(), by the way.
---------------------------------------
@@ -7112,24 +7112,24 @@ disablenpc(), by the way.
*enablewaitingroomevent({"<NPC object name>"})
*disablewaitingroomevent({"<NPC object name>"})
-This will enable and disable triggering the waiting room event (see
+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
+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
+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.
---------------------------------------
*getwaitingroomstate(<information type>{, "<NPC object name>"})
-This function will return information about the waiting room state for the
-attached waiting room or for a waiting room attached to the specified NPC
+This function will return information about the waiting room state for the
+attached waiting room or for a waiting room attached to the specified NPC
if any.
The valid information types are:
@@ -7142,43 +7142,43 @@ The valid information types are:
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
+ 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
+ 33 - Whether the amount of users in the waiting room is higher than the
trigger number.
- 34 - Minimum Base Level to enter waiting room.
+ 34 - Minimum Base Level to enter waiting room.
35 - Maximum Base Level to enter waiting room.
- 36 - Minimum Zeny to enter waiting room.
+ 36 - Minimum Zeny to enter waiting room.
---------------------------------------
*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
+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,
+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
+This command can also keep track of who just got warped. It does this by
setting special variables:
-$@warpwaitingpc[] is an array containing the account_id numbers of the
+$@warpwaitingpc[] is an array containing the account_id numbers of the
characters who were just warped.
$@warpwaitingpcnum contains the number of the character it just warped.
See also 'getpartymember' for advice on what to do with those variables.
-The obvious way of using this effectively would be to set up a waiting
-room for two characters to be warped onto a random PVP map for a
+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.
---------------------------------------
@@ -7191,20 +7191,20 @@ This command kicks everybody out of a specified waiting room chat.
*setmapflagnosave("<map name>", "<alternate map name>", <x>, <y>)
-This command sets the 'nosave' flag for the specified map and also gives
+This command sets the 'nosave' flag for the specified map and also gives
an alternate respawn-upon-relogin point.
-It does not make a map impossible to make a save point on as you would
+It does not make a map impossible to make a save point on as you would
normally think, savepoint() will still work. It will, however, make the
-specified map kick the reconnecting players off to the alternate map given
+specified map kick the reconnecting players off to the alternate map given
to the coordinates specified.
---------------------------------------
*setmapflag("<map name>", <flag>{, <val>})
-This command marks a specified map with a map flag given. Map flags alter
-the behavior of the map, you can see the list of the available ones in
+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/constants.conf' under 'mf_'.
The map flags alter the behavior of the map regarding teleporting
@@ -7217,22 +7217,22 @@ mf_noskill, mf_noicewall), current weather effects (mf_snow, mf_fog,
mf_sakura, mf_leaves, mf_clouds, mf_clouds2, mf_fireworks), whether
night will be in effect on this map (mf_nightenabled) and so on.
-The val optional parameter is as the mapflags variable when one exists, it
+The val optional parameter is as the mapflags variable when one exists, it
may be a number or a string depending on the mapflag in question.
---------------------------------------
*removemapflag("<map name>", <flag>)
-This command removes a mapflag from a specified map.
+This command removes a mapflag from a specified map.
See setmapflag() for examples of mapflags.
---------------------------------------
*getmapflag("<map name>", <flag>)
-This command checks the status of a given mapflag and returns the
-mapflag's state.
+This command checks the status of a given mapflag and returns the
+mapflag's state.
false means OFF, and true means ON. See setmapflag() for examples of mapflags.
---------------------------------------
@@ -7248,8 +7248,8 @@ Examples:
// Will set the base experience rate to 20x (2000%)
setbattleflag("base_exp_rate", 2000);
-
-// Will return the value of the base experience rate (when used after the
+
+// Will return the value of the base experience rate (when used after the
// above example, it would print 2000).
mes(getbattleflag("base_exp_rate"));
@@ -7258,12 +7258,12 @@ Examples:
*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
+The first x and y is the place of the warp portal on the map where the NPC
is on the mapname and second x and y is the target area of the warp portal.
Examples:
-// Will create a warp portal on the NPC's map at 150,150
+// 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);
@@ -7271,10 +7271,10 @@ Examples:
*mapwarp("<from map>", "<to map>", <x>, <y>{, <type>, <ID>})
-This command will collect all characters located on the From map and warp
-them wholesale to the same point on the To map, or randomly distribute
-them there if the coordinates are zero. "Random" is understood as a
-special To map name and will mean randomly shuffling everyone on the same
+This command will collect all characters located on the From map and warp
+them wholesale to the same point on the To map, or randomly distribute
+them there if the coordinates are zero. "Random" is understood as a
+special To map name and will mean randomly shuffling everyone on the same
map.
Optionally, a type and ID can be specified. Available types are:
@@ -7296,7 +7296,7 @@ Example:
*maprespawnguildid("<map name>", <guild id>, <flag>)
-This command goes through the specified map and for each player and
+This command goes through the specified map and for each player and
monster found there does stuff.
Flag is a bit-mask (add up numbers to get effects you want)
@@ -7304,12 +7304,12 @@ Flag is a bit-mask (add up numbers to get effects you want)
2 - warp all non-guild members to their save points.
4 - remove all monsters which are not guardian or Emperium.
-Flag 7 will, therefore, mean 'wipe all mobs but guardians and the Emperium
-and kick all characters out', which is what the official scripts do upon
-castle surrender. Upon start of WoE, the scripts do 2 (warp out all people
+Flag 7 will, therefore, mean 'wipe all mobs but guardians and the Emperium
+and kick all characters out', which is what the official scripts do upon
+castle surrender. Upon start of WoE, the scripts do 2 (warp out all people
not in the guild that owns the castle).
-Characters not belonging to any guild will be warped out regardless of the
+Characters not belonging to any guild will be warped out regardless of the
flag setting.
