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Diffstat (limited to 'server/scripts')
-rw-r--r-- | server/scripts/script_commands.txt | 9178 | ||||
-rw-r--r-- | server/scripts/whisper_sys.txt | 52 | ||||
-rw-r--r-- | server/scripts/woe_time_explanation.txt | 97 |
3 files changed, 9327 insertions, 0 deletions
diff --git a/server/scripts/script_commands.txt b/server/scripts/script_commands.txt new file mode 100644 index 0000000..709aa39 --- /dev/null +++ b/server/scripts/script_commands.txt @@ -0,0 +1,9178 @@ +//===== Hercules Documentation =============================== +//= Hercules Script Commands +//===== By: ================================================== +//= Hercules Dev Team +//===== Description: ========================================= +//= A reference manual for the Hercules scripting language. +//= 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. +When people tell you to "Read The F***ing Manual", they mean this. + +The information was mostly acquired through looking up how things actually +work in the source code of the server, which was written by many people +over time, and lots of them don't speak English and never left any notes - +or are otherwise not available for comments. As such, anything written in +here might not be correct, it is only correct to the best of our +knowledge, which is limited. + +This is not a place to teach you basic programming. This document will not +teach you basic programming by itself. It's more of a reference for those +who have at least a vague idea of what they want to do and want to know +what tools they have available to do it. We've tried to keep it as simple +as feasible, but if you don't understand it, getting a clear book on +programming in general will help better than yelling around the forum for +help. + +A little learning never caused anyone's head to explode. + +Structure +--------- + +The commands and functions are listed in no particular order: + +*Name of the command and how to call it. + +Descriptive text + + Small example if possible. Will usually be incomplete, it's there just + to give you an idea of how it works in practice. + +To find a specific command, use Ctrl+F, (or whatever keys call up a search +function in whatever you're reading this with) put an * followed by the +command name, and it should find the command description for you. + +If you find anything omitted, please 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 +this: + +command <argument>{,<argument>...<argument>} + +This still means they will want to be separated by commas. + +Where a command wants a string, it will be given in "quotes", if it's a +number, it will be given without them. Normally, you can put an +expression, like a bunch of functions or operators returning a value, in +(round brackets) instead of most numbers. Round brackets will not always +be required, but they're often a good idea. + +Wherever you refer to a map, use 'mapname' instead of 'mapname.gat'. + + +Script loading structure +------------------------ + +Scripts are loaded by the map server as referenced in the +'conf/map-server.conf' configuration file, but in the default +configuration, it doesn't load any script files itself. Instead, it loads +the file 'npc/scripts_main.conf' which itself contains references to other +files. The actual scripts are loaded from txt files, which are linked up +like this: + +npc: <path to a filename> + +Any line like this, invoked, ultimately, by 'map-server.conf' will load up +the script contained in this file, which will make the script available. +No file will get loaded twice, to prevent possible errors. + +Another configuration file option of relevance is: + +delnpc: <path to a filename> + +This will unload a specified script filename from memory, which, while +seemingly useless, may sometimes be required. + +Whenever '//' is encountered in a line upon reading, everything beyond +this on that line is considered to be a comment and is ignored. This works +wherever you place it. + +// This line will be ignored when processing the script. + +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 + * symbol is encountered: */ + +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, +but rather, normally start with a map name. + +What's more confusing about the top-level commands is that most of them +use a tab symbol to divide their arguments. + +To prevent problems and confusion, the tab symbols are written as '%TAB%' +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: + +** Set a map flag: + +<map name>%TAB%mapflag%TAB%<flag> + +This will, upon loading, set a specified map flag on a map you like. These +are normally in files inside '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 +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 with a GM command). + +Amount is the amount of monsters that will be spawned when this command is +executed, it is affected by spawn rates in '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 +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: +"Poring,50" for a name will spawn a monster with name Poring and level 50. + +Event is a script event to be executed when the mob is killed. The event +must be in the form "NPCName::OnEventName" to execute, and the event name +label should start with "On". As with all events, if the NPC is an +on-touch NPC, the player who triggers the script must be within 'trigger' +range for the event to work. + +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 +detected on the map with the SC_CASH_BOSS_ALARM status (used by Convex Mirror, item ID# 12214). + +** NPC names + +/!\ WARNING: this applies to warps, NPCs, duplicates and shops /!\ + +NPC names are kinda special and are formatted this way: + +<Display name>{::<Unique name>} + +All NPCs need to have a unique name that is used for identification +purposes. When you have to identify a NPC by it's name, you should use +<Unique name>. If <Unique name> is not provided, use <Display name> +instead. + +The client has a special feature when displaying names: if the display +name contains a '#' character, it hides that part of the name. +Ex: if your NPC is named 'Hunter#hunter1', it will be displayed as 'Hunter' + +<Display name> must be at most 24 characters in length. +<Unique name> must be at most 24 characters in length. + +** Define a warp point + +<from map name>,<fromX>,<fromY>{,<facing>}%TAB%warp%TAB%<warp name>%TAB%<spanx>,<spany>,<to map name>,<toX>,<toY> + +This will define a warp NPC that will warp a player between maps, and +while most arguments of that are obvious, some deserve special mention. + +SpanX and SpanY will make the warp sensitive to a character who didn't +step directly on it, but walked into a zone which is centered on the warp +from coordinates and is SpanX in each direction across the X axis and +SpanY in each direction across the Y axis. + +Warp NPC objects also have a name, because you can use it to refer to them +later with 'enablenpc'/'disablenpc'. + +Facing of a warp object is irrelevant, it is not used in the code and all +current scripts have a zero in there. + +** Define an NPC object. + +<map name>,<x>,<y>,<facing>%TAB%script%TAB%<NPC Name>%TAB%<sprite>,{<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 +in their trigger area, if defined. See that below. + +Facing is a direction the NPC sprite will face in. Not all NPC sprites +have different images depending on the direction you look from, so for +some facing will be meaningless. Facings are counted counterclockwise in +increments of 45 degrees, where 0 means facing towards the top of the map. +(So to turn the sprite towards the bottom of the map, you use facing 4, +and to make it look southeast it's facing 5.) + +Sprite 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 +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 +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 +'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 +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 +what these floating NPC objects are for. More on that below. + +** Define a shop/cashshop NPC. + +-%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 +don't even bother trying to use them). + +The item id is the number of item in the 'item_db.txt' database. If Price +is set to -1, the 'buy price' given in the item database will be used. +Otherwise, the price you gave will be used for this item, which is how you +create differing prices for items in different shops. + +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 +<map name>,<x>,<y>,<facing>%TAB%trader%TAB%<NPC Name>%TAB%<sprite>,{<code>} +-%TAB%trader%TAB%<NPC Name>%TAB%FAKE_NPC,{<code>} + +All the standards that are valid to script objects are also valid for trader objects +(see ** Define an NPC object for more information). +This will define a trader NPC, which can cause a shop, cashshop or market window +to come up when clicked or called by other means. Unlike shop/cashshop NPCs this +type will run a code and can change the items that are being sold over time without +other NPC objects. +The types that a trader object can have are the following: +- NST_ZENY (0) Normal Zeny Shop (shop) +- NST_CASH (1) Normal Cash Shop (cashshop) +- NST_MARKET (2) Normal NPC Market Shop (where items have limited availability + and need to be refurbished) +- NST_CUSTOM (3) Custom Shop (any currency, item/var/etca, check sample) +Unless otherwise specified via *tradertype an trader object will be defined as +NST_ZENY. + +Note: NST_MARKET is only available with PACKETVER 20131223 or newer. +See '12 - NPC Trader-Related Commands' and /doc/sample/npc_trader_sample.txt for +more information regarding how to use this NPC type. + +** Define an warp/shop/cashshop/NPC duplicate. + +warp: <map name>,<x>,<y>{,<facing>}%TAB%duplicate(<label>)%TAB%<NPC Name>%TAB%<spanx>,<spany> +shop/cashshop/npc: -%TAB%duplicate(<label>)%TAB%<NPC Name>%TAB%<sprite> +shop/cashshop/npc: <map name>,<x>,<y>,<facing>%TAB%duplicate(<label>)%TAB%<NPC Name>%TAB%<sprite> +npc: -%TAB%duplicate(<label>)%TAB%<NPC Name>%TAB%<sprite>,<triggerX>,<triggerY> +npc: <map name>,<x>,<y>,<facing>%TAB%duplicate(<label>)%TAB%<NPC Name>%TAB%<sprite>,<triggerX>,<triggerY> + +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 +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 +object by anything other than the 'callfunc' script command. + +The code part is the script code that will execute whenever the function +is called with 'callfunc'. It has to be in curly brackets, unlike +elsewhere where we use curly brackets, these do NOT signify an optional +parameter. + +Once an object is defined which has a 'code' field to it's definition, it +contains script commands which can actually be triggered and executed. + +~ RID? GID? ~ + +What a RID is and why do you need to know +----------------------------------------- + +Most scripting commands and functions will want to request data about a +character, store variables referenced to that character, send stuff to the +client connected to that specific character. Whenever a script is invoked +by a character, it is passed a so-called RID - this is the 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 +character to work on if there's no RID. + +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 +attached to the running script. The script function "playerattached" can +be used to check which is the currently attached player to the script (it +will return 0 if the there is no player attached or the attached player no +longer is logged on to the map-server). + +But what about GID? +--- ---- ----- ---- + +GID stands for the Game ID of something, this can either be the GID 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 +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 +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 +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, +they are described as such. + +Every pet in the pet database has a PetScript field, which determines pet +behavior. It is invoked wherever a pet of the specified type is spawned +(hatched from an egg, or loaded from the char server when a character who +had that pet following them connects). This may occur in some other +situations as well. Don't expect anything other than commands definitely +marked as usable in pet scripts to work in there reliably. + +Numbers +------- + +Beside the common decimal numbers, which are nothing special whatsoever +(though do not expect to use fractions, since ALL numbers are integer in +this language), the script engine also handles hexadecimal numbers, which +are otherwise identical. Writing a number like '0x<hex digits>' will make +it 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 +greater than INT_MAX (2147483647) or smaller than INT_MIN (-2147483648) will +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 +store data. + +In Hercules scripting language, variable names are case sensitive. Even though +at the current time the script engine accepts them even with the incorrect +case, it is not advised to rely on this behavior, as it may change at any +time. + +Variables are divided into and uniquely identified by the combination of: +prefix - determines the scope and extent (or lifetime) of the variable +name - an identifier consisting of '_' and alphanumeric characters +postfix - determines the type of the variable: integer or string + +Scope can be: +global - global to all servers +local - local to the server +account - attached to the account of the character identified by RID +character - attached to the character identified by RID +npc - attached to the NPC +scope - attached to the scope of the instance + +Extent can be: +permanent - They still exist when the server resets. +temporary - They cease to exist when the server resets. + +Prefix: scope and extent +nothing - A permanent variable attached to the character, the default + variable type. +"@" - A temporary variable attached to the character. + They disappear when the character logs out. +"$" - A global permanent variable. + They are stored in database table `mapreg`. +"$@" - 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, + however 'getvariableofnpc' does NOT work on function objects. +".@" - A scope variable. + They are unique to the character, script and scope. Each script + execution has its own scope that ends when the script ends. + Calling a function with callsub/callfunc starts a new scope, + returning from the function ends it. When a scope ends, its + 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 + 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, + while the ## variables are shared by all these char-servers. + +Postfix: integer or string +nothing - integer variable, can store positive and negative numbers, but + only whole numbers (so don't expect to do any fractional math). +'$' - string variable, can store text. + +Examples: + name - permanent character integer variable + name$ - permanent character string variable + @name - temporary character integer variable + @name$ - temporary character string variable + $name - permanent global integer variable + $name$ - permanent global string variable +$@name - temporary global integer variable +$@name$ - temporary global string variable + .name - NPC integer variable + .name$ - NPC string variable +.@name - scope integer variable +.@name$ - scope string variable + 'name - instance integer variable + 'name$ - instance string variable + #name - permanent local account integer variable + #name$ - permanent local account string variable +##name - permanent global account integer variable +##name$ - permanent global account string variable + +If a variable was never set, it is considered to equal zero for integer +variables or an empty string ("", nothing between the quotes) for string +variables. Once you set it to that, the variable is as good as forgotten +forever, and no trace remains of it even if it was stored with character +or account data. The maximum length of variable name including prefix and +suffix is 32. + +Some variables are special, that is, they are already defined for you by +the scripting engine. You can see the full list somewhere in +'db/constants.conf', which is a file you should read, since it also +allows you to replace lots of numbered arguments for many commands with +easier to read text. The special variables most commonly used are all +permanent character-based variables: + +Zeny - Amount of Zeny. +Hp - Current amount of hit points. +MaxHp - Maximum amount of hit points. +Sp - Current spell points. +MaxSp - Maximum amount of spell points. +StatusPoint - Amount of status points remaining. +SkillPoint - Amount of skill points remaining. +BaseLevel - Character's base level. +JobLevel - Character's job level. +BaseExp - Amount of base experience points. +JobExp - Amount of job experience points. +NextBaseExp - Amount of base experience points needed to reach next level. +NextJobExp - Amount of job experience points needed to reach next level. +Weight - Amount of weight the character currently carries. + Display as in Weight/10. +MaxWeight - Maximum weight the character can carry. + Display as in MaxWeight/10. +Sex - 0 if female, 1 if male. +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 + 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, + but this doesn't mean this doesn't work at all. Not tested. +Manner - The character's manner rating. Becomes negative if the + player utters words forbidden through the use of + 'manner.txt' client-side file. + +While these behave as variables, do not always expect to just set them - +it is not certain whether this will work for all of them. Whenever there +is a command or a function to set something, it's usually preferable to +use that instead. The notable exception is Zeny, which you can and often +will address directly - setting it will make the character own this number +of Zeny. 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 +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 +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 +the below 'Operators' section. For instance: + + .@x += 100; + .@x -= 100; + .@x *= 2; + .@x /= 2; + .@x %= 5; + .@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 +action as required. + +Increment and decrement operators are also provided, for your convenience. +Pre-increment and pre-decrement operators: + + ++.@x; // same as .@x = .@x + 1 + --.@x; // same as .@x = .@x - 1 + +Post-increment and post-decrement operators: + + .@x++; // similar to .@x = .@x + 1 + .@x--; // similar to .@x = .@x - 1 + +The difference between pre- and post- increment/decrement operators is that, +when used in an expression, the pre- ones will be executed before evaluating +the expression, while the post- ones will be executed after. For example: + + .@x = 1; + .@y = ++.@x; // After this line is executed, both .@y and .@x will be 2 + .@x = 1; + .@y = .@x++; // After this line is executed, .@y will be 1, .@x will be 2 + +Note: The pre-increment/pre-decrement operators are, by design, faster (or at +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 + !! 'copyarray' function is still required. + +Strings +------- + +Strings are enclosed in "double quotes". To include the literal double +quote symbol (") in a string you need to escape it with a blackslash: + + .@string$ = "This string contains some \"double quote\" symbols"; + +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 +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 +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: + + .@arrayofnumbers[0] = 1; + +You can use a variable (or an expression, or even a value from an another +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 +variables. As such, the (guaranteed) allowed values for indices are in the +range 0 ~ 2147483647. + +If the array index is omitted, it defaults to zero. Writing +.@arrayofnumbers is perfectly equivalent to writing .