For examples, check the WoE scripts in the distribution.
@@ -7323,12 +7323,12 @@ For examples, check the WoE scripts in the distribution.
These four commands will start/end War of Emperium or War of Emperium SE.
-This is a bit more complex than it sounds, since the commands themselves
-won't actually do anything interesting, except causing all 'OnAgitStart:'
-and 'OnAgitEnd:', or 'OnAgitStart2:' and 'OnAgitEnd2:' in the case of
-latter two commands, events to run everywhere, respectively. They are used
-as simple triggers to run a lot of complex scripts all across the server,
-and they, in turn, are triggered by clock with an 'OnClock<time>:'
+This is a bit more complex than it sounds, since the commands themselves
+won't actually do anything interesting, except causing all 'OnAgitStart:'
+and 'OnAgitEnd:', or 'OnAgitStart2:' and 'OnAgitEnd2:' in the case of
+latter two commands, events to run everywhere, respectively. They are used
+as simple triggers to run a lot of complex scripts all across the server,
+and they, in turn, are triggered by clock with an 'OnClock<time>:'
time-triggering label.
---------------------------------------
@@ -7336,10 +7336,10 @@ 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.
+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.
---------------------------------------
@@ -7352,7 +7352,7 @@ 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
+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
@@ -7365,21 +7365,21 @@ which returns a guild id:
*guardian("<map name>", <x>, <y>, "<name to show>", <mob id>{, "<event label>"{, <guardian index>}})
This command is roughly equivalent to monster(), but is meant to be used
-with castle guardian monsters and will only work with them. It will set
-the guardian characteristics up according to the castle's investment
+with castle guardian monsters and will only work with them. It will set
+the guardian characteristics up according to the castle's investment
values and otherwise set the things up that only castle guardians need.
Returns the id of the mob or 0 if an error occurred.
When 'guardian index' isn't supplied it produces a temporary guardian.
-Temporary guardians are not saved with the castle and can't be accessed by
+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
+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.
@@ -7398,27 +7398,27 @@ Type indicates what information to return:
*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
+These commands will make the NPC object in question move around the map.
+As they currently are, they are a bit buggy and are not useful for much
more than making an NPC move randomly around the map.
npcspeed() will set the NPCs walking speed to a specified value. As in the
-@speed GM command, 200 is the slowest possible speed while 0 is the
-fastest possible (instant motion). 100 is the default character walking
+@speed GM command, 200 is the slowest possible speed while 0 is the
+fastest possible (instant motion). 100 is the default character walking
speed.
npcwalkto() will start the NPC sprite moving towards the specified
-coordinates on the same map as it is currently on. The script proceeds
+coordinates on the same map as it is currently on. The script proceeds
immediately after the NPC begins moving.
npcstop() will stop the motion.
-While in transit, the NPC will be clickable, but invoking it will cause it
-to stop moving, which will make it's coordinates different from what the
-client computed based on the speed and motion coordinates. The effect is
+While in transit, the NPC will be clickable, but invoking it will cause it
+to stop moving, which will make it's coordinates different from what the
+client computed based on the speed and motion coordinates. The effect is
rather unnerving.
-Only a few NPC sprites have walking animations, and those that do, do not
-get the animation invoked when moving the NPC, due to the problem in the
-NPC walking code, which looks a bit silly. You might have better success
+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.
---------------------------------------
@@ -7428,14 +7428,14 @@ by defining a job-sprite based sprite id in 'db/mob_avail.txt' with this.
This command looks like the npcwalktoxy function, but is a little different.
While npcwalktoxy just makes the NPC 'walk' to the coordinates given
-(which sometimes gives problems if the path isn't a straight line without
-objects), this command just moves the NPC. It basically warps out and in
-on the current and given spot. Direction can be used to change the NPC's
+(which sometimes gives problems if the path isn't a straight line without
+objects), this command just moves the NPC. It basically warps out and in
+on the current and given spot. Direction can be used to change the NPC's
facing direction.
Example:
-// This will move Bugga from to the coordinates 100,20 (if those
+// This will move Bugga from to the coordinates 100,20 (if those
// coordinates are legit).
movenpc("Bugga", 100, 20);
@@ -7480,18 +7480,18 @@ solution rather than sending the map and the monster_id.
*debugmes("<message>")
-This command will send the message to the server console (map-server
+This command will send the message to the server console (map-server
window). It will not be displayed anywhere else.
//
// Displays "NAME has clicked me!" in the map-server window.
debugmes(strcharinfo(PC_NAME)+" has clicked me!");
-
+
debugmes("\033[38D\033[K ==Message== \n"); // enable colour code.
---------------------------------------
*logmes("<message>")
-This command will write the message given to the map server NPC log file,
+This command will write the message given to the map server NPC log file,
as specified in 'conf/map/logs.conf'. If SQL logging is enabled, the message
will go to the 'npclog' table.
@@ -7501,10 +7501,10 @@ If logs are not enabled for NPCs, nothing will happen.
*globalmes("<message>"{, "<NPC name>"})
-This command will send a message to the chat window of all currently
+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
+If NPC name is specified, the message will be sent as if the sender would
be the NPC with the said name.
---------------------------------------
@@ -7547,9 +7547,9 @@ Removes a channel handler added by addchannelhandler()
*rand(<number>{, <number>})
This function returns a number ...
-(if you specify one) ... randomly positioned between 0 and the number you
+(if you specify one) ... randomly positioned between 0 and the number you
specify -1.