@arrayofnumbers[0]. + +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 +brackets that denotes an array index. + +Variable References +------------------- + +//##TODO + +Hard-coded constants +-------------------- +Most of the constants defined by the scripting engine can be found in +'db/constants.conf' and have the same value independently of settings +that are core related, but there are constants that can be used to +retrieve core information that's set when the server is compiled. + +PACKETVER - Server packet version +MAX_LEVEL - Maximum level +MAX_STORAGE - Maximum storage items +MAX_GUILD_STORAGE - Maximum guild storage items +MAX_CART - Maximum cart items +MAX_INVENTORY - Maximum inventory items +MAX_ZENY - Maximum Zeny +MAX_BG_MEMBERS - Maximum BattleGround members +MAX_CHAT_USERS - Maximum Chat users +MAX_REFINE - Maximum Refine level + +Send targets and status options are also hard-coded and can be found +in src/map/script.c::script_hardcoded_constants or in functions that +currently use them. + +Operators +--------- + +Operators are things you can do to variables and numbers. They are either +the common mathematical operations or conditional operators: + ++ - will add two numbers. If you try to add two strings, the result will + be a string glued together at the +. You can add a number to a string, + and the result will be a string. No other math operators work with + strings. +- - will subtract two numbers. +* - will multiply two numbers. +/ - will divide two numbers. Note that this is an integer division, i.e. + 7/2 is not equal 3.5, it's equal 3. +% - will give you the remainder of the division. 7%2 is equal to 1. + +There are also conditional operators. This has to do with the conditional +command 'if' and they are meant to return either 1 if the condition is +satisfied and 0 if it isn't. That's what they call 'boolean' variables. 0 +means 'False'. Anything except the zero is 'True'. Odd as it is, -1 and -5 +and anything below zero will also be True.) + +You can compare numbers to each other and you compare strings to each +other, but you can not compare numbers to strings. + + == - Is true if both sides are equal. For strings, it means they contain + the same value. + >= - True if the first value is equal to, or greater than, the second + value. + <= - True if the first value is equal to, or less than, the second value. + > - True if the first value greater than the second value. + < - True if the first value is less than the second value. + != - True if the first value IS NOT equal to the second one. + ~= - True if the second value (as regular expression) matches the first + value. Both values must be strings. See the script function pcre_match + for more details and advanced features. + ~! - True if the second value (as regular expression) DOES NOT match the + first value. Both values must be strings. See script function pcre_match + for more details and advanced features. + +Examples: + + 1==1 is True. + 1<2 is True while 1>2 is False. + .@x>2 is True if .@x is equal to 3. But it isn't true if .@x is 2. + +Only '==', '!=', '~=' and '~!' have been tested for comparing strings. Since +there's no way to code a seriously complex data structure in this language, +trying to sort strings by alphabet would be pointless anyway. + +Comparisons can be stacked in the same condition: + + && - Is True if and only if BOTH sides are true. + ('1==1 && 2==2' is true. '2==1 && 1==1' is false.) + || - Is True if either side of this expression is True. + + 1==1 && 2==2 is True. + 1==1 && 2==1 is False. + 1==1 || 2==1 is True. + +Logical bitwise operators work only on numbers, and they are the following: + + << - Left shift. + >> - Right shift. + Left shift moves the binary 1(s) of a number n positions to the left, + which is the same as multiplying by 2, n times. + In the other hand, Right shift moves the binary 1(s) of a number n + positions to the right, which is the same as dividing by 2, n times. + Example: + b = 2; + a = b << 3; + mes a; + a = a >> 2; + mes a; + The first mes command would display 16, which is the same as: + 2 x (2 x 2 x 2) = 16. + The second mes command would display 4, which is the same as: + 16 / 2 = 8; 8 / 2 = 4. + & - And. + | - Or. + The bitwise operator AND (&) is used to test two values against 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 + 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 + bits on position 0 to 31). + + Example(s): + - Basic example of the & operator, bit example: + 10 & 2 = 2 + Why? : + 10 = 2^1 + 2^3 (2 + 8), so in bits, it would be 1010 + 2 = 2^1 (2), so in bits (same size) it would be 0010 + The & (AND) operator sets bits which are active (1) in both + arguments, so in the example 1010 & 0010, only the 2^1 bit is + active (1) in both. Resulting in the bit 0010, which is 2. + - Basic example of creating and using a bit-mask: + .@options = 2|4|16; // (note: this is the same as 2+4+16, or 22) + if (.@options & 1) mes "Option 1 is activated"; + if (.@options & 2) mes "Option 2 is activated"; + if (.@options & 4) mes "Option 3 is activated"; + if (.@options & 8) mes "Option 4 is activated"; + if (.@options & 16) mes "Option 5 is activated"; + This would return the messages about option 2, 3 and 5 being shown + (since we've set the 2,4 and 16 bit to 1). + ^ - Xor. + The bitwise operator XOR (eXclusive OR) sets a binary position to 0 if + both numbers have the same value in the said position. On the other + hand, it sets to 1 if they have different values in the said binary + position. This is another way of setting and unsetting bits in + bit-masks. + + Example: + - First let's set the quests that are currently in progress: + inProgress = 1|8|16; // quest 1,8 and 16 are in progress + - After playing for a bit, the player starts another quest: + if( inProgress&2 == 0 ){ + // this will set the bit for quest 2 (inProgress has that bit set to 0) + inProgress = inProgress^2; + mes "Quest 2: find a newbie and be helpful to him for an hour."; + close; + } + - After spending some time reading info on Xor's, the player finally + completes quest 1: + if( inProgress&1 && isComplete ) { + // this will unset the bit for quest 1 (inProgress has that bit set to 1) + inProgress = inProgress^1; + mes "Quest 1 complete!! You unlocked the secrets of the Xor dynasty, use them wisely."; + close; + } + +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, + it will become negative and vice versa. + + Example: + .@myvar = 10; + mes "Negative 10 is "+(-.@myvar); + + ! - Logical Not. + Reverses the boolean result of an expression. True will become false + and false will become true. + + Example: + if(!callfunc("F_dosomething")) { + mes "Doing something failed."; + close; + } + + ~ - Bitwise Not. + 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 + they are. + inProgress = inProgress&(~2); + // same as set inProgress,inProgress&0xfffffffd + +Ternary operators take three expressions (numbers, strings or boolean), +and are the following: + + ?: - Conditional operator + Very useful e.g. to replace + + if(Sex) mes "..."; else mes "..."; + + clauses with simple + + mes "Welcome, " + (Sex?"Mr.":"Mrs.") + " " + strcharinfo(0); + + or to replace any other simple if-else clauses. It might be worth + mentioning that ?: has low priority and has to be enclosed with + parenthesis in most (if not all) cases. + +Operator Precedence and Associativity + +Operator precedence and associativity work more or less like they do in +mathematics. The rules can be summarized with the following table: + +Precedence | Description | Associativity +--------------------------------------------------------------------------- +1 (highest) | [] Array subscripting | None +--------------------------------------------------------------------------- +2 | ++ Increment | None + | -- Decrement | +--------------------------------------------------------------------------- +2 | - Unary minus | Right to left + | ! Logical NOT | + | ~ Bitwise NOT (One's Complement) | +--------------------------------------------------------------------------- +3 | * Multiplication | Left to right + | / Division | + | % Modulo (remainder) | +--------------------------------------------------------------------------- +4 | + Addition | Left to right + | - Subtraction | +--------------------------------------------------------------------------- +5 | << Bitwise left shift | Left to right + | >> Bitwise right shift | +--------------------------------------------------------------------------- +6 | < Less than | Left to right + | <= Less than or equal to | + | > Greater than | + | >= Greater than or equal to | +--------------------------------------------------------------------------- +7 | == Equal to | Left to right + | != Not equal to | + | ~= Regexp match | + | ~! Regexp non-match | +--------------------------------------------------------------------------- +8 | & Bitwise AND | Left to right +--------------------------------------------------------------------------- +9 | ^ Bitwise XOR (exclusive or) | Left to right +--------------------------------------------------------------------------- +10 | | Bitwise OR (inclusive or) | Left to right +--------------------------------------------------------------------------- +11 | && Logical AND | Left to right +--------------------------------------------------------------------------- +12 | || Logical OR | Left to right +--------------------------------------------------------------------------- +13 | ?: Ternary conditional | Right to left +--------------------------------------------------------------------------- +14 | = Direct assignment | Right to left +(lowest) | += Assignment by sum | + | -= Assignment by difference | + | *= Assignment by product | + | /= Assignment by quotient | + | %= Assignment by remainder | + | <<= Assignment by bitwise left shift | + | >>= Assignment by bitwise right shift | + | &= Assignment by bitwise AND | + | ^= Assignment by bitwise XOR | + | |= Assignment by bitwise OR | + +Operator precedence means some operators are evaluated before others. For +example, in 2 + 4 * 5 , the multiplication has higher precedence so 4 * 5 is +evaluated first yielding 2 + 20 == 22 and not 6 * 5 == 30 . + +Operator associativity defines what happens if a sequence of the same +operators is used one after another: whether the evaluator will evaluate the +left operations first or the right. For example, in 8 - 4 - 2 , subtraction is +left associative so the expression is evaluated left to right. 8 - 4 is +evaluated first making the expression 4 - 2 == 2 and not 8 - 2 == 6 . + +Labels +------ + +Within executable script code, some lines can be labels: + +<label name>: + +Labels are points of reference in your script, which can be used to route +execution with 'goto' 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 +characters and underscore. In addition to labels you name yourself, there are +also some special labels which the script engine will start execution from if +a special event happens: + +OnClock<hour><minute>: +OnMinute<minute>: +OnHour<hour>: +On<weekday><hour><minute>: +OnDay<month><day>: + +This will execute when the server clock hits the specified date or time. +Hours and minutes are given in military time. ('0105' will mean 01:05 AM). +Weekdays are Sun,Mon,Tue,Wed,Thu,Fri,Sat. Months are 01 to 12, days are 01 +to 31. Remember the zero. :) + +OnInit: +OnInterIfInit: +OnInterIfInitOnce: + +OnInit will execute every time the scripts loading is complete, including +when they are reloaded with @reloadscript command. OnInterIfInit will +execute when the map server connects to a char server, OnInterIfInitOnce +will only execute once and will not execute if the map server reconnects +to the char server later. Note that all those events will be executed upon +scripts reloading. + +OnAgitStart: +OnAgitEnd: +OnAgitInit: +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. +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 +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, +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 +independently. + +OnInstanceInit: + +This label will be executed when an instance is created and initialized through +the 'instance_init' command. It will run again if @reloadscript is used while +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 +be attached. + +OnTouch_: + +Similar to OnTouch, but will only run one instance. Another character is +chosen once the triggering character leaves the area. + +OnUnTouch: + +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. + +OnPCLoginEvent: +OnPCLogoutEvent: +OnPCBaseLvUpEvent: +OnPCJobLvUpEvent: + +It's pretty obvious when these four special labels will be invoked. + +OnPCDieEvent: + +This special label triggers when a player dies. The variable 'killerrid' +is set to the ID of the killer. + +OnPCKillEvent: + +This special label triggers when a player kills another player. The +variable 'killedrid' is set to the ID of the player killed. + +OnNPCKillEvent: + +This special label triggers when a player kills a monster. The variable +'killedrid' is set to the Class of the monster killed. + +OnPCLoadMapEvent: + +This special label will trigger once a player steps in a map marked with +the 'loadevent' mapflag and attach its RID. The fact that this label +requires a mapflag for it to work is because, otherwise, it'd be +server-wide and trigger 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 +a similar manner, but they are described with their associated commands. + +OnCountFunds: + +This special label is triggered when a player opens a trader NPC object that +is NST_CUSTOM. It is used to define different currency types to the trader via +*setcurrency. Should be used along with OnPayFunds, see /doc/sample/npc_trader_sample.txt +for more information. + +OnPayFunds: + +This special label is triggered when a purchase is made on a trader NPC object +that is NST_CUSTOM. Receives @price, total cost and @points, secondary input +field for cash windows. It is used to remove items that are set as currency. +Should be used along with OnCountFunds, see /doc/sample/npc_trader_sample.txt +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 +must be started with "On". + +Example: + +monster "prontera",123,42,"Poringz0rd",2341,23,"Master::OnThisMobDeath"; + +amatsu,13,152,4 script Master 767,{ + mes "Hi there"; + close; + +OnThisMobDeath: + announce "Hey, "+strcharinfo(0)+" just killed a Poringz0rd!",bc_blue|bc_all; + end; +} + +Each time you kill one, that announce will appear in blue to everyone. + +"Global" labels + +There's a catch with labels and doevent. If you call a label (using +doevent) and called label is in NPC that has trigger area, that label must +end with "Global" to work globally (i.e. if RID is outside of the trigger +area, which usually happens since otherwise there would be no point +calling the label with doevent, because OnTouch would do the job). For +further reference look 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 +argument, or stored in a variable. Calling commands as if they were +functions will sometimes work, but is not advised, as this can lead to +some hard to track errors. Calling functions as if they were commands will +mess up the stack, so 'return' command will not return correctly after +this happens in a particular script. + +All commands must end with a ';'. Actually, you may expect to have +multiple commands on one line if you properly terminate them with a ';', +but it's better if you don't, since it is not certain just whether the +scripting engine will behave nicely if you do. + +Please note that command and function names are case sensitive. + +------------------------- + + +From here on, we will have the commands sorted as followed: + +1 - Basic Commands +2 - Information-Retrieving Commands + -- 2.1 - Item-Related Commands + -- 2.2 - Guild-Related Commands +3 - Checking Commands + -- 3.1 - Checking Item-Related Commands +4 - Player-Related Commands + -- 4.1 - Player Item-Related Commands + -- 4.2 - Guild-Related Commands + -- 4.3 - Marriage-Related Commands +5 - Mob / NPC Related commands + -- 5.1 - Time-Related Commands + -- 5.2 - Guild-Related Commands +6 - Other Commands +7 - Instance-Related Commands +8 - Quest Log Commands +9 - Battleground Commands +10 - Mercenary Commands +11 - Queue Commands +12 - NPC Trader Commands + + +--------------------------------------- +//===================================== +1 - Basic Commands +//===================================== +--------------------------------------- + +*mes "<string>"{,"<string>"..."<string>"}; + +This command will displays a box on the screen for the invoking character, +if no such box is displayed already, and will print the string specified +into that box. There is normally no 'close' or 'next' button on this box, +unless you create one with 'close' or 'next', and while it's open the +player can't do much else, so it's important to create a button later. If +the string is empty, it will show up as an empty line. + + mes "Text that will appear in the box"; + +Inside the string you may put color codes, which will alter the color of +the text printed after them. The color codes are all '^<R><G><B>' and +contain three hexadecimal numbers representing colors as if they were +HTML colors - ^FF0000 is bright red, ^00FF00 is bright green, ^0000FF is +bright blue, ^000000 is black. ^FF00FF is a pure magenta, but it's also +a color that is considered transparent whenever the client is drawing +windows on screen, so printing text in that color will have kind of a +weird effect. You may also use C_ constants accompany with "F_MesColor" +function for the color effect, see the full list of the available ones +in 'db/constants.conf' +under 'C_'. Once you've set a text's color to something, you have to set +it back to black unless you want all the rest of the text be in that color: + + mes "This is ^FF0000 red ^000000 and this is ^00FF00 green, ^000000 so."; + 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 +letters on either side solves the problem. + +To display multiple lines of message while only using a single mes; +command, use the script command in the following format: + + mes "Line 1", "Line 2", "Line 3"; + +This will display 3 different lines while only consuming a single line in +the relevant script file. + +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 +to that point. + + mes "You can <URL>Google<INFO>http://www.google.com/</INFO></URL> anything"; + +Clicking Google will open the browser and point to Google website. + +--------------------------------------- + +*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 +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 +and the script will terminate. + + mes "[Woman]"; + mes "This would appear on the page"; + next; + // This is needed since it is a new page and the top will now be blank + mes "[Woman]"; + mes "This would appear on the 2nd page"; + +--------------------------------------- + +*close; + +This command will create a 'close' button in the message window for the +invoking character. If no window is currently on screen, 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]"; + mes "I am finished talking to you, click the close button."; + close; + mes "This command will not run at all, since the script has ended."; + +--------------------------------------- + +*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 +you make it stop in some other manner. + + mes "[Woman]"; + mes "I will warp you now."; + close2; + warp "place",50,50; + end; + +Don't expect things to run smoothly if you don't make your scripts 'end'. + +--------------------------------------- + +*end; + +This command will stop the execution for this particular script. +It is required for any script not using 'mes'. + + if (BaseLevel <= 10) { + npctalk "Look at that you are still a n00b"; + end; + } + if (BaseLevel <= 20) { + npctalk "Look at that you are getting better, but still a n00b"; + end; + } + if (BaseLevel <= 30) { + npctalk "Look at that you are getting there, you are almost 2nd profession now right???"; + end; + } + if (BaseLevel <= 40) { + npctalk "Look at that you are almost 2nd profession"; + end; + } + +Without the use of 'end' it would travel through the ifs until the end +of the script. If you were lvl 10 or less, you would see all the speech +lines, the use of 'end' stops this, and ends the script. + +--------------------------------------- + +*set <variable>,<expression>; +*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 +'Assigning variables' section). + +This command is deprecated and it shouldn't be used in new scripts, except +some special cases (mostly, set getvariableofnpc). Use direct value +assignment instead. + +--------------------------------------- + +*setd "<variable name>",<value>; + +Works almost identically as set, except the variable name is identified as +a string and can thus be constructed dynamically. + +This command is equivalent to: + set getd("variable name"),<value>; + +Examples: + + setd ".@var$", "Poporing"; + mes .@var$; // Displays "Poporing". + + setd ".@" + .