-(if you specify two) ... randomly positioned between the two numbers you
+(if you specify two) ... randomly positioned between the two numbers you
specify.
rand(10) would result in 0, 1, 2, 3, 4, 5, 6, 7, 8 or 9
@@ -7560,20 +7560,20 @@ rand(2, 5) would result in 2, 3, 4 or 5
*viewpoint(<action>, <x>, <y>, <point number>, <color>)
-This command will mark places on the mini map in the client connected to
-the invoking character. It uses the normal X and Y coordinates from the
-main map. The colors of the marks are defined using a hexadecimal number,
+This command will mark places on the mini map in the client connected to
+the invoking character. It uses the normal X and Y coordinates from the
+main map. The colors of the marks are defined using a hexadecimal number,
same as the ones used to color text in mes() output, but are written as
hexadecimal numbers in C. (They look like 0x<six numbers>.)
-Action is what you want to do with a point, 1 will set it, while 2 will
-clear it. 0 will also set it, but automatically removes the point after 15
+Action is what you want to do with a point, 1 will set it, while 2 will
+clear it. 0 will also set it, but automatically removes the point after 15
seconds.
-Point number is the number of the point - you can have several. If more
-than one point is drawn at the same coordinates, they will cycle, which
+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
+ // 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);
@@ -7590,35 +7590,35 @@ And this is how you remove them:
viewpoint(2, 35, 45, 2, 0xFF0000);
viewpoint(2, 40, 50, 3, 0xFF0000);
-The client determines what it does with the points entirely, the server
+The client determines what it does with the points entirely, the server
keeps no memory of where the points are set whatsoever.
---------------------------------------
*cutin("<filename>", <position>)
-This command will display a picture, usually an NPC illustration, also
-called cutin, for the currently attached client. The position parameter
+This command will display a picture, usually an NPC illustration, also
+called cutin, for the currently attached client. The position parameter
determines the placement of the illustration and takes following values:
- 0 - bottom left corner
- 1 - bottom middle
- 2 - bottom right corner
- 3 - middle of screen in a movable window with an empty title bar
- 4 - middle of screen without the window header, but still movable
-
-The picture is read from data\texture\유저인터페이스\illust, from both the
-GRF archive and data folder, and is required to be a bitmap. The file
-extension .bmp can be omitted. Magenta color (#ff00ff) is considered
-transparent. There is no limit placed on the size of the illustrations
-by the client, although loading of large pictures (about 700x700 and
-larger) causes the client to freeze shortly (lag). Typically the size is
-about 320x480. New illustrations can be added by just putting the new file
+ 0 - bottom left corner
+ 1 - bottom middle
+ 2 - bottom right corner
+ 3 - middle of screen in a movable window with an empty title bar
+ 4 - middle of screen without the window header, but still movable
+
+The picture is read from data\texture\유저인터페이스\illust, from both the
+GRF archive and data folder, and is required to be a bitmap. The file
+extension .bmp can be omitted. Magenta color (#ff00ff) is considered
+transparent. There is no limit placed on the size of the illustrations
+by the client, although loading of large pictures (about 700x700 and
+larger) causes the client to freeze shortly (lag). Typically the size is
+about 320x480. New illustrations can be added by just putting the new file
into the location above.
-The client is able to display only one cutin at the same time and each new
-one will cause the old one to disappear. To delete the currently displayed
-illustration without displaying a new one, an empty file name and position
+The client is able to display only one cutin at the same time and each new
+one will cause the old one to disappear. To delete the currently displayed
+illustration without displaying a new one, an empty file name and position
255 must be used.
// Displays the Comodo Kafra illustration in lower right corner.
@@ -7635,9 +7635,9 @@ illustration without displaying a new one, an empty file name and position
*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
+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'
@@ -7646,16 +7646,16 @@ A full list of pet IDs can be found inside 'db/pet_db.txt'
*emotion(<emotion number>{, <target>{, "<target name>"}})
-This command makes an object display an emotion sprite above their own as
-if they were doing that emotion. For a full list of emotion numbers, see
-'db/constants.conf' under 'e_'. The not so obvious ones are 'e_what' (a
+This command makes an object display an emotion sprite above their own as
+if they were doing that emotion. For a full list of emotion numbers, see
+'db/constants.conf' under 'e_'. The not so obvious ones are 'e_what' (a
question mark) and 'e_gasp' (the exclamation mark).
-The optional target parameter specifies who will get the emotion on top of
+The optional target parameter specifies who will get the emotion on top of
their head. If false (default if omitted), the NPC in current use will show
the emotion, if true, the player that is running the script will display it.
-Target name parameter allows to display emotion on top of other NPC/PC
+Target name parameter allows to display emotion on top of other NPC/PC
without event labels. If specified name is not found, command does nothing.
---------------------------------------
@@ -7666,12 +7666,12 @@ without event labels. If specified name is not found, command does nothing.
@ /!\ This command is deprecated @
@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
-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
+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.
This command is deprecated and it should not be used in new scripts, as it is
@@ -7683,22 +7683,22 @@ ie: specialeffect(<effect number>, <send target>, <unit id>)
*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
+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 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
+It's not quite certain what the 'type' actually does, it is sent to the
+client directly. It probably determines which directory to play the effect
+from. It's certain that giving 0 for the number will play sound files from
'\data\wav\', but where the other numbers will read from is unclear.
-The sound files themselves must be in the PCM format, and file names
-should also have a maximum length of 23 characters including the .wav
+The sound files themselves must be in the PCM format, and file names
+should also have a maximum length of 23 characters including the .wav
extension:
soundeffect("1234567890123456789.wav", 0); // will play the soundeffect
@@ -7711,13 +7711,13 @@ You can add your own effects this way, naturally.
*playbgm("<BGM filename>")
*playbgmall("<BGM filename>"{, "<map name>"{, <x0>, <y0>, <x1>, <y1>}})
-These two commands will play a Background Music to either the invoking
+These two commands will play a Background Music to either the invoking
character only (playbgm()) or multiple characters (playbgmall()).
-BGM filename is the filename in /BGM/ folder. It has to be in .mp3
-extension, but it's not required to specify the extension in the script.
+BGM filename is the filename in /BGM/ folder. It has to be in .mp3
+extension, but it's not required to specify the extension in the script.
-If coordinates are omitted, BGM will be broadcasted on the entire map. If
+If coordinates are omitted, BGM will be broadcasted on the entire map. If
the map name is also omitted the BGM will be played for the entire server.
You can add your own BGMs this way, naturally.
@@ -7727,7 +7727,7 @@ You can add your own BGMs this way, naturally.
*pvpon("<map name>")
*pvpoff("<map name>")
-These commands will turn PVP mode for the specified maps on and off.
+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.
@@ -7735,11 +7735,11 @@ create a PVP timer and ranking as will @pvpon GM command do.
*atcommand("<command>")
-This command will run the given command line exactly as if it was typed in
-from the keyboard by the player connected to the invoking character, and
+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
+ // 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$);
@@ -7752,8 +7752,8 @@ engine.
*charcommand("<command>")
-This command will run the given command line exactly as if it was typed in
-from the keyboard from a character that belonged to an account which had
+This command will run the given command line exactly as if it was typed in
+from the keyboard from a character that belonged to an account which had
GM level 99.
The commands can also run without an attached rid.
@@ -7770,16 +7770,16 @@ engine.
*bindatcmd("command", "<NPC object name>::<event label>"{, <group level>, <group level char>, <log>})
-This command will bind a NPC event label to an atcommand. Upon execution
-of the atcommand, the user will invoke the NPC event label. Each atcommand
-is only allowed one binding. If you rebind, it will override the original
-binding. If group level is provided, only users of that group level or
-above will be able to access the command, if not provided, everyone will
+This command will bind a NPC event label to an atcommand. Upon execution
+of the atcommand, the user will invoke the NPC event label. Each atcommand
+is only allowed one binding. If you rebind, it will override the original
+binding. If group level is provided, only users of that group level or
+above will be able to access the command, if not provided, everyone will
be able to access the command.
-"group level char" is the minimum group level required for the label to be
-used on others like a char command would, e.g. "#command "target" params",
+"group level char" is the minimum group level required for the label to be
+used on others like a char command would, e.g. "#command "target" params",
when not provided, "group level char" defaults to 99.
-"log" whether to log the usages of this command with the atcommand log
+"log" whether to log the usages of this command with the atcommand log
(true = log, false = no log), default is to not log.
The following variables are set upon execution:
@@ -7874,10 +7874,19 @@ This command will unbind a NPC event label from an atcommand.
*useatcmd("command")
-This command will execute an atcommand binding on the attached RID from a
-script. The three .@atcmd_***** variables will NOT be set when invoking
+ @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
+ @ /!\ This command is deprecated @
+ @@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
+
+This command will execute an atcommand binding on the attached RID from a
+script. The three .@atcmd_***** variables will NOT be set when invoking
scripts-atcommands this way.
+This command is deprecated and it should not be used in new scripts, as it is
+likely to be removed at a later time. Instead, you should directly call to the
+event label of the binding using timers or doevent(). For built-in commands,
+atcommand() should be used instead.
+
---------------------------------------
*can_use_command("<command>"{, <account id>})
@@ -7948,7 +7957,7 @@ It is also possible to pass a string for plugin permissions:
*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
+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.
@@ -7959,13 +7968,13 @@ For the position, the x and y are given in the unitskillusepos.
*npcskill(<skill id>, <skill lvl>, <stat point>, <NPC level>)
*npcskill("<skill name>", <skill lvl>, <stat point>, <NPC level>)
-This command causes the attached NPC object to cast a skill on the
-attached player. The skill will have no cast time or cooldown. The player
+This command causes the attached NPC object to cast a skill on the
+attached player. The skill will have no cast time or cooldown. The player
must be within the default skill range or the command will fail silently.
-The "stat point" parameter temporarily sets all NPC stats to the given
-value, and "NPC level" is the temporary level of the NPC (used in some
-skills). Neither value can be greater than the max level defined in
+The "stat point" parameter temporarily sets all NPC stats to the given
+value, and "NPC level" is the temporary level of the NPC (used in some
+skills). Neither value can be greater than the max level defined in
config, and will not work properly if the NPC has a mob sprite.
// Casts Level 10 Heal on the attached player, calculated with
@@ -8017,8 +8026,8 @@ Example:
*day();
*night();
-These two commands will switch the entire server between day and night
-mode respectively. If your server is set to cycle between day and night by
+These two commands will switch the entire server between day and night
+mode respectively. If your server is set to cycle between day and night by
configuration, it will eventually return to that cycle.
Example:
@@ -8036,10 +8045,10 @@ OnClock1800:
end;
}
-This script allows to emulate the day/night cycle as the server does, but
-also allows triggering additional effects upon change, like announces,
+This script allows to emulate the day/night cycle as the server does, but
+also allows triggering additional effects upon change, like announces,
gifts, etc.
-The day/night cycle set by configuration should be disabled when this
+The day/night cycle set by configuration should be disabled when this
script is used.
---------------------------------------
@@ -8090,17 +8099,17 @@ a regex tutorial.
*deactivatepset(<set number>)
*deletepset(<set number>)
-They will make the NPC object listen for text spoken publicly by players
-and match it against regular expression patterns, then trigger labels
+They will make the NPC object listen for text spoken publicly by players
+and match it against regular expression patterns, then trigger labels
associated with these regular expression patterns.
-Patterns are organized into sets, which are referred to by a set number.
-You can have multiple sets patterns, and multiple patterns may be active
+Patterns are organized into sets, which are referred to by a set number.