@var$ + "123$", "Poporing is cool"; + mes .@Poporing123$; // Displays "Poporing is cool". + +--------------------------------------- + +*getd("<variable name>") + +Returns a reference to a variable, the name can be constructed dynamically. +Refer to 'setd' for usage. + +This can also be used to set an array dynamically: + setarray getd(".array[0]"), 1, 2, 3, 4, 5; + +Examples: + + mes "The value of $varReference is: " + getd("$varRefence"); + set .@i, getd("$" + "pikachu"); + +--------------------------------------- + +*getvariableofnpc(<variable>,"<npc name>") + +Returns a reference to a NPC variable (. prefix) from the target NPC. +This can only be used to get . variables. + +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; + +Note: even though function objects can have .variables, getvariableofnpc +will not work on them. + +--------------------------------------- + +*goto <label>; + +This command will make the script jump to a label, usually used in +conjunction with other command, such as "if", but often used on it's own. + + ... + goto Label; + mes "This will not be seen"; +Label: + mes "This will be seen"; + +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. +Only one menu can be on screen at the same time. + +Depending on what the player picks from the menu, the script execution +will continue from the corresponding label. It's string-label pairs, not +label-string. + +This command is deprecated and it should not be used in new scripts, as it +is likely to be removed at a later time. Please consider using select() or +prompt() instead. + +Options can be grouped together, separated by the character ':'. + + menu "A:B",L_Wrong,"C",L_Right; + +It also sets a special temporary character variable @menu, which contains +the number of option the player picked. Numbering of options starts at 1. +This number is consistent with empty options and grouped options. + + menu "A::B",L_Wrong,"",L_Impossible,"C",L_Right; + L_Wrong: + // If they click "A" or "B" they will end up here + // @menu == 1 if "A" + // @menu == 2 will never happen because the option is empty + // @menu == 3 if "B" + L_Impossible: + // Empty options are not displayed and therefore can't be selected + // this label will never be reached from the menu command + L_Right: + // If they click "C" they will end up here + // @menu == 5 + +If a label is '-', the script execution will continue right after the menu +command if that option is selected, this can be used to save you time, and +optimize big scripts. + + menu "A::B:",-,"C",L_Right; + // If they click "A" or "B" they will end up here + // @menu == 1 if "A" + // @menu == 3 if "B" + L_Right: + // If they click "C" they will end up here + // @menu == 5 + +Both these examples will perform the exact same task. + +If you give an empty string as a menu item, the item will not display. +This can effectively be used to script dynamic menus by using empty string +for entries that should be unavailable at that time. + +You can do it by using arrays, but watch carefully - this trick isn't high +wizardry, but minor magic at least. You can't expect to easily duplicate +it until you understand how it works. + +Create a temporary array of strings to contain your menu items, and +populate it with the strings that should go into the menu at this +execution, making sure not to leave any gaps. Normally, you do it with a +loop and an extra counter, like this: + + setarray .@possiblemenuitems$[0],<list of potential menu items>; + .@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$); ++.@i) { + // That 'condition' is whatever condition that determines whether + // a menu item number .@i actually goes into the menu or not. + + if (<condition>) + { + // We record the option into the list of options actually + // available. + + set .@menulist$[.@j],.@possiblemenuitems$[.@i]; + + // We just copied the string, we do need it's number for later + // though, so we record it as well. + + set .@menureference[.@j],.@i; + + // Since we've just added a menu item into the list, we + // increment the menu lines counter. + + ++.@j; + } + + // We go on to the next possible menu item. + } + +This will create you an array .@menulist$ which contains the text of all +items that should actually go into the menu based on your condition, and +an array .@menureference, which contains their numbers in the list of +possible menu items. Remember, arrays start with 0. There's less of them +than the possible menu items you've defined, but the menu command can +handle the empty lines - only if they are last in the list, and if it's +made this way, they are. Now comes a dirty trick: + + // X is whatever the most menu items you expect to handle. + menu .@menulist$[0],-,.@menulist$[1],-,...,.@menulist$[<X>],-; + +This calls up a menu of all your items. Since you didn't copy some of the +possible menu items into the list, it's end is empty and so no menu items +will show up past the end. But this menu call doesn't jump anywhere, it +just continues execution right after the menu command. (And it's a good +thing it doesn't, cause you can only explicitly define labels to jump to, +and how do you know which ones to define if you don't know beforehand +which options will end up where in your menu?) +But how do you figure out which option the user picked? Enter the @menu. + +@menu contains the number of option that the user selected from the list, +starting with 1 for the first option. You know now which option the user +picked and which number in your real list of possible menu items it +translated to: + + mes "You selected "+.@possiblemenuitems$[.@menureference[@menu-1]]+"!"; + +@menu is the number of option the user picked. +@menu-1 is the array index for the list of actually used menu items that +we made. +.@menureference[@menu-1] is the number of the item in the array of possible +menu items that we've saved just for this purpose. + +And .@possiblemenuitems$[.@menureference[@menu-1]] is the string that we +used to display the menu line the user picked. (Yes, it's a handful, but +it works.) + +You can set up a bunch of 'if (.@menureference[@menu-1]==X) goto Y' +statements to route your execution based on the line selected and still +generate a different menu every time, which is handy when you want to, for +example, make users select items in any specific order before proceeding, +or make a randomly shuffled menu. + +Kafra code bundled with the standard distribution uses a similar +array-based menu technique for teleport lists, but it's much simpler and +doesn't use @menu, probably since that wasn't documented anywhere. + +See also 'select', which is probably better in this particular case. +Instead of menu, you could use 'select' like this: + + .@dummy = select(.@menulist$[0],.@menulist$[1],...,.@menulist$[<X>]); + +For the purposes of the technique described above these two statements are +perfectly equivalent. + +--------------------------------------- + +*select("<option>"{,"<option>",...}) +*prompt("<option>"{,"<option>",...}) + +This function is a handy replacement for 'menu' that doesn't use a complex +label structure. It will return the number of menu option picked, +starting with 1. Like 'menu', it will also set the variable @menu to +contain the option the user picked. + + if (select("Yes:No") == 1) + mes "You said yes, I know."; + +And like 'menu', the selected option is consistent with grouped options +and empty options. + +'prompt' works almost the same as select, except that when a character +clicks the Cancel button, this function will return 255 instead. + +--------------------------------------- + +*input(<variable>{,<min>{,<max>}}) + +This command will make an input box pop up on the client connected to the +invoking character, to allow entering of a number or a string. This has +many uses, one example would be a guessing game, also making use of the +'rand' function: + + mes "[Woman]"; + mes "Try and guess the number I am thinking of."; + mes "The number will be between 1 and 10."; + next; + .@number = rand(1,10); + input .@guess; + if (.@guess == .@number) { + mes "[Woman]"; + mes "Well done that was the number I was thinking of"; + close; + } else { + mes "[Woman]"; + mes "Sorry, that wasn't the number I was thinking of."; + close; + } + +If you give the input command a string variable to put the input in, it +will allow the player to enter text. Otherwise, only numbers will be +allowed. + + mes "[Woman]"; + mes "Please say HELLO"; + next; + input .@var$; + if (.@var$ == "HELLO") { + mes "[Woman]"; + mes "Well done you typed it correctly"; + close; + } else { + mes "[Woman]"; + mes "Sorry you got it wrong"; + close; + } + +Normally you may not input a negative number with this command. +This is done to prevent exploits in badly written scripts, which would let +people, for example, put negative amounts of Zeny into a bank script and +receive free Zeny as a result. + +The command has two optional arguments and a return value. +The default value of 'min' and 'max' can be set with 'input_min_value' and +'input_max_value' in script.conf. +For numeric inputs the value is capped to the range [min,max]. Returns 1 +if the value was higher than 'max', -1 if lower than 'min' and 0 otherwise. +For string inputs it returns 1 if the string was longer than 'max', -1 is +shorter than 'min' and 0 otherwise. + +--------------------------------------- + +*callfunc "<function>"{,<argument>,...<argument>}; +*callfunc("<function>"{,<argument>,...<argument>}) + +This command lets you call up a function NPC. A function NPC can be called +from any script on any map server. Using the 'return' command it will come +back to the place that called it. + + place,50,50,6%TAB%script%TAB%Woman%TAB%115,{ + mes "[Woman]" + mes "Lets see if you win"; + callfunc "funcNPC"; + mes "Well done you have won"; + close; + } + function%TAB%script%TAB%funcNPC%TAB%{ + .@win = rand(2); + if (.@win == 0) + return; + mes "Sorry you lost"; + end; + } + +You can pass arguments to your function - values telling it what exactly +to do - which will be available there with getarg() (see 'getarg'). +Notice that returning is not mandatory, you can end execution right there. + +If you want to return a real value from inside your function NPC, it is +better to write it in the function form, which will also work and will +make the script generally cleaner: + + place,50,50,6%TAB%script%TAB%Man%TAB%115,{ + mes "[Man]" + mes "Gimme a number!"; + next; + input .@number; + if (callfunc("OddFunc",.@number)) mes "It's Odd!"; + close; + } + function%TAB%script%TAB%OddFunc%TAB%{ + if (getarg(0)%2==0) return 0;// it's even + return 1;// it's odd + } + +Alternately, user-defined functions may be called directly without the use +of the 'callfunc' script command. + + function<TAB>script<TAB>SayHello<TAB>{ + mes "Hello " + getarg(0); + return 0; + } + + place,50,50,6<TAB>script<TAB>Man<TAB>115,{ + mes "[Man]"; + SayHello strcharinfo(0); + close; + } + +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 + !! them directly. + +--------------------------------------- + +*callsub <label>{,<argument>,...<argument>}; +*callsub(<label>{,<argument>,...<argument>}) + +This command will go to a specified label within the current script (do +NOT use quotes around it) coming in as if it were a 'callfunc' call, and +pass it arguments given, if any, which can be recovered there with +'getarg'. When done there, you should use the 'return' command to go back +to the point from where this label was called. This is used when there is +a specific thing the script will do over and over, this lets you use the +same bit of code as many times as you like, to save space and time, +without creating extra NPC objects which are needed with 'callfunc'. A +label is not callable in this manner from another script. + +Example 1: callsub for checking (if checks pass, return to script) + callsub S_CheckFull, "guild_vs2",50; + switch( rand(4) ) { + case 0: warp "guild_vs2",9,50; end; + case 1: warp "guild_vs2",49,90; end; + case 2: warp "guild_vs2",90,50; end; + case 3: warp "guild_vs2",49,9; end; + } + +... + +S_CheckFull: + if (getmapusers(getarg(0)) >= getarg(1)) { + mes "I'm sorry, this arena is full. Please try again later."; + close; + } + return; + +Example 2: callsub used repeatedly, with different arguments +// 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: callsub S_DunWarp,"hu_fild05",192,207; + case 2: callsub S_DunWarp,"ama_in02",119,181; + case 3: callsub S_DunWarp,"moc_fild20",164,145; + case 4: callsub S_DunWarp,"ayo_fild02",279,150; + case 5: callsub S_DunWarp,"cmd_fild07",132,125; + // etc + } + +... + +S_DunWarp: +// getarg(0) = "mapname" +// getarg(1) = x +// getarg(2) = y + if (Zeny >= 100) { + Zeny -= 100; + warp getarg(0),getarg(1),getarg(2); + } else { + mes "Dungeon warp costs 100 Zeny."; + } + close; + +--------------------------------------- + +*getarg(<index>{,<default_value>}) + +This function is used when you use the 'callsub' or 'callfunc' commands. +In the call you can specify variables that will make that call different +from another one. This function will return an argument the function or +subroutine was called with, and is the normal way to get them. +This is another thing that can let you use the same code more than once. + +Argument numbering starts with 0, i.e. the first argument you gave is +number 0. If no such argument was given, a zero is returned. + + place,50,50,6%TAB%script%TAB%Woman1%TAB%115,{ + mes "[Woman]"; + mes "Lets see if you win"; + callfunc "funcNPC",2; + mes "Well done you have won"; + + ... + + place,52,50,6%TAB%script%TAB%Woman2%TAB%115,{ + mes "[Woman]"; + mes "Lets see if you win"; + callfunc "funcNPC",5; + mes "Well done you have won"; + + ... + + function%TAB%script%TAB%funcNPC%TAB%{ + .@win = rand(getarg(0)); + if(.@win==0) return; + mes "Sorry you lost"; + +"woman1" NPC object calls the funcNPC. The argument it gives in this call +is stated as 2, so when the random number is generated by the 'rand' +function, it can only be 0 or 1. Whereas "woman2" gives 5 as the argument +number 0 when calling the function, so the random number could be 0, 1, 2, +3 or 4, this makes "woman2" less likely to say the player won. + +You can pass multiple arguments in a function call: + + callfunc "funcNPC",5,4,3; + +getarg(0) would be 5, getarg(1) would be 4 and getarg(2) would be 3. + +Getarg 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 +the script terminates immediately. + +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 +number of arguments provided. + +Example: + callfunc "funcNPC",5,4,3; + ... + function%TAB%script%TAB%funcNPC%TAB%{ + .@count = getargcount(); // 3 + ... + } + +--------------------------------------- + +*return {<value>}; + +This command causes the script execution to leave previously called +function with callfunc or script with callsub and return to the location, +where the call originated from. Optionally a return value can be supplied, +when the call was done using the function form. + +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 + <variable> = callfunc("<your function>"); + // when a value is being returned + +--------------------------------------- + +*function <function name>; +*<function name>{(<argument>,...<argument>)}; +*function <function name> { +<code> +} + +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 +label with arguments. +Note that the name may only contain alphanumeric characters and underscore. + +Usage: + + 1. Declare the function. + function <function name>; + 2. Call the function anywhere within the script. + It can also return a value when used with parentheses. + <function name>; + 3. Define the function within the script. + <function name> {<code>} + +Example: + +prontera,154,189,4 script Item Seller 767,{ + /* Function declaration */ + function SF_Selling; + + if (Zeny > 50) { + mes "Welcome!"; + /* Function call */ + SF_Selling; + } + else mes "You need 50z, sorry!"; + close; + + /* Function definition */ + function SF_Selling { + mes "Would you like to buy a phracon for 50z?"; + next; + if(select("Yes","No, thanks") == 1) { + Zeny -= 50; + getitem 1010,1; + mes "Thank you!"; + } + return; + } +} + +Example with parameters and return value: + +prontera,150,150,0 script TestNPC 123,{ + /* Function declaration */ + function MyAdd; + + mes "Enter two numbers."; + next; + input .@a; + input .@b; + /* Function call */ + mes .@a+" + "+.@b+" = "+MyAdd(.@a,.@b); + close; + + /* Function definition */ + function MyAdd { + return getarg(0)+getarg(1); + } +} + + +--------------------------------------- + +*is_function("<function name>") + +This command checks whether a function exists. +It returns 1 if function is found, or 0 if it isn't. + +Example: + + function script try { + dothat; + } + + - script test FAKE_NPC,{ + .@try = is_function("try"); // 1 + .@not = is_function("not"); // 0 + } + +--------------------------------------- + +*if (<condition>) <statement>; + +This is the basic conditional statement command, and just about the only +one available in this scripting language. + +The condition can be any expression. All expressions resulting in a +non-zero value will be considered True, including negative values. All +expressions resulting in a zero are false. + +If the expression results in True, the statement will be executed. If it +isn't true, nothing happens and we move on to the next line of the script. + + if (1) mes "This will always print."; + if (0) mes "And this will never print."; + if (5) mes "This will also always print."; + if (-1) mes "Funny as it is, this will also print just fine."; + +For more information on conditional operators see the operators section +above. +Anything that is returned by a function can be used in a condition check +without bothering to store it in a specific variable: + + if (strcharinfo(0)=="Daniel Jackson") mes "It is true, you are Daniel!"; + +More examples of using the 'if' command in the real world: + +Example 1: + + .@var1 = 1; + input .@var2; + if (.@var1 == .@var2) + close; + mes "Sorry that is wrong"; + close; + +Example 2: + + .@var1 = 1; + input .@var2; + if (.@var1 != .@var2) + mes "Sorry that is wrong"; + close; + +(Notice examples 1 and 2 have the same effect.) + +Example 3: + + ++.@var1; + mes "[Forgetfull Man]"; + if (.@var == 1) mes "This is the first time you have talked to me"; + if (.@var == 2) mes "This is the second time you have talked to me"; + if (.@var == 3) mes "This is the third time you have talked to me"; + if (.@var == 4) mes "This is the forth time you have talked to me, but I think I am getting amnesia, I have forgotten about you"; + if (.@var == 4) .@var = 0; + close; + +Example 4: + + mes "[Quest Person]"; + // The (AegisName) constant Apple comes from item_db, it is the item number 512. + if (countitem(Apple) >= 1) { + mes "Oh an apple, I didn't want it, I just wanted to see one"; + close; + } + mes "Can you please bring me an apple?"; + close; + +Example 5: Using complex conditions. + + mes "[Multi Checker]"; + if ((queststarted == 1) && (countitem(Apple) >= 5)) { + // Executed only if the quest has been started AND You have 5 apples + mes "[Multi Checker]"; + mes "Well done you have started the quest of got me 5 apples"; + mes "Thank you"; + queststarted = 0; + delitem Apple, 5; + close; + } + mes "Please get me 5 apples"; + queststarted = 1; + close; + +If the condition doesn't meet, it'll do the action following the else. +We can also group several actions depending on a condition, this way: + +if (<condition) { + dothis1; + dothis2; + dothis3; +} else { + dothat1; + dothat2; + dothat3; + dothat4; +} + +Example 6: + + mes "[Person Checker]"; + if ($name$ == "") { + mes "Please tell me someone's name"; + next; + input $name$; + $name2$ = strcharinfo(0); + mes "[Person Checker]"; + mes "Thank you"; + close; + } + if ($name$ == strcharinfo(0)) { + mes "You are the person that " +$name2$+ " just mentioned"; + mes "nice to meet you"; + } else { + mes "You are not the person that " +$name2$+ " mentioned"; + } + $name$ = ""; + $name2$ = ""; + close; + +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 +(that is, in the first grouping using a return; , and end; or a close; ). + +Also, you can have multiple conditions nested or chained, and don't worry +about limits as to how many nested if you can have, there is no spoon ;). + +... +if (<condition 1>) + dothis; +else if (<condition 2>) { + dotheother; + do that; + end; +} else + do this; +... + +--------------------------------------- + +*while (<condition>) <statement>; + +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 +the 'if' statement. + +Example 1: + while (switch(select("Yes:No") == 2 )) + mes "You picked no."; + +Example 2: multiple statements + while (switch(select("Yes:No") == 2 )) { + mes "Why did you pick no?"; + mes "You should pick yes instead!"; + } + +Example 3: counter-controlled loop + .