+You can have multiple sets patterns, and multiple patterns may be active
at once. Numbers for pattern sets start at 1.
defpattern() will associate a given regular expression pattern with an
-event label. This event will be triggered whenever something a player says
-is matched by this regular expression pattern, if the pattern is currently
+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
@@ -8114,8 +8123,8 @@ new pattern set in its place.
For an example of this in use, see doc/sample/npc_test_pcre.txt
-With this you could, for example, automatically punish players for asking
-for Zeny in public places, or alternatively, automatically give them Zeny
+With this you could, for example, automatically punish players for asking
+for Zeny in public places, or alternatively, automatically give them Zeny
instead if they want it so much.
---------------------------------------
@@ -8211,7 +8220,7 @@ Example:
*query_sql("your MySQL query"{, <array variable>{, <array variable>{, ...}}})
*query_logsql("your MySQL query"{, <array variable>{, <array variable>{, ...}}})
-Executes an SQL query. A 'select' query can fill array variables with up
+Executes an SQL query. A 'select' query can fill array variables with up
to 128 rows of values, and will return the number of rows (the array size).
Note that query_sql() runs on the main database while query_logsql() runs
@@ -8230,7 +8239,7 @@ Example:
*escape_sql(<value>)
-Converts the value to a string and escapes special characters so that it's
+Converts the value to a string and escapes special characters so that it's
safe to use in query_sql(). Returns the escaped form of the given value.
Example:
@@ -8242,7 +8251,7 @@ Example:
*setiteminfo(<item id>, <type>, <value>)
This function will set some value of an item.
-Returns the new value on success, or -1 on fail (item_id not found or
+Returns the new value on success, or -1 on fail (item_id not found or
invalid type).
Valid types are:
@@ -8262,8 +8271,8 @@ setiteminfo Stone, 6, 9990; // Stone now weighs 999.0
*setitemscript(<item id>, <"{ new item script }">{, <type>})
Set a new script bonus to the Item. Very useful for game events.
-You can remove an item's itemscript by leaving the itemscript argument
-empty. Returns 1 on success, or 0 on fail (item_id not found or new item
+You can remove an item's itemscript by leaving the itemscript argument
+empty. Returns 1 on success, or 0 on fail (item_id not found or new item
script is invalid).
Type can optionally be used indicates which script to set (default is 0):
0 - Script
@@ -8318,7 +8327,7 @@ Examples:
//dothat(); will not be executed ('Blood butterfly' does not contain 'Bloody').
if (compare("Blood Butterfly", "Bloody"))
dothat();
-
+
---------------------------------------
*strcmp("<string>", "<string>")
@@ -8337,14 +8346,14 @@ Examples:
} else {
mes(".@a is less or equal to 0");
}
-
+
---------------------------------------
*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
+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.
---------------------------------------
@@ -8395,7 +8404,7 @@ The first letter is position 0.
*charat(<string>, <index>)
-Returns char at specified index. If index is out of range, returns an
+Returns char at specified index. If index is out of range, returns an
empty string.
Example:
@@ -8426,8 +8435,8 @@ Example:
*setchar(<string>, <char>, <index>)
-Returns the original string with the char at the specified index set to
-the specified char. If index is out of range, the original string will be
+Returns the original string with the char at the specified index set to
+the specified char. If index is out of range, the original string will be
returned. Only the 1st char in the <char> parameter will be used.
Example:
@@ -8438,9 +8447,9 @@ Example:
*insertchar(<string>, <char>, <index>)
-Returns the original string with the specified char inserted at the
-specified index. If index is out of range, the char will be inserted on
-the end of the string that it is closest. Only the 1st char in the <char>
+Returns the original string with the specified char inserted at the
+specified index. If index is out of range, the char will be inserted on
+the end of the string that it is closest. Only the 1st char in the <char>
parameter will be used.
Example:
@@ -8487,8 +8496,8 @@ Example:
*substr(<string>, <start_index>, <end_index>)
-Returns the sub-string of the specified string inclusively between the set
-indexes. If indexes are out of range, or the start index is after the end
+Returns the sub-string of the specified string inclusively between the set
+indexes. If indexes are out of range, or the start index is after the end
index, an empty string will be returned.
Example:
@@ -8499,10 +8508,10 @@ Example:
*explode(<dest_array>, <string>, <delimiter>)
-Breaks a string up into substrings based on the specified delimiter.
-Substrings will be stored within the specified string array. Only the 1st
-char of the delimiter parameter will be used. If an empty string is passed
-as a delimiter, the string will be placed in the array in its original
+Breaks a string up into substrings based on the specified delimiter.
+Substrings will be stored within the specified string array. Only the 1st
+char of the delimiter parameter will be used. If an empty string is passed
+as a delimiter, the string will be placed in the array in its original
form, without any changes. Return the number of elements written to
<dest_array>.
@@ -8521,8 +8530,8 @@ Example:
*implode(<string_array>{, <glue>})
-Combines all substrings within the specified string array into a single
-string. If the glue parameter is specified, it will be inserted inbetween
+Combines all substrings within the specified string array into a single
+string. If the glue parameter is specified, it will be inserted inbetween
each substring.
Example:
@@ -8614,9 +8623,9 @@ Example:
---------------------------------------
*sscanf(<string>, <format>{, param{, param{, ...}}})
-
-C style sscanf. All C format specifiers are supported.
-More info: sscanf @ www.cplusplus.com. The number of params is only
+
+C style sscanf. All C format specifiers are supported.
+More info: sscanf @ www.cplusplus.com. The number of params is only
limited by Hercules' script engine.
Example:
@@ -8641,8 +8650,8 @@ Example:
*replacestr(<input>, <search>, <replace>{, <usecase>{, <count>}})
-Replaces all instances of a search string in the input with the specified
-replacement string. By default is case sensitive unless <usecase> is set
+Replaces all instances of a search string in the input with the specified
+replacement string. By default is case sensitive unless <usecase> is set
to false. If specified it will only replace as many instances as specified
in the count parameter.
@@ -8655,7 +8664,7 @@ Example:
*countstr(<input>, <search>{, <usecase>})
-Counts all instances of a search string in the input. By default is case
+Counts all instances of a search string in the input. By default is case
sensitive unless <usecase> is set to false.
Example:
@@ -8666,8 +8675,8 @@ Example:
*setfont(<font>)
-This command sets the current RO client interface font to one of the fonts
-stored in data\*.eot by using an ID of the font. When the ID of the
+This command sets the current RO client interface font to one of the fonts
+stored in data\*.eot by using an ID of the font. When the ID of the
currently used font is used, default interface font is used again.
0 - Default
@@ -8685,21 +8694,21 @@ currently used font is used, default interface font is used again.
*showdigit(<value>{, <type>})
-Displays given numeric 'value' in large digital clock font on top of the
-screen. The optional parameter 'type' specifies visual aspects of the
+Displays given numeric 'value' in large digital clock font on top of the
+screen. The optional parameter 'type' specifies visual aspects of the
"clock" and can be one of the following values:
0 - Displays the value for 5 seconds (default).
1 - Incremental counter (1 tick/second).
- 2 - Decremental counter (1 tick/second). Does not stop at zero, but
+ 2 - Decremental counter (1 tick/second). Does not stop at zero, but
overflows.
- 3 - Decremental counter (1 tick/second). Two digits only, stops at
+ 3 - Decremental counter (1 tick/second). Two digits only, stops at
zero.
-For type 1 and 2 the start value is set by using negative number of the
-one intended to set (ex. -10 starts the counter at 10 seconds). Except for
-type 3 the value is interpreted as seconds and formatted as time in days,
-hours, minutes and seconds. Note, that the official script command does
+For type 1 and 2 the start value is set by using negative number of the
+one intended to set (ex. -10 starts the counter at 10 seconds). Except for
+type 3 the value is interpreted as seconds and formatted as time in days,
+hours, minutes and seconds. Note, that the official script command does
not have the optional parameter.
// displays 23:59:59 for 5 seconds
@@ -8712,41 +8721,41 @@ not have the optional parameter.
* 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
+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() and petskillsupport() at the
same time.
*petskillbonus(<bonus type>, <value>, <duration>, <delay>)
-This command will make the pet give a bonus to the owner's stat (bonus
+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/constants.conf').
*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
+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/constants.conf'
*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
+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>)
-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
+This will make the pet use a specified support skill on the owner whenever
+the HP and SP are below the given percent values, with a specified delay
+time between activations. The skill numbers are as per
'db/(pre-)re/skill_db.txt'.
-It's not quite certain who's stats will be used for the skills cast, the
+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>, <damage>, <number of attacks>, <rate>, <bonusrate>)
@@ -8758,24 +8767,24 @@ If <number of attacks> is specified different than 0, it will make the pet cast
the skill with a fixed amount of damage inflicted and the specified number of
attacks. A value of zero uses the skill's defaults.
-All commands with delays and durations will only make the behavior active
-for the specified duration of seconds, with a delay of the specified
-number of seconds between activations. Rates are a chance of the effect
-occurring and are given in percent. 'bonusrate' is added to the normal
+All commands with delays and durations will only make the behavior active
+for the specified duration of seconds, with a delay of the specified
+number of seconds between activations. Rates are a chance of the effect
+occurring and are given in percent. 'bonusrate' is added to the normal
rate if the pet intimacy is at the maximum possible.
-The behavior modified with the above mentioned commands will only be
-exhibited if the pet is loyal and appropriate configuration options are
+The behavior modified with the above mentioned commands will only be
+exhibited if the pet is loyal and appropriate configuration options are
set in 'conf/map/battle.conf'.
-Pet scripts in the database normally run whenever a pet of that type
+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
+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.
@@ -8784,9 +8793,9 @@ 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
+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.
@@ -8794,15 +8803,15 @@ 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
+This command will create a pet egg and put it in the invoking character's
+inventory. The kind of pet is specified by pet ID numbers listed in
+'db/pet_db.txt'. The egg is created exactly as if the character just
successfully caught a pet in the normal way.
// This will make you a poring:
makepet(PORING);
-Notice that you absolutely have to create pet eggs with this command. If
+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.
@@ -8810,7 +8819,7 @@ the char server and the egg will disappear when anyone tries to hatch it.
*homshuffle()
-This will recalculate the homunculus stats according to its level, of the
+This will recalculate the homunculus stats according to its level, of the
current invoking character.
---------------------------------------
@@ -8818,13 +8827,13 @@ 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
+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.
+This command lets you alter these flags for all map cells in the specified
+(x1,y1)-(x2,y2) rectangle.
'type' defines which flag to modify. Possible options include cell_walkable,
cell_shootable, cell_basilica. For a full list, see constants.conf.
'flag' can be false (clear flat) or true (set flag).
@@ -8836,11 +8845,11 @@ Example:
setcell("arena", 135, 135, 165, 165, cell_walkable, false);
setcell("arena", 140, 140, 160, 160, cell_walkable, true);
-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
+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:
@@ -8855,22 +8864,22 @@ OnBarricadeBreak:
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 true or false, 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
+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/constants.conf.
-The meaning of the individual types can be confusing, so here's an
+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
+ passable = not wall & not cliff, reachable = passable
wrt. no-stacking mod
- cell_chknpc/basilica/landprotector/novending/nochat
these check for specific dynamic flags (name indicates what they do)
@@ -8898,8 +8907,8 @@ Example:
*delwall("<name>")
Creates an invisible wall, an array of setcell() starting from x,y and
-doing a line of the given size in the given direction. The difference with
-setcell is this one update client part too to avoid the glitch problem.