@i = 1; + while (.@i <= 5) { + mes "This line will print 5 times."; + ++.@i; + } + +Example 4: sentinel-controlled loop + mes "Input 0 to stop"; + input .@num; + while (.@num != 0) { + mes "You entered " + .@num; + input .@num; + } + close; + +--------------------------------------- + +*for (<variable initialization>; <condition>; <variable update>) <statement>; + +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) + mes "This line will print 5 times."; + +Example 2: + mes "This will print the numbers 1 - 5."; + for (.@i = 1; .@i <= 5; ++.@i) + mes .@i; + +--------------------------------------- + +*do { <statement>; } 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 +statement following the 'do...while' loop expression. + +Example 1: sentinel-controlled loop + mes "This menu will keep appearing until you pick Cancel"; + do { + .@choice = select("One:Two:Three:Cancel"); + } while (.@choice != 4); + +Example 2: counter-controlled loop + mes "This will countdown from 10 to 1."; + .@i = 10; + do { + mes .@i--; + } while (.@i > 0); + +--------------------------------------- + +*freeloop(<toggle>) + +Toggling this to enabled (1) allows the script instance to bypass the +infinite loop protection, allowing your script to loop as much as it may +need. Disabling (0) may warn you if an infinite loop is detected if your +script is looping too many times. + +Please note, once again, that this isn't a solution to all problems, and by +disabling this protection your Hercules server may become laggy or +unresponsive if the script it is used in is performing lenghty loop +operations. + +Example: + freeloop(1); // enable script to loop freely + + //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, + // etc.) + } + + freeloop(0); // disable + + for (.@i = 0; .@i < .@bigloop; ++.@i) { + dothis; + // throw an infinity loop error + } + +--------------------------------------- + +*setarray <array name>[<first value>],<value>{,<value>...<value>}; + +This command will allow you to quickly fill up an array in one go. Check +the Kafra scripts in the distribution to see this used a lot. + + setarray .@array[0], 100, 200, 300, 400, 500, 600; + +The index of the first element of the array to alter can be omitted if +zero. For example: + + setarray .@array, 200, 200, 200; + setarray .@array[1], 300, 150; + +will produce: + + .@array[0] = 200 + .@array[1] = 300 + .@array[2] = 150 + +--------------------------------------- + +*cleararray <array name>[<first value to alter>],<value>,<number of values to set>; + +This command will change many array values at the same time to the same +value. + + setarray .@array, 100, 200, 300, 400, 500, 600; + // This will make all 6 values 0 + cleararray .@array[0], 0, 6; + // This will make array element 0 change to 245 + cleararray .@array[0], 245, 1; + // This is equivalent to the above + cleararray .@array, 245, 1; + // This will make elements 1 and 2 change to 345 + cleararray .@array[1], 345, 2; + +See 'setarray'. + +--------------------------------------- + +*copyarray <destination array>[<first value>],<source array>[<first value>],<amount of data to copy>; + +This command lets you quickly shuffle a lot of data between arrays, which +is in some cases invaluable. + + setarray .@array, 100, 200, 300, 400, 500, 600; + // So we have made .@array[] + copyarray .@array2[0],.@array[2],2; + + // Now, .@array2[0] will be equal to .@array[2] (300) and + // .@array2[1] will be equal to .@array[3]. + +So using the examples above: + .@array[0] = 100 + .@array[1] = 200 + .@array[2] = 300 + .@array[3] = 400 + .@array[4] = 500 + .@array[5] = 600 + +New Array: + .@array2[0] = 300 + .@array2[1] = 400 + .@array2[2] = 0 + .@array2[3] = 0 + +Notice that .@array[4] and .@array[5] won't be copied to the second array, +and it will return a 0. + +--------------------------------------- + +*deletearray <array name>[<first value>],<how much to delete>; + +This command will delete a specified number of array elements totally from +an array, shifting all the elements beyond this towards the beginning. + + // This will delete array element 0, and move all the other array + // elements up one place. + deletearray .@array[0],1 + + // This would delete array elements numbered 1, 2 and 3, leave element 0 + // in its place, and move the other elements ups, so there are no gaps. + deletearray .@array[1],3 + +If the amount of items to delete is not specified, all elements of the +array starting from the specified one to the end, are deleted. If no +starting element is specified either, the the entire array will be +deleted. + + // This would delete all elements of the array starting from 2, leaving + // element 0 and 1 + deletearray .@array[2]; + + // This would delete all elements of the array + deletearray .@array; + +--------------------------------------- +//===================================== +1 - End of Basic-Related Commands +//===================================== +--------------------------------------- + + +--------------------------------------- +//===================================== +2 - Information-retrieving Related Commands +//===================================== +--------------------------------------- + +*strcharinfo(<type>) + +This function will return either the name, party name or guild name for +the invoking character. Whatever it returns is determined by type. +(0) PC_NAME - Character's name. +(1) PC_PARTY - The name of the party they're in if any. +(2) PC_GUILD - The name of the guild they're in if any. +(3) PC_MAP - The name of the map the character is in. + +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 +using only numbers reduces script readability + +--------------------------------------- + +*strnpcinfo(<type>) + +This function will return the various parts of the name of the calling NPC. +Whatever it returns is determined by type. + + 0 - The NPC's display name (visible#hidden) + 1 - The visible part of the NPC's display name + 2 - The hidden part of the NPC's display name + 3 - The NPC's unique name (::name) + 4 - The name of the map the NPC is in. + +--------------------------------------- + +*charid2rid(<char id>) + +This function returns the RID of the character with the given character ID. + +If the character is offline or doesn't exist, 0 is returned. + +--------------------------------------- + +*getarraysize(<array name>) + +This function returns highest index of the array that is filled. +Notice that zeros and empty strings at the end of this array are not +counted towards this number. + +For example: + + setarray .@array, 100, 200, 300, 400, 500, 600; + .@arraysize = getarraysize(.@array); + +This will make .@arraysize == 6. But if you try this: + + setarray .@array, 100, 200, 300, 400, 500, 600, 0; + .@arraysize = getarraysize(.@array); + +.@arraysize will still equal 6, even though you've set 7 values. + +If you do this: + + .@array[1000] = 1; + .@arraysize = getarraysize(.@array); + +.@arraysize will be 1000, even though only one element has been set. + +--------------------------------------- + +*getelementofarray(<array name>,<index>) + +This command retrieves the value of the element of given array at given +index. This is equivalent to using: + + <array name>[<index>] + +The reason for this is, that this short form is internally converted into +a call to getelementofarray, when the script is loaded. + +Also useful when passing arrays to functions or accessing another npc's +arrays: + getelementofarray(getarg(0),<index>) + getelementofarray(getvariableofnpc(.var, "testNPC"),<index>) + +--------------------------------------- + +*readparam(<parameter number>) + +This function will return the basic stats of an invoking character, +referred to by the parameter number. Instead of a number, you can use a +parameter name if it is defined in 'db/constants.conf'. + +Example parameters: + +StatusPoint, BaseLevel, SkillPoint, Class, Upper, Zeny, Sex, Weight, +MaxWeight, JobLevel, BaseExp, JobExp, NextBaseExp, NextJobExp, Hp, MaxHp, +Sp, MaxSp, BaseJob, Karma, Manner, bVit, bDex, bAgi, bStr, bInt, bLuk + +All of these also behave as variables, but don't expect to be able to just +'set' them - some will not work for various internal reasons. + +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. +Typing this will return the same result: + + mes "Unused status points: "+StatusPoint; + +Example 2: + +You can also use this command to get stat values. + + if (readparam(bVit) > 77) + mes "Only people with over 77 Vit are reading this!"; + +Example 3: + + // Display your current weight + mes "Your current weight is "+( Weight/10 )+"/"+( MaxWeight/10 ); + +--------------------------------------- + +*getcharid(<type>{,"<character name>"}) + +This function will return a unique ID number of the invoking character, +or, if a character name is specified, of that player. + +Type is the kind of associated ID number required: + + 0 - Character ID number. + 1 - Party ID number. + 2 - Guild ID number. + 3 - Account ID number. + 4 - Battle ground ID + +For most purposes other than printing it, a number is better to have than +a name (people do horrifying things to their character names). + +If the character is not in a party or not in a guild, the function will +return 0 if guild or party number is requested. If a name is specified and +the character is not found, 0 is returned. + +If getcharid(0) returns a zero, the script got called not by a character +and doesn't have an attached RID. Note that this will cause the map server +to print "player not attached!" error messages, so it is preferred to use +"playerattached" to check for the character attached to the script. + +if( getcharid(2) == 0 ) mes "Only members of a guild are allowed here!"; + +--------------------------------------- + +*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 +and can be one of the following: + + 0 - Unit ID (GID) + +If an invalid type is given or the NPC does not exist, 0 is returned. + +--------------------------------------- + +*getchildid() +*getmotherid() +*getfatherid() + +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()) mes "Your mother's ID is: "+getmotherid(); + +--------------------------------------- + +*ispartneron() + +This function returns 1 if the invoking character's marriage partner is +currently online and 0 if they are not or if the character has no partner. + +--------------------------------------- + +*getpartnerid() + +This function returns the character ID of the invoking character's +marriage partner, if any. If the invoking character is not married, it +will return 0, which is a quick way to see if they are married: + + if (!getpartnerid()) mes "I'm not going to be your girlfriend!"; + if (getpartnerid()) mes "You're married already!"; + +--------------------------------------- + +*getpartyname(<party id>) + +This function will return the name of a party that has the specified ID +number. If there is no such party ID, "null" will be returned. + +Lets say the ID of a party was saved as a global variable: + + // This would return the name of the party from the ID stored in a + // variable + mes "You're in the '"+getpartyname($@var)+"' party, I know!"; + +--------------------------------------- + +*getpartymember <party id>{,<type>}; + +This command will find all members of a specified party and returns their +names (or character id or account id depending on the value of "type") +into an array of temporary global variables. There's actually quite a few +commands like this which will fill a special variable with data upon +execution and not do anything else. + +Upon executing this, + +$@partymembername$[] is a global temporary string array which contains all + the names of these party members. + (only set when type is 0 or not specified) + +$@partymembercid[] is a global temporary number array which contains the + character id of these party members. + (only set when type is 1) + +$@partymemberaid[] is a global temporary number array which contains the + account id of these party members. + (only set when type is 2) + +$@partymembercount is the number of party members that were found. + +The party members will (apparently) be found regardless of whether they +are online or offline. Note that the names come in no particular order. + +Be sure to use $@partymembercount to go through this array, and not +'getarraysize', because it is not cleared between runs of 'getpartymember'. +If someone with 7 party members invokes this script, the array would have +7 elements. But if another person calls up the NPC, and he has a party of +5, the server will not clear the array for you, overwriting the values +instead. So in addition to returning the 5 member names, the 6th and 7th +elements from the last call remain, and you will get 5+2 members, of which +the last 2 don't belong to the new guy's party. $@partymembercount will +always contain the correct number, (5) unlike 'getarraysize()' which will +return 7 in this case. + +Example 1: list party member names + + // get the party member names + getpartymember getcharid(1),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 + // '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"; + } + close; + + +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(1), 1; + getpartymember getcharid(1), 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 + // 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, $@partymembercid, .register_num; + + mes "Are you ready?"; + next; // careful here + select "Yes"; + + // When a script hits a next, menu, sleep or input that pauses the + // script, players can invite or /leave and make changes in their + // party. To prevent this, we call getpartymember again and compare + // with the original values. + + getpartymember getcharid(1), 1; + if ($@partymembercount != .register_num) { + mes "You've made changes to your party !"; + close; + } + for (.@i = 0; .@i < $@partymembercount; ++.@i) { + if (.@partymembercid[.@i] != $@partymembercid[.@i]) { + mes "You've made changes to your party !"; + close; + } + } + + // Finally, it's safe to start the event! + warpparty "event_map", 0,0, getcharid(1); + +--------------------------------------- + +*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 +name. Possible types are: + + 1: Leader account id + 2: Leader character id + 3: Leader's class + 4: Leader's current map name + 5: Leader's current level as stored on the party structure (may not be + current level if leader leveled up recently). + +If retrieval fails (leader not found or party does not exist), this +function returns "null" instead of the character name, and -1 for the +other types. + +--------------------------------------- + +*getlook(<type>) + +This function will return the number for the 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 +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 +save points. Available information types are: + + 0 - Map name (a string) + 1 - X coordinate + 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 +player is attached. + +Examples: + +// Outputs IP address of attached player. + mes "Your IP: " + getcharip(); + +// Outputs IP address of character "Silver". + mes "Silver's IP: " + getcharip("Silver"); + +--------------------------------------- + +*sit({"<character name>"}) +*stand({"<character name>"}) + +This function will force a character to sit/stand if it is standing/sitting. +If no player is specified, the attached player will be used. + +--------------------------------------- + +*issit({"<character name>"}) + +This function will return a number depending on the character's sitting state. +If the character is sitting, it will return 1, otherwise (standing) it will return 0. +In case no player is specified, the function will return the state of the attached player. + +--------------------------------------- +//===================================== +2.1 - Item-Related Commands +//===================================== +--------------------------------------- + +*getequipid(<equipment slot>) + +This function returns the item ID of the item equipped in the equipment +slot specified on the invoking character. If nothing is equipped there, it +returns -1. Valid equipment slots are: + +EQI_HEAD_TOP (1) - Upper head gear +EQI_ARMOR (2) - Armor (Where you keep your Jackets and Robes) +EQI_HAND_L (3) - What is in your Left hand. +EQI_HAND_R (4) - What is in your Right hand. +EQI_GARMENT (5) - The garment slot (Mufflers, Hoods, Manteaus) +EQI_SHOES (6) - What foot gear the player has on. +EQI_ACC_L (7) - Accessory 1. +EQI_ACC_R (8) - Accessory 2. +EQI_HEAD_MID (9) - Middle Headgear (masks and glasses) +EQI_HEAD_LOW (10) - Lower Headgear (beards, some masks) +EQI_COSTUME_HEAD_LOW (11) - Lower Costume Headgear +EQI_COSTUME_HEAD_MID (12) - Middle Costume Headgear +EQI_COSTUME_HEAD_TOP (13) - Upper Costume Headgear +EQI_COSTUME_GARMENT (14) - Costume Garment +EQI_SHADOW_ARMOR (15) - Shadow Armor +EQI_SHADOW_WEAPON (16) - Shadow Weapon +EQI_SHADOW_SHIELD (17) - Shadow Shield +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 +for either slot. + +Can be used to check if you have something equipped, or if you haven't got +something equipped: + + if(getequipid(EQI_HEAD_TOP) == Tiara) { + mes "What a lovely Tiara you have on"; + close; + } + 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 +would do this: + + if (getequipid(EQI_ARMOR) == Full_Plate_Armor || getequipid(EQI_ARMOR) == Full_Plate_Armor_) { + mes "You are wearing some Legion Plate Armor, please drop that in your stash before continuing"; + close; + } + if (countitem(Full_Plate_Armor) > 0 || countitem(Full_Plate_Armor_) > 0) { + mes "You have some Legion Plate Armor in your inventory, please drop that in your stash before continuing"; + close; + } + mes "I will lets you pass"; + close2; + warp "place",50,50; + end; + +--------------------------------------- + +*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 +position. +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. + + if( getequipname(EQI_HEAD_TOP) != "" ) + mes "So you are wearing a "+getequipname(EQI_HEAD_TOP)+" on your head"; + else + mes "You are not wearing a head gear"; + +--------------------------------------- + +*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 +English name the players would normally see on screen). +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 +such item is found. + + // Let's see if they have anything broken: + if (getbrokenid(1)==0) + mes "You don't have anything broken, quit bothering me."; + else // They do, so let's print the name of the first broken item: + mes "Oh, I see you have a broken "+getitemname(getbrokenid(1))+" here!"; + +--------------------------------------- + +*getbrokencount() + +This function will return the total amount of broken equipment on the +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 +see 'getequipid'. Function originally used by the refining NPCs: + + if (getequipisequiped(EQI_HEAD_TOP)) { + mes "[Refiner]"; + mes "That's a fine hat you are wearing there..."; + close; + } + mes "[Refiner]"; + mes "Do you want me to refine your dumb head?"; + close; + +--------------------------------------- + +*getequipisenableref(<equipment slot>) + +Will return 1 if the item equipped on the invoking character in the +specified equipment slot is refinable, and 0 if it isn't. For a list of +equipment slots see 'getequipid'. + + if (getequipisenableref(EQI_HEAD_TOP)) { + mes "[Refiner]"; + mes "Ok I can refine this"; + close; + } + mes "[Refiner]"; + mes "I can't refine this hat!..."; + close; + +--------------------------------------- + +*getequiprefinerycnt(<equipment slot>) + +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 +for this is +10: + + if(getequiprefinerycnt(EQI_HEAD_TOP) < 10) + mes "I will now upgrade your "+getequipname(EQI_HEAD_TOP); + else + mes "Sorry, it's not possible to refine hats better than +10"; + close; + +--------------------------------------- + +*getequipweaponlv(<equipment slot>) + +This function returns the weapon level for the weapon equipped in the +specified equipment slot on the invoking character. For a list of +equipment slots see 'getequipid'. + +Only EQI_HAND_L and