+doing a line of the given size in the given direction. The difference with
+setcell is this one update client part too to avoid the glitch problem.
Directions are the same as NPC sprite facing directions: (DIR_ constants).
---------------------------------------
@@ -8966,7 +8975,7 @@ Example:
*instance_destroy({<instance id>})
-Destroys instance with the ID <instance id>. If no ID is specified, the
+Destroys instance with the ID <instance id>. If no ID is specified, the
instance the script is attached to is used. If in the end no instance_id,
is found the command halts the script execution.
@@ -8974,8 +8983,8 @@ is found the command halts the script execution.
*instance_attachmap("<map name>", <instance id>{, <use base name>{, "<new map name>"}})
-Attaches the map "<map name>" to the instance specified with
-<instance id>. The optional parameter specifies, whether a map requires
+Attaches the map "<map name>" to the instance specified with
+<instance id>. The optional parameter specifies, whether a map requires
emulation for instancing (true) or not (false = default). if use base name is specified,
and "<new map name>" too the server will instance the map under the "<new map name>",
name.
@@ -8990,7 +8999,7 @@ Example:
*instance_detachmap("<map name>"{, <instance id>})
-Detach the map "<map name>" to the instance with the <instance id>. If no
+Detach the map "<map name>" to the instance with the <instance id>. If no
ID is specified, the instance the script is attached to is used. If in the
end no instance_id is found the command halts the script execution.
@@ -8998,14 +9007,14 @@ end no instance_id is found the command halts the script execution.
*instance_init(<instance id>)
-Initializes the instance given by <instance id>. This copies all NPCs from
+Initializes the instance given by <instance id>. This copies all NPCs from
the source maps to the instanced maps.
---------------------------------------
*instance_announce(<instance id>, "<text>", <flag>{, <fontColor>{, <fontType>{, <fontSize>{, <fontAlign>{, <fontY>}}}}})
-Works like announce, but has the <instance id> parameter. If instance id
+Works like announce, but has the <instance id> parameter. If instance id
is -1, the instance the script is attached to is used. If in the
end no instance_id is found the command halts the script execution.
@@ -9019,8 +9028,8 @@ Attaches the current script to the instance given by <instance id>.
*instance_npcname("<npc name>"{, <instance id>})
-Retrieves the unique name given to a copy of an NPC given by "<npc name>"
-in an instance specified <instance id>. If no ID is specified, the
+Retrieves the unique name given to a copy of an NPC given by "<npc name>"
+in an instance specified <instance id>. If no ID is specified, the
instance the script is attached to is used. If in the end no instance_id,
is found the command halts the script execution.
@@ -9028,8 +9037,8 @@ is found the command halts the script execution.
*has_instance("<map name>"{, <instance id>})
-Checks whether or not the given map belongs to specified instance. If no
-ID is specified, the instance the script is attached to is used. If the
+Checks whether or not the given map belongs to specified instance. If no
+ID is specified, the instance the script is attached to is used. If the
script is not attached to an instance, it'll try to check whether the,
player attached to the script possesses an instance with a map matching
"<map name>". If in the end no instance_id is found the command halts the,
@@ -9055,8 +9064,8 @@ Retrieves the instance id of the script it is being run on.
*instance_warpall("<map name>", <x>, <y>{, <instance id>})
-Warps all players in the instance <instance id> to <map name> at given
-coordinates. If no ID is specified, the instance the script is attached to
+Warps all players in the instance <instance id> to <map name> at given
+coordinates. If no ID is specified, the instance the script is attached to
is used. If in the end no instance_id is found the command halts the,
script execution.
@@ -9064,12 +9073,12 @@ script execution.
*instance_set_timeout(<alive timeout>, <idle timeout>{, <instance id>})
-Sets the timeout values for an instance given by <instance id>. If no ID
+Sets the timeout values for an instance given by <instance id>. If no ID
is specified, the instance the script is attached to is used. If in the end,
no instance_id is found the command halts the script execution.
-Parameter <alive timeout> specifies the total amount of time the instance
-will exist. Parameter <idle timeout> specifies how long players have, when
+Parameter <alive timeout> specifies the total amount of time the instance
+will exist. Parameter <idle timeout> specifies how long players have, when
they are outside of the instance, until it is destroyed.
Both timeout values are in seconds.
@@ -9084,7 +9093,7 @@ characters.
amount - number of online party members (default is 1).
min - minimum level of all characters in the party (default is 1).
-max - maximum level of all characters in the party (default is max
+max - maximum level of all characters in the party (default is max
level in conf).
Example:
@@ -9211,7 +9220,7 @@ If questinfo() is set, and the same ID is specified here, the icon will be clear
*completequest(<ID>{, <ID2>})
-Change the state for the given quest <ID> to "complete" and remove from
+Change the state for the given quest <ID> to "complete" and remove from
the users quest log.
If a second quest id of greater value is specified, all quests between the two
@@ -9267,8 +9276,8 @@ inactive or completed)
Show an emotion on top of a NPC, and optionally,
a colored mark in the mini-map like viewpoint().
-This is used to indicate that a NPC has a quest or an event to
-a certain player.
+This is used to indicate that a NPC has a quest or an event to
+a certain player.
Available Icons:
@@ -9303,30 +9312,30 @@ Mark Color:
*waitingroom2bg_single(<battle group>, "<mapname>", <x>, <y>, "<npc name>")
-Adds the first waiting player from the chat room of given NPC to an
-existing battleground group and warps it to specified coordinates on given
+Adds the first waiting player from the chat room of given NPC to an
+existing battleground group and warps it to specified coordinates on given
map.