EQI_HAND_R normally make sense, since only weapons +have a weapon level. You can, however, probably, use this field for other +equippable custom items as a flag or something. + +If no item is equipped in this slot, or if it doesn't have a weapon level +according to the database, 0 will be returned. + +Examples: + +// Right hand can only contain a weapon. + switch (getequipweaponlv(EQI_HAND_R)) { + case 1: mes "You are holding a lvl 1 weapon."; break; + case 2: mes "You are holding a lvl 2 weapon."; break; + case 3: mes "You are holding a lvl 3 weapon."; break; + case 4: mes "You are holding a lvl 4 weapon."; break; + case 5: mes "You are holding a lvl 5 weapon, hm, must be a custom design..."; break; + default: mes "Seems you don't have a weapon on."; break; + } + +// Left hand can hold either a weapon or shield. + if (getequipid(EQI_HAND_R) == 0) { + mes "Seems you have nothing equipped here."; + close; + } + switch (getequipweaponlv(EQI_HAND_L)) { + case 0: mes "You are holding a shield, so it doesn't have a level."; break; + case 1: mes "You are holding a lvl 1 weapon."; break; + case 2: mes "You are holding a lvl 2 weapon."; break; + case 3: mes "You are holding a lvl 3 weapon."; break; + case 4: mes "You are holding a lvl 4 weapon."; break; + case 5: mes "You are holding a lvl 5 weapon, hm, must be a custom design..."; break; + } + +--------------------------------------- + +*getequippercentrefinery(<equipment slot>) + +This function calculates and returns the percent value chance to +successfully refine the item found in the specified equipment slot of the +invoking character by +1. There is no actual formula, the success rate for +a given weapon level of a certain refine level is found in the +db/refine_db.txt file. For a list of equipment slots see 'getequipid'. + +These values can be displayed for the player to see, or used to calculate +the random change of a refine succeeding or failing and then going through +with it (which is what the official NPC refinery scripts use it for). + +// This will find a random number from 0 - 99 and if that is equal to or +// more than the value recovered by this command it will show a message + if (getequippercentrefinery(EQI_HAND_L) <= rand(100)) + mes "Aww"; + +--------------------------------------- + +*getareadropitem("<map name>",<x1>,<y1>,<x2>,<y2>,<item>) + +This function will count all the items with the specified ID number lying +on the ground on the specified map within the x1/y1-x2/y2 square on it and +return that number. + +This is the only function around where a parameter may be either a string +or a number! If it's a number, it means that only the items with that item +ID number will be counted. If it is a string, it is assumed to mean the +'english name' field from the item database. If you give it an empty +string, or something that isn't found from the item database, it will +count items number '512' (apples). + +--------------------------------------- + +*getequipcardcnt(<equipment slot>) + +This function will return the number of cards that have been compounded +onto a specific equipped item for the invoking character. See 'getequipid' +for a list of possible equipment slots. + +--------------------------------------- + +*getinventorylist; + +This command sets a bunch of arrays with a complete list of whatever the +invoking character has in 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. +@inventorylist_amount[] - their corresponding item amounts. +@inventorylist_equip[] - will return the slot the item is equipped on, if at all. +@inventorylist_refine[] - for how much it is refined. +@inventorylist_identify[] - whether it is identified. +@inventorylist_attribute[] - whether it is broken. +@inventorylist_card1[] - These four arrays contain card data for the +@inventorylist_card2[] items. These data slots are also used to store +@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 + 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 +other command returns such a complete set of data, and could also be the +only way to correctly handle an NPC trader for carded and named items who +could resell them - since NPC objects cannot own items, so they have to +store item data in variables and recreate the items. + +Notice that the variables this command generates are all temporary, +attached to the character, and integer. + +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'. + +--------------------------------------- + +*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 +recreate these items perfectly if they are destroyed. Here's what you get: + +@cartinventorylist_id[] - array of item ids. +@cartinventorylist_amount[] - their corresponding item amounts. +@cartinventorylist_refine[] - for how much it is refined. +@cartinventorylist_identify[] - whether it is identified. +@cartinventorylist_attribute[] - whether it is broken. +@cartinventorylist_card1[] - These four arrays contain card data for the +@cartinventorylist_card2[] items. These data slots are also used to store +@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 + expires. +@cartinventorylist_bound - whether it is an account bounded 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 +other command returns such a complete set of data, and could also be the +only way to correctly handle an NPC trader for carded and named items who +could resell them - since NPC objects cannot own items, so they have to +store item data in variables and recreate the items. + +Notice that the variables this command generates are all temporary, +attached to the character, and integer. + +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'. + +--------------------------------------- + +*cardscnt() + +This function will return the number of cards inserted into the weapon +currently equipped on the invoking character. +While this function was meant for item scripts, it will work outside them: + + if (cardscnt()==4) mes "So you've stuck four cards into that weapon, think you're cool now?"; + +--------------------------------------- + +*getrefine() + +This function will return the refine count of the equipment from which +the function is called. This function is intended for use in item scripts. + + if (getrefine()==10) mes "Wow. That's a murder weapon."; + +--------------------------------------- + +*getnameditem(<item id>,"<name to inscribe>"); +*getnameditem("<item name>","<name to inscribe>"); + +This function is equivalent to using 'getitem', however, it will not just +give the character an item object, but will also inscribe it with a +specified character's name. You may not inscribe items with arbitrary +strings, only with names of characters that actually exist. While this +isn't said anywhere specifically, apparently, named items may not have +cards in them, slots or no - these data slots are taken by the character +ID who's name is inscribed. Only one remains free and it's not quite clear +if a card may be there. + +This function will return 1 if an item was successfully created and 0 if +it wasn't for whatever reason. Like 'getitem', this function will also +accept an 'english name' from the item database as an item name and will +return 0 if no such item exists. + +--------------------------------------- + +*getitemslots(<item ID>) + +This function will look up the item with the specified ID number in the +database and return the number of slots this kind of items has - 0 if they +are not slotted. It will also be 0 for all non-equippable items, +naturally, unless someone messed up the item database. It will return -1 +if there is no such item. + +Example: + +//.@slots now has the amount of slots of the item with ID 1205. + .@slots = getitemslots(1205); + +--------------------------------------- + +*getiteminfo(<item ID>,<type>) + +This function will look up the item with the specified ID number in the +database and return the info set by TYPE argument. +It will return -1 if there is no such item. + +Valid types are: + 0 - Buy Price; 1 - Sell Price; 2 - Item Type; + 3 - maxchance (Max drop chance of this item e.g. 1 = 0.01% , etc.. + if = 0, then monsters don't drop it at all (rare or a quest item) + if = 10000, then this item is sold in NPC shops only + 4 - sex; 5 - equip; 6 - weight; 7 - atk; 8 - def; 9 - range; + 10 - slot; 11 - look; 12 - elv; 13 - wlv; 14 - view id + + If RENEWAL is defined, 15 - matk + +Check sample in doc/sample/getiteminfo.txt + +--------------------------------------- + +*getequipcardid(<equipment slot>,<card slot>) + +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 +cards or if it's signed. + +--------------------------------------- +//===================================== +2.1 - End of Item-Related Commands +//===================================== +--------------------------------------- + +*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 +parameters given were not variables or the search was not successful. + +Type is the type of object to search for: + + UNITTYPE_PC - Character object + UNITTYPE_NPC - NPC object + UNITTYPE_PET - Pet object + UNITTYPE_MOB - Monster object + UNITTYPE_HOM - Homunculus object + UNITTYPE_MER - Mercenary object + UNITTYPE_ELEM - Elemental object + +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 +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 +or GID will be located. + +If type is UNITTYPE_PET, UNITTYPE_HOM, UNITTYPE_MER or UNITTYPE_ELEM the search +will locate the owner's pet/homun/mercenary/elementals if the search parameter +is not provided. It will NOT locate these object by name, but can be done if GID +is provided. + +What a mess. Example, a working and tested one now: + + prontera,164,301,3%TAB%script%TAB%Meh%TAB%730,{ + mes "My name is Meh. I'm here so that Nyah can find me."; + close; + } + + prontera,164,299,3%TAB%script%TAB%Nyah%TAB%730,{ + mes "My name is Nyah."; + mes "I will now search for Meh all across the world!"; + if (getmapxy(.@mapname$, .@mapx, .@mapy, UNITTYPE_NPC, "Meh") != 0) { + mes "I can't seem to find Meh anywhere!"; + close; + } + mes "And I found him on map "+.@mapname$+" at X:"+.@mapx+" Y:"+.@mapy+" !"; + close; + } + +Notice that NPC objects disabled with 'disablenpc' will still be located. + +--------------------------------------- + +*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 +account has no GM level. + +This allows you to make NPC's only accessible for certain GM levels, or +behave specially when talked to by GMs. + + if (getgmlevel()) mes "What is your command, your godhood?"; + if (getgmlevel() < 99) end; + +--------------------------------------- + +*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. +Return 1 if success, otherwise it will return 0. + +--------------------------------------- + +*getgroupid() + +This function will return the id of player group the account to which the +invoking player belongs. + +--------------------------------------- + +*gettimetick(<type>) + +Valid types are : + 0 - server's tick (milleseconds), unsigned int, loops every ~50 days + 1 - time since the start of the current day in seconds + 2 - UNIX epoch time (number of seconds elapsed since 1st of January 1970) + +--------------------------------------- + +*gettime(<type>) + +This function returns specified information about the current system time. + +Valid types: + 1 - GETTIME_SECOND - Seconds (of a minute) + 2 - GETTIME_MINUTE - Minutes (of an hour) + 3 - GETTIME_HOUR - Hour (of a day) + 4 - GETTIME_WEEKDAY - Week day (0 for Sunday, 6 is Saturday) + - Additional: SUNDAY, MONDAY, TUESDAY, WEDNESDAY, THURSDAY, FRIDAY, SATURDAY + 5 - GETTIME_DAYOFMONTH - Day of the month. + 6 - GETTIME_MONTH - Number of the month. + - Additional: JANUARY, FEBRUARY, MARCH, APRIL, MAY, JUNE, JULY, AUGUST, SEPTEMBER, OCTOBER, NOVEMBER, DECEMBER + 7 - GETTIME_YEAR - Year + 8 - GETTIME_DAYOFYEAR - Day of the year. + +It will only return numbers based on types. +Example : + if (gettime(GETTIME_WEEKDAY) == SATURDAY) { + mes "It's a Saturday. I don't work on Saturdays."; + } else if (gettime(GETTIME_MONTH) == JANUARY) { + mes "It's January. I don't work on January."; + } else if (gettime(GETTIME_MONTH) == OCTOBER && gettime(GETTIME_DAYOFMONTH) == 31) { + mes "It's Halloween."; + } + +--------------------------------------- + +*gettimestr(<format string>,<max length>) + +This function will return a string containing time data as specified by +the format string. + +This uses the C function 'strfmtime', which obeys special format +characters. For a full description see, for example, the description of +'strfmtime' at http://www.delorie.com/gnu/docs/glibc/libc_437.html +All the format characters given in there should properly work. +Max length is the maximum length of a time string to generate. + +The example given in Hercules sample scripts works like this: + + mes gettimestr("%Y-%m/%d %H:%M:%S",21); + +This will print a full date and time like 'YYYY-MM/DD HH:MM:SS'. + +--------------------------------------- + +*getusers(<type>) + +This function will return a number of users on a map or the whole server. +What it returns is specified by Type. + +Type can be one of the following values, which control what is returned: + + 0 - Count of all characters on the map of the invoking character. + 1 - Count of all characters in the entire server. + 8 - Count of all characters on the map of the NPC the script is + running in. + +--------------------------------------- + +*getmapusers("<map name>") + +This function will return the number of users currently located on the +specified map. + +Currently being used in the PVP scripts to check if a PVP room is full of +not, if the number returned it equal to the maximum allowed it will not +let you enter. + +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 +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 +the "*_in" maps, due to all the shops and houses. + +Examples: + // return players in area npc area on current map. + .@num = getareausers(); + // return players in square (1, 1) - (10, 10) + .@num = "players: " + getareausers(1, 1, 10, 10); + +--------------------------------------- + +*getusersname; + +This command will give the invoking character a list of names of the +connected characters (including themselves) into an NPC script message +window (see 'mes') paging it by 10 names as if with the 'next' command. + +You need to put a 'close' after that yourself. + +--------------------------------------- +//===================================== +2.2 - Guild-Related Commands +//===================================== +--------------------------------------- + +*getguildname(<guild id>) + +This function returns a guild's name given an ID number. If there is no +such guild, "null" will be returned; + + // Would print whatever guild 10007 name is. + mes "The guild "+getguildname(10007)+" are all nice people."; + + // This will do the same as above: + .@var = 10007; + mes "We have some friends in "+getguildname(.@var)+", you know."; + +This is used all over the WoE controlling scripts. You could also use it +for a guild-based event. + +--------------------------------------- + +*getguildmaster(<guild id>) + +This function return the name of the master of the guild which has the +specified ID number. If there is no such guild, "null" will be returned. + +// Would return the guild master of guild 10007, whatever that might be. + mes getguildmaster(10007)+" runs "+getguildname(10007); + +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: + + .@GID = getcharid(2); + if (.@GID == 0) { + mes "Sorry you are not in a guild"; + close; + } + if (strcharinfo(0) == getguildmaster(.@GID)) { + mes "Welcome guild master of "+GetGuildName(.@GID); + close; + } + mes "Sorry you don't own the guild you are in"; + close; + +--------------------------------------- + +*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 +any guild. + +--------------------------------------- + +*getcastlename("<map name>") + +This function returns the name of the castle when given the map name for +that castle. The data is read from 'db/castle_db.txt'. + +--------------------------------------- + +*getcastledata("<map name>",<type of data>) +*setcastledata "<map name>",<type of data>,<value>; + +This function returns the castle ownership information for the castle +referred to by its map name. Castle information is stored in +`guild_castle` SQL table. + +Types of data correspond to `guild_castle` table columns: + + 1 - `guild_id` - Guild ID. + 2 - `economy` - Castle Economy score. + 3 - `defense` - Castle Defense score. + 4 - `triggerE` - Number of times the economy was invested in today. + 5 - `triggerD` - Number of times the defense was invested in today. + 6 - `nextTime` - unused + 7 - `payTime` - unused + 8 - `createTime` - unused + 9 - `visibleC` - Is 1 if a Kafra was hired for this castle, 0 otherwise. +10 - `visibleG0` - Is 1 if the 1st guardian is present (Soldier Guardian) +11 - `visibleG1` - Is 1 if the 2nd guardian is present (Soldier Guardian) +12 - `visibleG2` - Is 1 if the 3rd guardian is present (Soldier Guardian) +13 - `visibleG3` - Is 1 if the 4th guardian is present (Archer Guardian) +14 - `visibleG4` - Is 1 if the 5th guardian is present (Archer Guardian) +15 - `visibleG5` - Is 1 if the 6th guardian is present (Knight Guardian) +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 +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 +them and cause them to be sent to the char-server for storage. + +Changing Guild ID or Castle Defense will trigger additional actions, like +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>. +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. +GD_* are guild skills + +--------------------------------------- + +*requestguildinfo <guild id>{,"<event label>"}; + +This command requests the guild data from the char server and merrily +continues with the execution. Whenever the guild information becomes +available (which happens instantly if the guild information is already in +memory, or later, if it isn't and the map server has to wait for the char +server to reply) it will run the specified event as in a 'doevent' call. + +--------------------------------------- + +*getmapguildusers(<mapname>,<guild id>) + +Returns the amount of characters from the specified guild on the given map. + +Example: + +mes "You have "+getmapguildusers("prontera",getcharid(2))+" guild members in Prontera."; + +--------------------------------------- + +*getguildmember <guild id>{,<type>}; + +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$[] is a global temporary string array which contains all the + names of these guild members. + (only set when type is 0 or not specified) + +$@guildmembercid[] is a global temporary number array which contains the + character id of these guild members. + (only set when type is 1) + +$@guildmemberaid[] is a global temporary number array which contains the + account id of these guild members. + (only set when type is 2) + +$@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 +'getarraysize', because it is not cleared between runs of 'getguildmember'. + +For usage examples, see 'getpartymember'. + +--------------------------------------- +//===================================== +2.2 - End of Guild-Related Commands +//===================================== +--------------------------------------- + +*getskilllv(<skill id>) +*getskilllv("<skill name>") + +This function returns the level of the specified skill that the invoking +character has. If they don't have the skill, 0 will be returned. The full +list of character skills is available in 'db/(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 +enough. + +Example 1: + + if (getskilllv(TF_THROWSTONE)) { + // TF_THROWSTONE is defined in skill_db.txt and its value is 152 + mes "You have got the skill Throw Stone"; + close; + } + mes "You don't have Throw Stone"; + close; + +Example 2: + + if (getskilllv(AL_HEAL) == 10) { + mes "Your heal lvl has been maxed"; + close; + } + if (getskilllv(AL_HEAL) >= 5) { + mes "Your heal lvl is 5 or more"; + close; + } + mes "You heal skill is below lvl 5"; + close; + +--------------------------------------- + +*getskilllist; + +This command sets a bunch of arrays with a complete list of skills the +invoking character has. Here's what you get: + +@skilllist_id[] - skill ids. +@skilllist_lv[] - skill levels. +@skilllist_flag[] - see 'skill' for the meaning of skill flags. +@skilllist_count - number of skills in the above arrays. + +While 'getskillv' is probably more useful for most situations, this is the +easiest way to store all the skills and make the character something else +for a while. Advanced job for a day? :) This could also be useful to see +how many skills a character has. + +--------------------------------------- + +*getpetinfo(<type>) + +This function will return pet information for the pet the invoking +character currently has active. Valid types are: + + 0 - Unique pet ID number as stored by the char server and distinguishing + it from all other pets the characters actually have. This value is + currently useless, at most you can use it to tell pets apart reliably. + 1 - Pet class number as per 'db/pet_db.txt' - will tell you what kind of + a pet it is. + 2 - Pet name. Will return "null" if there's no pet. + 3 - Pet friendly level (intimacy score). 