---------------------------------------
*waitingroom2bg("<mapname>", <x>, <y>, "<On Quit Event>", "<On Death Event>"{, "<npc name>"})
-<Mapname> and X Y coordinates refer to where the "respawn" base is, where
+<Mapname> and X Y coordinates refer to where the "respawn" base is, where
the player group will respawn when they die.
-<On Quit Event> refers to an NPC label that attaches to the character and
+<On Quit Event> refers to an NPC label that attaches to the character and
is run when they relog.
-<On Death Event> refers to an NPC label that attaches to the character and
+<On Death Event> refers to an NPC label that attaches to the character and
is run when they die. Can be "" for empty.
-Unlike the prior command, the latter will attach a GROUP in a waiting room
-to the battleground, and sets the array $@arenamembers[0] where 0 holds
+Unlike the prior command, the latter will attach a GROUP in a waiting room
+to the battleground, and sets the array $@arenamembers[0] where 0 holds
the IDs of the first group, and 1 holds the IDs of the second.
-If the option parameter is left out, the waiting room of the current NPC
+If the option parameter is left out, the waiting room of the current NPC
is used.
Example:
- // Battle Group will be referred to as $@KvM01BG_id1, and when they
+ // Battle Group will be referred to as $@KvM01BG_id1, and when they
// die, respawn at bat_c01,52,129.
$@KvM01BG_id1 = waitingroom2bg("bat_c01", 52, 129, "KvM01_BG::OnGuillaumeQuit", "KvM01_BG::OnGuillaumeDie");
end;
@@ -9335,7 +9344,7 @@ Example:
*bg_team_setxy(<Battle Group ID>, <x>, <y>)
-Update the respawn point of the given battle group to x, y on the same
+Update the respawn point of the given battle group to x, y on the same
map. The <Battle Group ID> can be retrieved using getcharid(CHAR_ID_BG).
Example:
@@ -9362,7 +9371,7 @@ Example:
Similar to monster() script command.
Spawn a monster with allegiance to the given battle group.
Does not allow for the summoning of multiple monsters.
-Monsters are similar to that in War of Emperium, in that the specified
+Monsters are similar to that in War of Emperium, in that the specified
Battle group is considered friendly.
Example:
@@ -9412,7 +9421,7 @@ As the name says, destroys the battle group created for that battle ground.
*areapercentheal("<mapname>", <x1>, <y1>, <x2>, <y2>, <hp>, <sp>)
-Not exactly limited to battleground use, this will restore HP/SP in a
+Not exactly limited to battleground use, this will restore HP/SP in a
defined area at a percentage.
Example:
@@ -9423,7 +9432,7 @@ Example:
*bg_get_data(<Battle Group>, <type>)
-Retrieves data related to given battle group. Type can be one of the
+Retrieves data related to given battle group. Type can be one of the
following:
0 - Amount of players currently belonging to the group.
@@ -9432,7 +9441,7 @@ following:
*bg_getareausers(<battle group>, "<map_name>", <x0>, <y0>, <x1>, <y1>)
-Retrieves amount of players belonging to given battle group on given map
+Retrieves amount of players belonging to given battle group on given map
within an specified rectangular area.
----------------------------------------
@@ -9488,7 +9497,7 @@ Command will return 0 when successful, else it will return 1.
*mercenary_create(<class>, <contract time>)
-This command summons a mercenary of given class, for given amount of time
+This command summons a mercenary of given class, for given amount of time
in milliseconds. Typically used in item scripts of mercenary scrolls.
----------------------------------------
@@ -9510,7 +9519,7 @@ currently attached character.
*mercenary_get_calls(<guild>)
*mercenary_set_calls(<guild>, <value>)
-Sets or gets the mercenary calls value for given guild for currently
+Sets or gets the mercenary calls value for given guild for currently
attached character. Guild can be one or the following constants:
ARCH_MERC_GUILD
@@ -9522,7 +9531,7 @@ attached character. Guild can be one or the following constants:
*mercenary_get_faith(<guild>)
*mercenary_set_faith(<guild>, <value>)
-Sets or gets the mercenary faith value for given guild for currently
+Sets or gets the mercenary faith value for given guild for currently
attached character. Guild can be one or the following constants:
ARCH_MERC_GUILD
@@ -9533,9 +9542,9 @@ attached character. Guild can be one or the following constants:
*getmercinfo(<type>{, <char id>})
-Retrieves information about mercenary of the currently attached character.
-If char id is given, the information of that character is retrieved
-instead. Type specifies what information to retrieve and can be one of the
+Retrieves information about mercenary of the currently attached character.
+If char id is given, the information of that character is retrieved
+instead. Type specifies what information to retrieve and can be one of the
following:
0 - Database ID
@@ -9611,7 +9620,7 @@ When the QUEUEOPT_MAPCHANGE event is triggered, it sets a temp char var
Example:
queueopt(.@queue_id, QUEUEOPT_DEATH, "MyNPC::OnQueueMemberDeathEvent");
-
+
---------------------------------------
*queuedel(<queue_id>)
@@ -9730,7 +9739,7 @@ Returns the amount of still-available <Item_ID> in the shop (on a NST_MARKET tra
---------------------------------------
-*setunitdata(<GUID>, <DataType>, <Val1> {,<Val2>,<Val3>})
+*setunitdata(<GUID>, <DataType>, <Val1> {,<Val2>,<Val3>})
Sets or alters the data in real-time for game objects of the following types -
NPCs, Pets, Monsters, Homunuculus', Mercenaries, Elementals.
@@ -9791,7 +9800,7 @@ Applicable Data Types (available as constants) -
UDT_LIFETIME: LifeTime (int) - for summons.
UDT_MERC_KILLCOUNT: Kill count for mercenaries (int).
UDT_STATADD: Status Points (int) - for NPCs.
-
+
returns 0 if value could not be set, 1 if successful.
---------------------------------------