1000 is full loyalty. + 4 - Pet hungry level. 100 is completely full. + 5 - Pet rename flag. 0 means this pet has not been named yet. + +If the invoking player doesn't own a pet, this command will return +"null" for type 2, and return 0 for other types. + +--------------------------------------- + +*petstat(<flag>) + +Returns current pet status, all are integers except name. +Returns 0 or "" if the player doesn't have pets. + +Flags usable: +PET_CLASS +PET_NAME +PET_LEVEL +PET_HUNGRY +PET_INTIMATE + +Example: + .@i = petstat(PET_CLASS); + +--------------------------------------- + +*getmonsterinfo(<mob ID>,<type>) + +This function will look up the monster with the specified ID number in the +mob database and return the info set by TYPE argument. +It will return -1 if there is no such monster (or the type value is +invalid), or "null" if you requested the monster's name. + +Valid types are listed in constants.conf: + MOB_NAME 0 + MOB_LV 1 + MOB_MAXHP 2 + MOB_BASEEXP 3 + MOB_JOBEXP 4 + MOB_ATK1 5 + MOB_ATK2 6 + MOB_DEF 7 + MOB_MDEF 8 + MOB_STR 9 + MOB_AGI 10 + MOB_VIT 11 + MOB_INT 12 + MOB_DEX 13 + MOB_LUK 14 + MOB_RANGE 15 + MOB_RANGE2 16 + MOB_RANGE3 17 + MOB_SIZE 18 + MOB_RACE 19 + MOB_ELEMENT 20 + MOB_MODE 21 + MOB_MVPEXP 22 + +Check sample in doc/sample/getmonsterinfo.txt + +--------------------------------------- + +*addmonsterdrop(<mob id or name>, <item id>, <rate>) + +This command will temporarily add a drop to an existing monster. If the +monster already drops the specified item, its drop rate will be updated to the +given value. + +Both the monster and the item must be valid. Acceptable values for the drop +rate are in the range [1:10000]. + +Return value will be 1 in case of success (the item was added or its drop rate +was updated), and 0 otherwise (there were no free item drop slots). + +Example: + // Add Poring Doll (741) to the Poring's (1002) drops, with 1% (100) rate + addmonsterdrop(1002, 741, 100); + +--------------------------------------- + +*delmonsterdrop(<mob id or name>, <item id>) + +This command will temporarily remove a drop from an existing monster. + +Both the monster and the item must be valid. + +Return value will be 1 in case of success (the item was removed), and 0 +otherwise (the monster didn't have the specified item in its drop list). + +Example: + // Remove Jellopy (909) from the Poring's (1002) drops + delmonsterdrop(1002, 909); + +--------------------------------------- + +*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. +'getmobdrops' returns 1 if successful and 0 if the mob ID doesn't exist. + +Upon executing this, + +$@MobDrop_item[] is a global temporary number array which contains the + item IDs of the monster's drops. + +$@MobDrop_rate[] is a global temporary number array which contains the + drop percentages of each item. (1 = .01%) + +$@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 +'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 1 on success + // 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 + // 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 + "%"; + } + } else { + mes "Unknown monster ID."; + } + close; + +--------------------------------------- + +*skillpointcount() + +Returns the total amount of skill points a character possesses +(SkillPoint+SP's 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 SkillPoints (number +of skill points not used). + +Example: + +//This will set the temp character variable @skill_points to the amount of +//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 +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 +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 +inflict in 'db/constants.conf' under 'Eff_'. + +--------------------------------------- +//===================================== +3 - Checking-Related Commands +//===================================== +--------------------------------------- + +*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 +is actually their account ID. + +--------------------------------------- + +*isloggedin(<account id>{,<char id>}) + +This function returns 1 if the specified account is logged in and 0 if +they aren't. You can also pass the char_id to check for both account and +char id. + +--------------------------------------- + +*checkweight(<item id>,<amount>{,<item id>,<amount>,<item id>,<amount>,...}); +*checkweight("<item name>",<amount>{,"<item name>",<amount>,"<item name>",<amount>,...}); +*checkweight2(<id_array>,<amount_array>); + +These functions will compute and return 1 if the total weight of the +specified number of specific items does not exceed the invoking +character's carrying capacity, and 0 otherwise. It is important to see if +a player can carry the items you expect to give them, failing to do that +may open your script up to abuse or create some very unfair errors. + +The second function will check an array of items and amounts, and also +returns 1 on success and 0 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 +inventory for the item(s) they will be receiving. + +Like 'getitem', this function will also accept an 'english name' from the +database as an argument. + +Example 1: + + if (checkweight(512,10)) { + getitem 512,10; + } else { + mes "Sorry, you cannot hold this amount of apples!"; + } + +Example 2: + + setarray .@item[0],512,513,514; + setarray .@amount[0],10,5,5; + if (!checkweight(.@item,.@amount)) { + mes "Sorry, you cannot hold this amount of fruit!"; + } + +--------------------------------------- + +*basicskillcheck() + +This function will return the state of the configuration option +'basic_skill_check' in 'battle.conf'. Returns 1 if the option is enabled +and 0 if it isn't. If the 'basic_skill_check' option is enabled, which it +is by default, characters must have a certain number of basic skill levels +to sit, request a trade, use emotions, etc. Making your script behave +differently depending on whether the characters must actually have the +skill to do all these things might in some cases be required. + +--------------------------------------- + +*checkoption(<option number>) +*checkoption1(<option number>) +*checkoption2(<option number>) +*setoption <option number>{,<flag>}; + +The 'setoption' series of functions check for a so-called option that is +set on the invoking character. 'Options' are used to store status +conditions and a lot of other non-permanent character data of the yes-no +kind. For most common cases, it is better to use 'checkcart', +'checkfalcon', 'checkpeco' and other similar functions, but there are some +options which you cannot get at this way. They return 1 if the option is +set and 0 if the option is not set. + +Option numbers valid for the first (option) version of this command are: + +0x000001 - Sight in effect. +0x000002 - Hide in effect. +0x000004 - Cloaking in effect. +0x000008 - Cart number 1 present. +0x000010 - Falcon present. +0x000020 - Peco Peco present. +0x000040 - GM Perfect Hide in effect. +0x000080 - Cart number 2 present. +0x000100 - Cart number 3 present. +0x000200 - Cart number 4 present. +0x000400 - Cart number 5 present. +0x000800 - Orc head present. +0x001000 - The character is wearing a wedding sprite. +0x002000 - Ruwach is in effect. +0x004000 - Chasewalk in effect. +0x008000 - Flying or Xmas suit. +0x010000 - Sighttrasher. +0x100000 - Warg present. +0x200000 - The character is riding a warg. + +Option numbers valid for the second version (opt1) of this command are: + +1 - Petrified. +2 - Frozen. +3 - Stunned. +4 - Sleeping. +6 - Petrifying (the state where you can still walk) + +Option numbers valid for the third version (opt2) of this command are: + +0x01 - Poisoned. +0x02 - Cursed. +0x04 - Silenced. +0x08 - Signum Crucis (plays a howl-like sound effect, but otherwise no + visible effects are displayed) +0x10 - Blinded. +0x80 - Deadly poisoned. + +Option numbers (except for opt1) are 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. + +This is definitely not a complete list of available option flag numbers. +Ask a core developer (or read the source: src/map/status.h) for the full +list. + +--------------------------------------- + +*setcart {<type>}; +*checkcart() + +If <type> is 0 this command will remove the cart from the character. +Otherwise it gives the invoking character a cart. The cart given will be +cart number <type> and will work regardless of whether the character is a +merchant class or not. +Note: the character needs to have the skill MC_PUSHCART to gain a cart. + +The accompanying function will return 1 if the invoking character has a +cart (any kind of cart) and 0 if they don't. + + if (checkcart()) mes "But you already have a cart!"; + +--------------------------------------- + +*setfalcon {<flag>}; +*checkfalcon() + +If <flag> is 0 this command will remove the falcon from the character. +Otherwise it gives the invoking character a falcon. The falcon will be +there regardless of whether the character is a hunter or not. It will +(probably) not have any useful effects for non-hunters though. +Note: the character needs to have the skill HT_FALCON to gain a falcon. + +The accompanying function will return 1 if the invoking character has a +falcon and 0 if they don't. + + if (checkfalcon()) mes "But you already have a falcon!"; + +--------------------------------------- + +*setmount {<flag>}; +*checkmount() + +If <flag> is MOUNT_NONE (or 0) this command will remove the mount from the +character. + +Otherwise it gives the invoking character the desired combat mount, where +allowed by their class and skills. + +If no flag is specified, the mount is automatically chosen according to the +character's class and skills. + +The following flag values are accepted: + + MOUNT_NONE: + - Dismount + MOUNT_PECO: + - PecoPeco (Knight series class) + - GrandPeco (Crusader series class) + - Gryphon (Royal Guard) + MOUNT_WUG: + - Warg (Ranger) + MOUNT_MADO: + - Mado Gear (Mechanic) + MOUNT_DRAGON: + MOUNT_DRAGON_GREEN: + MOUNT_DRAGON_BROWN: + MOUNT_DRAGON_GRAY: + MOUNT_DRAGON_BLUE: + MOUNT_DRAGON_RED: + - 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 +class which can ride a mount. + +The accompanying function will return 0 if the invoking character is not on a +mount, and a non-zero value (according to the above constants) if they are. +Note: in case of dragons, the returned value will always be MOUNT_DRAGON, +regardless of color. + + if (checkmount()) + mes "Leave your mount outside! No riding mounts on the floor here!"; + + if (checkmount() == MOUNT_DRAGON) + mes "Wow, your dragon is cool! Can I pet it?"; + +--------------------------------------- + +*setcashmount; +*hascashmount() + +The 'setcashmount' function toggles cash mount for the invoking character. +It will return 1 if successful, 0 otherwise. + +Note: Character must not be mounting a non-cash mount (eg. dragon, peco, + wug, etc.) + +The accompanying function will return 1 if the invoking character has a +cash mount and 0 if they don't. + +--------------------------------------- + +*checkwug() + +This function will return 1 if the invoking character has a warg and 0 if +they don't. + +--------------------------------------- + +*checkvending({"<Player Name>"}) +*checkchatting({"<Player Name>"}) + +Checks if the player is vending or in a chatroom. +Name is optional, and defaults to the attached player if omitted. + +Return values for 'checkvending' are + 0 = not vending + 1 = normal vending + 2 = vending using @autotrade + +'checkchatting' returns 1 if they are in a chat room, 0 if they are not. + +Examples: + //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!"; + + //This will check if the attached player in a chat room or not. + if (checkchatting()) + mes "You are currently in a chat room!"; + +--------------------------------------- + +*checkidle({"<Player Name>"}) + +Returns the time, in seconds, that the specified player has been idle. +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 +mode (or WoE SE mode if the second function is called) and will return 1 +if War of Emperium is on and 0 if it isn't. + +--------------------------------------- + +*isnight() + +This functions will return true or false depending on whether the server is in +night mode or day mode: + + if (!isnight()) mes "I only prowl in the night."; + +--------------------------------------- +//===================================== +3.1 - Checking Item-Related Commands +//===================================== +--------------------------------------- + +*isequipped(<item id>{,<item id>{,<item id>{,<item id>}}}) + +This function will return 1 if the invoking character has all of the item +IDs given equipped (if card IDs are passed, then it checks if the cards +are inserted into slots in the equipment they are currently wearing). +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, 0 will be returned. + + // (Poring,Santa Poring,Poporing,Marin) + if (isequipped(4001,4005,4033,4196)) mes "Wow! You're wearing a full complement of possible poring cards!"; + // (Poring) + if (isequipped(4001)) mes "A poring card is useful, don't you think?"; + // (Earring) + if (isequipped(2622)) mes "You got a pair of nice Earring."; + +The function was meant for item scripts to support the cards released by +Gravity in February 2005, but it will work just fine in normal NPC scripts. + +--------------------------------------- + +*isequippedcnt(<item id>{,<item id>{,<item id>{,<item id>}}}) + +This function is similar to 'isequipped', but instead of 1 or 0, it will +return the number of equipped items/cards in the list given that were found on the +invoking character. + + if (isequippedcnt(4001,4005,4033,4196) == 4) mes "Finally got all four poring cards?"; + if (isequippedcnt(5353,2622) == 2) mes "You equipped both Helm of Sun and Earring."; + +--------------------------------------- + +*checkequipedcard(<card id>) + +This function will return 1 if the card specified by it's item ID number +is inserted into any equipment they have in their inventory, currently +equipped or not. + +--------------------------------------- + +*getequipisidentify(<equipment slot>) + +This function will return 1 if an item in the specified equipment slot is +identified and 0 if it isn't. Since you can't even equip unidentified +equipment, there's a question of whether it can actually end up there, and +it will normally return 1 all the time if there is an item in this +equipment slot, which makes this script command kinda pointless. +For a list of equipment slots see 'getequipid'. + +--------------------------------------- +//===================================== +3.0 & 3.1 - End of Checking/Item-Related Commands +//===================================== +--------------------------------------- + +--------------------------------------- +//===================================== +4 - Player-Related Commands +//===================================== +--------------------------------------- + +*attachrid(<account ID>) +*detachrid; + +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 +offline in the mean time, attachrid returns 0, otherwise 1. + +--------------------------------------- + +*rid2name(<rid>) + +Converts rid to name. Note: The player/monster/NPC must be online/enabled. +Good for PCKillEvent where you can convert 'killedrid' to the name of the +player. + +Note: rid2name may not produce correct character names since rid means + account id. + It will return the current online character of the account only. + +--------------------------------------- + +*message <account ID>,"<message>"; +*message "<character name>","<message>"; + +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. + +--------------------------------------- + +*dispbottom "<message>"{,<color>}; + +This command will send the given message into the invoking character's +chat window. The color format is in RGB (0xRRGGBB), and default to green +if <color> field is left out. + +--------------------------------------- + +*showscript "<message>"{,<GID>}; + +Makes attached player or GID says a message like shouting a skill name, the message +will be seen to everyone around but not in chat window. + +--------------------------------------- + +*warp "<map name>",<x>,<y>{,<flag>}; + +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 +character to a random place. Same will happen if they are both zero: + + warp "place",0,0; + +Notice that while warping people to coordinates 0,0 will normally get them +into a random place, it's not certain to always be so. Darned if I know +where this is actually coded, it might be that this happens because square +0,0 is unwalkable on all official maps. Beware if you're using custom maps. + +There are also three special 'map names' you can use: + +"Random" will warp the player randomly on the current map. +"Save" and "SavePoint" will warp the player back to their save point. + +If flag parameter is set to 0, after player warped will be not stopped +currend running npc script. Running script after warp can be issue for +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 +the area. + + areawarp "place",10,10,120,120,"place2",150,150; + +Everyone that is in the area between X 10 Y 10 and X 120 Y 120, in a +square shape, on the map called "place", will be affected, and warped to +"place2" X 150 Y 150. + + areawarp "place",10,10,120,120,"place2",0,0; + +By using ,0,0; as the destination coordinates it will take all the +characters in the affected area to a random set of co-ordinates on 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 +will be a random place within the defined x3/y3-x4/y4 square. + +Like 'warp', areawarp will also explicitly warp characters randomly into +the current map if you give the 'to map name' as "Random". + +See also 'warp'. + +--------------------------------------- + +*warpparty "<to_mapname>",<x>,<y>,<party_id>,{"<from_mapname>"}; + +Warps a party to specified map and coordinate given the party ID, which +you can get with getcharid(1). You can also request another party id given +a member's name with getcharid(1,<player_name>). + +You can use the following "map names" for special warping behavior: +Random: All party members are randomly warped in their current map + (as if they all used a fly wing). +SavePointAll: All party members are warped to their respective save point. +SavePoint: All party members are warped to the save point of the + currently attached player (will fail if there's no player + attached). +Leader: All party members are warped to the leader's position. The + leader must be online and in the current map-server for this + to work. + +If you specify a from_mapname, warpparty will only affect those on that +map. + +Example: + + mes "[Party Warper]"; + mes "Here you go!"; + close2; + .@id = getcharid(1); + warpparty "prontera",150,100,.@id; + close; + +--------------------------------------- + +*warpchar "<mapname>",<x>,<y>,<char_id>; + +Warps another player to specified map and coordinate given the char id, +which you can get with getcharid(0,<player_name>). Obviously this is +useless if you want to warp the same player that is executing this script, +unless it's some kind of "chosen" script. + +Example: + +warpchar "prontera",150,100,150001; + +--------------------------------------- + +*warpguild "<mapname>",<x>,<y>,<guild_id>; + +Warps a guild to specified map and coordinate given the guild id, which +you can get with getcharid(2). You can also request another guild id given +the member's name with getcharid(2,<player_name>). + +You can use the following "map names" for special warping behavior: +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 + attached). + +Example: + +warpguild "prontera",x,y,Guild_ID; + +--------------------------------------- + +*warppartner("<map name>",<x>,<y>); + +This function will find the invoking character's marriage partner, if any, +and warp them to the map and coordinates given. Go kidnap that spouse. :) +It will return 1 upon success and 0 if the partner is not online, the +character is not married, or if there's no invoking character (no RID). +0,0 will, as usual, normally translate to random coordinates. + +--------------------------------------- + +*savepoint "<map name>",<x>,<y>; + +This command saves where the invoking character will return to upon +'return to save point', if dead or in some other cases. The two versions +are equivalent. Map name, X coordinate and Y coordinate should be +perfectly obvious. This ignores any and all map flags, and can make a +character respawn where no teleportation is otherwise possible. + + savepoint "place",350,75; + +--------------------------------------- + +*heal <hp>,<sp>; + +This command will heal a set amount of HP and/or SP on the invoking +character. + + heal 30000,0; // This will heal 30,000 HP + heal 0,30000; // This will heal 30,000 SP + heal 300,300; // This will heal 300 HP and 300 SP + +This command just alters the hit points and spell points of the invoking +character and produces no other output whatsoever. + +--------------------------------------- + +*itemheal <hp>,<sp>; + +This command 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] +So if a player has 99 vit and the script is 'itemheal 5,0': + heal(hp) = 5*[(100+99*2)/100] + heal(hp) = 14,9 + heal(hp) = 14 + heal(sp) = 0 + +When used inside an NPC script, potion-related bonuses are omitted. + +There is also a nice example on using this with the 'rand' function, to +give you a random amount of healing. + + // If the player has 50 vit and no bonuses this will heal + // anything from 200 to 300 HP and 5 SP + itemheal rand(100,150),5; + +--------------------------------------- + +*percentheal <hp>,<sp>; + +This command will heal the invoking character. It heals the character, but +not by a set value - it adds percent of their maximum HP/SP. + + percentheal 100,0; // This will heal 100% HP + percentheal 0,100; // This will heal 100% SP + percentheal 50,50; // This will heal 50% HP and 50% SP + +So the amount that this will heal will depend on the total amount of HP or +SP you have maximum. Like 'heal', this will not call up any animations or +effects. + +--------------------------------------- + +*recovery; + +This command will revive and restore full HP and SP to all characters +currently connected to the server. + +--------------------------------------- + +*jobchange <job number>{,<upper flag>}; + +This command will change the job class of the invoking character. + + jobchange 1; // This would change your player into a Swordman + jobchange 4002; // This would change your player into a Swordman High + +This command does work with numbers, but you can also use job names. The +full list of job names and the numbers they correspond to can be found in +'db/constants.conf'. + + // This would change your player into a Swordman + jobchange Job_Swordman; + // This would change your player into a Swordman High + jobchange Job_Swordman_High; + +'upper flag' can alternatively be used to specify the type of job one +changes to. For example, jobchange Job_Swordman,1; will change the +character to a high swordsman. The upper values are: +-1 (or when omitted): preserves the current job type. +0: Normal/standard classes +1: High/Advanced classes +2: Baby classes + +This command will also set a permanent character-based variable +'jobchange_level' which will contain the job level at the time right +before changing jobs, which can be checked for later in scripts. + +--------------------------------------- + +*jobname (<job number>) + +This command retrieves the name of the given job using the messages.conf +entries 550 to 650. + + mes "[Kid]"; + mes "I never thought I'd met a "+jobname(Class)+" here of all places."; + close; + +--------------------------------------- + +*eaclass ({<job number>}) + +This commands returns the "eA job-number" corresponding to the given +class, 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(); + if ((.@eac&EAJ_BASEMASK) == EAJ_SWORDMAN) + mes "Your base job is Swordman."; + if (.@eac&EAJL_UPPER) + mes "You are a rebirth job."; + if ((.@eac&EAJ_UPPERMASK) == EAJ_SWORDMAN) + mes "You must be a Swordman, Baby Swordman or High Swordman."; + +For more information on the eA Job System, see the docs/ea_job_system.txt +file. + +--------------------------------------- +*roclass <job number> {,<gender>} + +Does the opposite of eaclass. That is, given 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 baby version of a Taekwon class). + + .@eac = eaclass(); + //Check if class is already rebirth + if (.@eac&EAJL_UPPER) { + mes "You look strong."; + close; + } + .@eac = roclass(.@eac|EAJL_UPPER); + //Check if class has a rebirth version + if (.@eac != -1) { + mes "Bet you can't wait to become a "+jobname(.@eac)+"!"; + close; + } + +--------------------------------------- + +*changebase <job ID number>; + +This command will change the appearance of the invoking character to that +of a specified job class. Nothing but appearance will change. + +Examples: + + /* This example is an item script in the item db */ + { + Id: 2338 + AegisName: "Wedding_Dress" + Name: "Wedding Dress" + Type: 5 + Buy: 43000 + Weight: 500 + Job: 0xFFFFFFFE + Loc: 16 + Script: <" + bonus bMdef,15; + changebase Job_Wedding; + "> + }, + +changebase Job_Novice; // Changes player to Novice sprite. + +changebase Class; // Changes player back to default sprite. + +--------------------------------------- + +*classchange <view id>,<type>; + +This command is very ancient, it's origins are clouded in mystery. +It will send a 'display id change' packet to everyone in the immediate +area of the NPC object, which will supposedly make the NPC look like a +different sprite, an NPC sprite ID, or a monster ID. This effect is not +stored anywhere and will not persist (Which is odd, cause it would be +relatively easy to make it do so) and most importantly, will not work at +all since this command was broken with the introduction of advanced +classes. The code is written with the assumption that the lowest sprite +IDs are the job sprites and the anything beyond them is monster and NPC +sprites, but since the advanced classes rolled in, they got the ID numbers +on the other end of the number pool where monster sprites float. + +As a result it is currently impossible to call this command with a valid +view id. It will do nothing whatsoever if the view ID is below 4047. +Getting it to run will actually just crash the client. + +It could be a real gem if it can be gotten to actually do what it's +supposed to do, but this will only happen in a later Git revision. + +--------------------------------------- + +*changesex; + +This command will change the gender for the attached character's account. +If it was male, it will become female, if it was female, it will become +male. The change will be written to the character server, 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, +they will also have their skills reset upon 'changesex'. + +--------------------------------------- + +*changecharsex; + +This command is exactly same as changesex, with an exception that, +character sex will be changed instead of account sex. +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 +won't work. +Is subject to EXP bonuses and to the `quest_exp_rate` config option. + + getexp 10000,5000; + +You can also assign directly to the parameters defined in +'db/constants.conf': + + BaseExp += 10000; + JobExp += 5000; + +You can also reduce the amount of experience points: + + BaseExp -= 10000; + +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 +the look value). + + // 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 + // colors. + + setlook LOOK_CLOTHES_COLOR, 1; + +Here are the possible look types: + + 0 - LOOK_BASE Base sprite + 1 - LOOK_HAIR Hairstyle + 2 - LOOK_WEAPON Weapon + 3 - LOOK_HEAD_BOTTOM Head bottom + 4 - LOOK_HEAD_TOP Head top + 5 - LOOK_HEAD_MID Head mid + 6 - LOOK_HAIR_COLOR Hair color + 7 - LOOK_CLOTHES_COLOR Clothes color + 8 - LOOK_SHIELD Shield + 9 - LOOK_SHOES Shoes + 10 - LOOK_BODY Body(N/A) + 11 - LOOK_FLOOR FLOOR(N/A) + 12 - LOOK_ROBE Robe + +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 +with just about anything unusual. + +However, it might be an easy way to quickly check for empty view IDs for +sprites, which is essential for making custom headgear. + +Since a lot of people have different palettes for hair and clothes, it's +impossible to tell you what all the 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 +(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. +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 + // current position. + pushpc DIR_EAST, 5; + +--------------------------------------- + +*get_version() + +This command will return the SVN revision number or Git SHA-1 hash the +server is currently running on (depends on whether you used a SVN or Git +client for getting Hercules). + + if ( get_version() >= 15000 ) + mes "Welcome to Hercules!"; + +--------------------------------------- + +*montransform <monster id>,<duration>{,<sc_type>{,<val1>{,<val2>{,<val3>{,<val4>}}}}}; +*montransform "<monster name>",<duration>{,<sc_type>{,<val1>{,<val2>{,<val3>{,<val4>}}}}}; + +This command can transform your character into monster and you can still +use all your skills like a normal character. +Can only be removed when your killed or if you die or if duration is over. + +for sc_type,val1,val2,val3,val4, see 'sc_start','sc_start2','sc_start4' commands. + +--------------------------------------- +//===================================== +4.1 - Player Item-Related Commands +//===================================== +--------------------------------------- + +*getitem <item id>,<amount>{,<account ID>}; +*getitem "<item name>",<amount>{,<account ID>}; + +This command will give a specific amount of specified items to the target +character. If the character is not online, nothing will happen. +If <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 +referred to by their database ID number found in 'db/(pre-)re/item_db.txt'. + + getitem 502,10 // The person will receive 10 apples + getitem 617,1 // The person will receive 1 Old Violet Box + +Giving an item ID of -1 will give a specified number of random items from +the list of those that fall out of Old Blue Box. Unlike in all other +cases, these will be unidentified, if they turn out to be equipment. This +is exactly what's written in the Old Blue Box's item script. + +Other negative IDs also correspond to other random item generating item +tables: + +Giving an item ID of -2 will produce the effects of Old Violet Box. +Giving an item ID of -3 will produce the effects of Old Card Album. +Giving an item ID of -4 will produce the effects of Gift Box. +Giving an item ID of -5 will produce the effects of Worn Out Scroll, +which, in current Git, drops only Jellopies anyway. + +This transaction is logged if the log script generated transactions option +is enabled. + +You may also create an item by it's name in the 'english name' field in +the item database: + + getitem "RED_POTION",10; + +Which will do what you'd expect. If it can't find that name in the +database, apples will be created anyway. It is often a VERY GOOD IDEA to +use it like this. + +This is used in pretty much all NPC scripts that have to do with items and +quite a few item scripts. For more examples check just about any official +script. + +--------------------------------------- + +*getitem2 <item id>,<amount>,<identify>,<refine>,<attribute>,<card1>,<card2>,<card3>,<card4>{,<account ID>}; +*getitem2 "<item name>",<amount>,<identify>,<refine>,<attribute>,<card1>,<card2>,<card3>,<card4>{,<account ID>}; + +This command will give an amount of specified items to the invoking +character. If an optional 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 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 + 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' +function instead. + +You will need to keep these values if you want to destroy and then +perfectly recreate a named item, for this see 'getinventorylist'. + +If you still want to try creating a named item with this command because +'getnameditem' won't do it for you cause it's too limited, you can do it +like this. Careful, minor magic ahead. + + // First, let's get an ID of a character who's name will be on the + // item. Only an existing character's name may be there. + // Let's assume our character is 'Adam' and find his ID. + + .@charid = getcharid(0,"Adam"); + + // Now we split the character ID number into two portions with a + // binary shift operation. If you don't understand what this does, + // just copy it. + + .@card3 = .@charid & 65535; + .@card4 = .@charid >> 16; + + // If you're inscribing non-equipment, .@card1 must be 254. + // Arrows are also not equipment. :) + .@card1 = 254; + + // 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 + // Adam's Apples: + + getitem2 512,1,1,0,0,.@card1,.@card2,.@card3,.@card4; + +This wasn't tested with all possible items, so I can't give any promises, +experiment first before relying on it. + +To create equipment, continue this example it like this: + + // We've already have card3 and card4 loaded with correct + // values so we'll just set up card1 and card2 with data + // for an Ice Stiletto. + + // If you're inscribing equipment, .@card1 must be 255. + .@card1 = 255; + + // That's the number of star crumbs in a weapon. + .@sc = 2; + + // That's the number of elemental property of the weapon. + .@ele = 1; + + // And that's the wacky formula that makes them into + // a single number. + .@card2 = .@ele+((.@sc*5)<<8); + + // That will make us an Adam's +2 VVS Ice Stiletto: + + getitem2 1216,1,1,2,0,.@card1,.@card2,.@card3,.@card4; + +Experiment with the number of star crumbs - I'm not certain just how much +will work most and what it depends on. The valid element numbers are: + + 1 - Ice, 2 - Earth 3 - Fire 4 - Wind. + +You can, apparently, even create duplicates of the same pet egg with this +command, creating a pet which is the same, but simultaneously exists in +two eggs, and may hatch from either, although, I'm not sure what kind of a +mess will this really cause. + +--------------------------------------- +*getitembound <item id>,<amount>,<bound type>{,<account ID>}; +*getitembound "<item name>",<amount>,<bound type>{,<account ID>}; + +This command behaves identically to 'getitem', but the items created will be +bound to the target character as specified by the bound type. All items created +in this manner cannot be dropped, sold, vended, auctioned, or mailed, and in +some cases cannot be traded or stored. + +Valid bound types are: + 1 - Account Bound + 2 - Guild Bound + 3 - Party Bound + 4 - Character Bound + +--------------------------------------- + +*getitembound2 <item id>,<amount>,<identify>,<refine>,<attribute>,<card1>,<card2>,<card3>,<card4>,<bound type>; +*getitembound2 "<item name>",<amount>,<identify>,<refine>,<attribute>,<card1>,<card2>,<card3>,<card4>,<bound type>; + +This command behaves identically to 'getitem2', but the items created will be +bound to the target character as specified by the bound type. All items created +in this manner cannot be dropped, sold, vended, auctioned, or mailed, and in +some cases cannot be traded or stored. + +For a list of bound types see 'getitembound'. + +--------------------------------------- + +*countbound({<bound type>}) + +This function will return the number of bounded items in the character's +inventory, and sets an array @bound_items[] containing all item IDs of the +counted items. If a bound type is specified, only those items will be counted. + +For a list of bound types see 'getitembound'. + +Example: + mes "You currently have "+countbound()+" bounded items."; + next; + mes "The list of bounded items include:"; + for (.@i = 0; .@i < getarraysize(@bound_items); ++.@i) + mes getitemname(@bound_items[.@i]); + close; + +--------------------------------------- + +*checkbound(<item_id>{,<bound_type>{,<refine>{,<attribute>{,<card_1>{,<card_2>{,<card_3>{,<card_4>}}}}}}}); + +This command allows you to check whether or not the attached player has the specified bound item in their inventory. +If a bound type is not specified or a bound type of 0 is used, it will search the player's inventory for a bound item +of any type, so long as the other parameters match. In all cases, this command will return the bound type of the +item found, or 0 if the specified item was not found. + +Valid bound types are: + 0 - All Bound types. + 1 - Account Bound + 2 - Guild Bound + 3 - Party Bound + 4 - Character Bound + +Optional Parameters: + bound_type - checks to see if the item has the specified bound type. + refine - checks to see if the item is refined to the given number. + attribute - whether the item is broken (1) or not (0). + card 1,2,3,4 - checks to see if the specified cards are compounded on the item as well. + +Example: + // This will check if you have a bound (any type) 1205 (Cutter). + if (checkbound(1205)) { + mes "You have a bound Cutter"; + } else { + mes "You do not have a bound Cutter"; + } + close; + + // This will also check if you have a bound (any type) 1205 (Cutter). + if (checkbound(1205,0)) { + mes "You have a bound Cutter"; + } else { + mes "You do not have a bound Cutter"; + } + close; + + // This will check if the player doesn't have a bound 1205 (Cutter). + if (!checkbound(1205)) { + mes "You do not have a bound Cutter"; + } else { + 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(1205) == 2) { + mes "You have a guild_bound Cutter"; + } else { + mes "You do not have a guild_bound Cutter."; + } + close; + + // This will check if you have a 'guild_bound' +7 1205 (Cutter). + if (checkbound(1205, 2, 7)) { + mes "You have a +7 guild_bound Cutter."; + } else { + mes "You don't have the required item."; + } + close; +--------------------------------------- + +*getnameditem <item id>,<character name|character ID>; +*getnameditem "<item name>",<character name|character ID>; + +Create an item signed with the given character's name. + +The command returns 1 when the item is created successfully, or 0 if it +fails. Failure occurs when: +- There is no player attached. +- Item name or ID is not valid. +- The given character ID/name is offline. + +Example: + +//This will give the currently attached player a Aaron's Apple (if Aaron +//is online). + getnameditem "Apple","Aaron"; + +//Self-explanatory (I hope). + if (getnameitem("Apple","Aaron")) { + mes "You now have a Aaron's Apple!"; + } + +--------------------------------------- + +*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 +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 +mask 75). +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 +specified location. + + itemid - Found in 'db/(pre-)re/item_db.txt' + amount - Amount you want produced + map name - The map name + X - The X coordinate + Y - The Y coordinate. + +This item will still disappear just like any other dropped item. Like +'getitem', it also accepts an 'english name' field from the database and +creates apples if the name isn't found. +If the map name is given as "this", the map the invoking character is on +will be used. + +--------------------------------------- + +*cleanarea "<map name>",<x1>,<y1>,<x2>,<y2>; +*cleanmap "<map name>"; + +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 +performance reasons, the results array is limited to 10 items. + + mes "What item are you looking for?"; + input .@name$; + .@qty = searchitem(.@matches[0],.@name$); + mes "I found "+.@qty+" items:"; + for (.@i = 0; .@i < .@qty; ++.@i) + //Display name (eg: "Apple[0]") + mes getitemname(.@matches[.@i])+"["+getitemslots(.@matches[.@i])+"]"; + +--------------------------------------- + +*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 +inside 'db/(pre-)re/item_db.txt'. + + delitem 502,10; // The person will lose 10 apples + delitem 617,1; // The person will lose 1 Old Violet Box + +It is always a good idea to 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 +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 +target character. +Check 'getitem2' to understand its expanded parameters. + +--------------------------------------- + +*countitem(<item id>) +*countitem("<item name>") + +This function will return the number of items for the specified item ID +that the invoking character has in the inventory. + + mes "[Item Checker]"; + mes "Hmmm, it seems you have "+countitem(502)+" apples"; + close; + +Like 'getitem', this function will also accept an 'english name' from the +database as an argument. + +If you want to state the number at the end of a sentence, you can do it by +adding up strings: + + mes "[Item Checker]"; + mes "Hmmm, the total number of apples you are holding is "+countitem("APPLE"); + close; + +--------------------------------------- + +*countitem2(<item id>,<identify>,<refine>,<attribute>,<card1>,<card2>,<card3>,<card4>) +*countitem2("<item name>",<identify>,<refine>,<attribute>,<card1>,<card2>,<card3>,<card4>) + +Expanded version of 'countitem' function, used for created/carded/forged +items. + +This function will return the number of items for the specified item ID +and other parameters that the invoking character has in the inventory. +Check 'getitem2' to understand the arguments of the function. + +--------------------------------------- + +*groupranditem <item_id/constant>; + +Returns the item_id of a random item picked from the item container specified. There +are different item containers and they are specified in 'db/(pre-)re/item_group.conf'. + +Example: + getitem groupranditem(603),1; + getitem groupranditem(Old_Blue_Box),1; + +--------------------------------------- + +*getrandgroupitem <item_id/constant>,<quantity>; + +Similar to the above example, this command allows players to obtain the specified +quantity of a random item from the container. The different containers +are specified in 'db/(pre-)re/item_group.conf'. + +Example: + getrandgroupitem Old_Blue_Box,1; + getrandgroupitem 603,1; + +--------------------------------------- + +*packageitem + +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). +It runs a item package and grants the items accordingly to the attached player. + +Example: + +/* This example is an item script from the item db */ + { + Id: 12477 + AegisName: "Gift_Bundle" + Name: "Gift Bundle" + Type: 2 + Buy: 0 + Script: <" packageitem(); "> + }, + +--------------------------------------- + +*enable_items; +*disable_items; + +These commands enable/disable changing of equipments while an NPC is +running. When disable_items is run, equipments cannot be changed during +scripts until enable_items is called or the script has terminated. To +avoid possible exploits, when disable_items is invoked, it will only +disable changing equips while running that script in particular. Note that +if a different script also calls disable_items, it will override the last +call (so you may want to call this command at the start of your script +without assuming the effect is still in effect). +If 'item_enabled_npc' option is set to Yes in 'items.conf' all NPC are +allowing changing of equipment by default except for those have been 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 +window or menu. +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 +skill requirements. + +// When Anodyne is used, it will cast Endure (8), Level 1, as if the +// actual skill has been used from skill tree. +605,Anodyne,Anodyne,11,2000,0,100,,,,,10477567,2,,,,,{ itemskill 8,1; },{} + +--------------------------------------- + +*itemeffect <item id>; +*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 +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. + +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 +success rate will be 50%. + +Valid item levels are: + + 1 - Level 1 Weapons + 2 - Level 2 Weapons + 3 - Level 3 Weapons + 21 - Blacksmith's Stones and Metals + 22 - Alchemist's Potions, Holy Water, Assassin Cross's Deadly Poison + 23 - Elemental Converters + +--------------------------------------- + +*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 +that can be produced in 'db/produce_db.txt'. + +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: + +11 - Level 1 Dish +12 - Level 2 Dish +13 - Level 3 Dish +14 - Level 4 Dish +15 - Level 5 Dish +16 - Level 6 Dish +17 - Level 7 Dish +18 - Level 8 Dish +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 +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 +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 +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 +also show a success effect. + +--------------------------------------- + +*failedremovecards <equipment slot>,<type>; + +This command will remove all cards from the item found in the specified +equipment slot of the invoking character. 'type' determines what happens +to the item and the cards: + + 0 - will destroy both the item and the cards. + 1 - will keep the item, but destroy the cards. + 2 - will keep the cards, but destroy the item. + +Whatever the type is, it will also show a failure effect on screen. + +--------------------------------------- + +*repair <broken item number>; + +This command repairs a broken 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 +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 +the command will end silently. + +--------------------------------------- + +*successrefitem <equipment slot>{,<upgrade_count>}; + +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 +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 +messages into their chat window. + +--------------------------------------- + +*downrefitem <equipment slot>{,<downgrade_count>}; + +This command will downgrade an item by - 1 (unless optional <downgrade_count> is provided) +in the specified equipment slot of the invoking character. +So the item will not be destroyed unlike in the +failedrefitem script command. This will also display a 'refine failure' +effect on the 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 +equipment slots see 'getequipid'. + +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, +like storage or cart. + +--------------------------------------- + +*equip <item id>; +*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 +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 +//inventory. + equip 1104; + +//This will equip a +10 1104 (falchion) on the character if this is in the +//inventory. + equip2 1104,10,0,0,0,0,0; + +//The invoked character will now automatically equip a falchion when it's +//looted. + autoequip 1104,1; + +//The invoked character will no longer automatically equip a falchion. + autoequip 1104,0; + +--------------------------------------- + +*buyingstore <slots>; + +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: + + // Gives the player opportunity to buy 4 different kinds of items. + buyingstore 4; + +--------------------------------------- + +*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 +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 + invoking player. + 1 = Directly opens the shop, regardless of distance. + +Example: + + // Item Universal_Catalog_Gold (10 uses, effect: open shop) + searchstores 10,1; + +--------------------------------------- + +*mergeitem; + +mergeitem opens the item merge window, +The Item merge window shows all stackable item(same ItemID) with different +serial, that can be merged into one stack. +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 +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 +has no gear, script will be terminated with an error. + +--------------------------------------- +//===================================== +4.1 - End of Player Item-Related Commands +//===================================== +--------------------------------------- + +*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 +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 +storage window, to avoid any disruption when both windows overlap. + + mes "I will now open your stash for you"; + close2; + openstorage; + end; + +--------------------------------------- + +*openmail; + +This will open a character's Mail window on the client connected to the +invoking character. + + mes "Close this window to open your mail inbox."; + close2; + openmail; + end; + +--------------------------------------- + +*openauction; + +This will open the Auction window on the client connected to the invoking +character. + + mes "Close this window to open the Auction window."; + close2; + openauction; + end; + +--------------------------------------- +//===================================== +4.2 - Guild-Related Commands +//===================================== +--------------------------------------- + +*guildopenstorage() + +This function works the same as 'openstorage' but will open a guild +storage window instead for the guild storage of the guild the invoking +character belongs to. This is a function because it returns a value - 0 if +the guild storage was opened successfully and 1 if it wasn't. (Notice, +it's a ZERO upon success.) +Since guild storage is only accessible to one character at one time, it +may fail if another character is accessing the guild storage at the same +time. + +This will also fail and return 2 if the 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 +guild's id, and the new guild master's name must be passed. + +Returns 1 on success, 0 otherwise. + +--------------------------------------- + +*guildgetexp <amount>; + +This will give the specified amount of guild experience points to the +guild the invoking character belongs to. It will silently fail if they do +not belong to any guild. + +--------------------------------------- + +*guildskill <skill id>,<level> +*guildskill "<skill name>",<level> + +This command will bump up the specified guild skill by the specified +number of levels. This refers to the invoking character and will only work +if the invoking character is a member of a guild AND it's 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 +// have one level of Approval afterwards. + guildskill 10000,1; + +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 +annoying :D) + +--------------------------------------- +//===================================== +4.2 - End of Guild-Related Commands +//===================================== +--------------------------------------- + +*resetlvl <action type>; + +This is a character reset command, meant mostly for rebirth script +supporting Advanced jobs, which will reset the invoking character's stats +and level depending on the action type given. Valid action types are: + + 1 - Base level 1, Job level 1, 0 skill points, 0 base 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. + 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. + +In all cases everything the character has on will be unequipped. + +Even though it doesn't return a value, it is used as a function in the +official rebirth scripts. + +--------------------------------------- + +*resetstatus; + +This is a character reset command, which will reset the stats on the +invoking character and give back all the stat points used to raise them +previously. Nothing will happen to any other numbers about the character. + +Used in reset NPC's (duh!). + +--------------------------------------- + +*resetskill; + +This command takes off all the skill points on the invoking character, so +they only have Basic Skill blanked out (lvl 0) left, and returns the +points for them to spend again. Nothing else will change but the skills. +Quest skills will also reset if 'quest_skill_reset' option is set to Yes +in 'battle.conf'. If the 'quest_skill_learn' option is set in there, the +points in the quest skills will also count towards the total. + +Used in reset NPC's (duh!). + +--------------------------------------- + +*sc_start <effect type>,<ticks>,<value 1>{,<rate>,<flag>{,<GID>}}; +*sc_start2 <effect type>,<ticks>,<value 1>,<value 2>{,<rate>,<flag>{,<GID>}}; +*sc_start4 <effect type>,<ticks>,<value 1>,<value 2>,<value 3>,<value 4>{,<rate>,<flag>{,<GID>}}; +*sc_end <effect type>{,<GID>}; + +These commands will bestow a status effect on a character. + +The <effect type> determines which status is invoked. This can be either a number +or constant, with the common statuses (mostly negative) found in +'db/constants.conf' with the 'SC_' prefix. A full list is located in +'src/map/status.h', though they are not currently documented. + +The duration of the status is given in <ticks>, or milleseconds. + +Certain status changes take an additional parameter <value 1>, which typically +modifies player stats by the given number or percentage. This differs for each +status, and is sometimes zero. + +Optional value <rate> is the chance that the status will be invoked (10000 = 1%). +This is used primarily in item scripts. When used in an NPC script, a flag MUST +be defined for the rate to work. + +Optional value <flag> is how the status change start will be handled (a bitmask). + SCFLAG_NONE = 0x00: No special behavior. + SCFLAG_NOAVOID = 0x01: Status change cannot be avoided. + SCFLAG_FIXEDTICK = 0x02: Tick cannot be reduced by stats (default). + SCFLAG_LOADED = 0x04: sc_data was loaded, no value will be altered. + SCFLAG_FIXEDRATE = 0x08: Rate cannot be reduced. + SCFLAG_NOICON = 0x10: Status icon (SI) won't be shown. + +If a <GID> is given, the status change will be invoked on the specified character +instead of the one attached to the script. This can only be defined after setting +a rate and flag. + +'sc_start2' and 'sc_start4' allow extra parameters to be passed, and are used only +for effects that require them. The meaning of the extra values vary depending on the +effect type. + +'sc_end' will remove a specified status effect. If SC_ALL (-1) is given, it will +perform a complete removal of all statuses (although permanent ones will re-apply). + +Examples: + // This will poison the invoking character for 10 minutes at 50% chance. + sc_start SC_POISON,600000,0,5000; + + // This will bestow the effect of Level 10 Blessing. + sc_start 10,240000,10; + + // Elemental armor defense takes the following four values: + // val1 is the first element, val2 is the resistance to the element val1. + // val3 is the second element, val4 is the resistance to the element val3. + sc_start4 SC_DefEle,60000,Ele_Fire,20,Ele_Water,-15; + + // This will end the Freezing status for the invoking character. + sc_end SC_FREEZE; + +Note: to use SC_NOCHAT you should alter Manner + Manner = -5; // Will mute a user for 5 minutes + Manner = 0; // Will unmute a user + Manner = 5; // Will unmute a user and prevent the next use of 'Manner' + +--------------------------------------- + +*getstatus <effect type>{,<type>}; + +Retrieve information about a specific status effect when called. Depending +on <type> specified the function will return different information. + +Possible <type> values: + - 0 or undefined: whether the status is active + - 1: the val1 of the status + - 2: the val2 of the status + - 3: the val3 of the status + - 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, +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 +status and displaying the skill's effect. + + mes "Be blessed!"; + // Heal of 2000 HP + heal 2000,0; + skilleffect 28,2000; + // Blessing Level 10 + sc_start 10,240000,10; + skilleffect 34,0; + // Increase AGI Level 5 + sc_start 12,140000,5; + skilleffect 29,0; + +This will heal the character with 2000 HP, buff it with Blessing Lv 10 and +Increase AGI Lv 5, and display appropriate effects. + +--------------------------------------- + +*npcskilleffect <skill id>,<number>,<x>,<y>; +*npcskilleffect "<skill name>",<number>,<x>,<y>; + +This command behaves identically to 'skilleffect', however, the effect +will not be centered on the invoking character's sprite, nor on the NPC +sprite, if any, but will be centered at map coordinates given on the same +map as the invoking character. + +--------------------------------------- + +*specialeffect <effect number>{,<send_target>{,"<NPC Name>"}}; + +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>, +specifying AREA will retain the default behavior of the command. + + // this will make the NPC "John Doe#1" + // show the effect "EF_HIT1" specified by + // Jane Doe. I wonder what John did... + mes "[Jane Doe]"; + mes "Well, I never!"; + specialeffect EF_HIT1,AREA,"John Doe#1"; + close; + +--------------------------------------- + +*specialeffect2 <effect number>{,<send_target>{,"<Player Name>"}}; + +This command behaves identically to the 'specialeffect', but the effect +will be centered on the invoking character's sprite. + +<Player name> parameter will display <effect number> on another Player +than the one currently attached to the script. Like with specialeffect, +when specifying a player, <send_target> must be supplied, specifying AREA +will retain the default behavior of the command. + +--------------------------------------- + +*statusup <stat>; + +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: + +bStr - Strength +bVit - Vitality +bInt - Intelligence +bAgi - Agility +bDex - Dexterity +bLuk - Luck + +--------------------------------------- + +*statusup2 <stat>,<amount>; + +This command will bump a specified stat of the invoking character up by +the specified amount permanently without using status points. +Amount can be negative. See 'statusup'. + +// This will decrease a character's Vit forever. + statusup bVit,-1; + +--------------------------------------- + +*bonus <bonus type>,<val1>; +*bonus2 <bonus type>,<val1>,<val2>; +*bonus3 <bonus type>,<val1>,<val2>,<val3>; +*bonus4 <bonus type>,<val1>,<val2>,<val3>,<val4>; +*bonus5 <bonus type>,<val1>,<val2>,<val3>,<val4>,<val5>; + +These commands are meant to be used in item scripts. They will probably +work outside item scripts, but the bonus will not persist for long. They, +as expected, refer only to an invoking character. + +You can find the full list of possible bonuses and which command to use +for each kind in 'doc/item_bonus.txt'. + +--------------------------------------- + +*autobonus <bonus script>,<rate>,<duration>{,<flag>,{<other script>}}; +*autobonus2 <bonus script>,<rate>,<duration>{,<flag>,{<other script>}}; +*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, +as expected, refer only to an invoking character. + +What these commands do is 'attach' a script to the player which will get +executed on attack (or when attacked in the case of 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 +triggered. + +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 +script): + +Range criteria: + BF_SHORT: Trigger on melee attack + BF_LONG: Trigger on ranged attack + Default: BF_SHORT+BF_LONG +Attack type criteria: + BF_WEAPON: Trigger on weapon skills + BF_MAGIC: Trigger on magic skills + BF_MISC: Trigger on misc skills + Default: BF_WEAPON +Skill criteria: + BF_NORMAL: Trigger on normal attacks + BF_SKILL: Trigger on skills + default: If the attack type is BF_WEAPON (only) BF_NORMAL is used, + otherwise BF_SKILL+BF_NORMAL is used. + +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 +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 +//shows a special effect when the bonus is active. + autobonus "{ bonus bAllStats,10; }",10,10000,BF_WEAPON|BF_MISC,"{ specialeffect2 EF_FIRESPLASHHIT; }"; + +--------------------------------------- + +*skill <skill id>,<level>{,<flag>}; +*skill "<skill name>",<level>{,<flag>}; +*addtoskill <skill id>,<level>{,<flag>}; +*addtoskill "<skill name>",<level>{,<flag>}; + +These commands will give the invoking character a specified skill. This is +also used for item scripts. + +Level is obvious. Skill id is the ID number of the skill in question as +per 'db/(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 +defaults to 1 in 'skill' and to 2 in 'addtoskill'. + +Flag 2 means that the level parameter is to be interpreted as a stackable +additional bonus to the skill level. If the character did not have that +skill previously, they will now at 0+the level given. + +// This will permanently give the character Stone Throw +// (TF_THROWSTONE,152), at level 1. + skill 152,1,0; + +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). + +--------------------------------------- + +*nude; + +This command will unequip anything equipped on the invoking character. + +It is not required to do this when changing jobs since 'jobchange' will +unequip everything not equippable by the new job class anyway. + +--------------------------------------- + +*disguise <Monster ID>; +*undisguise; + +This command disguises the current player with a monster sprite. +The disguise lasts until 'undisguise' is issued or the player logs out. + +Example: + +disguise 1002; // Disguise character as a Poring. +next; +undisguise; // Return to normal character sprite. + +--------------------------------------- +//===================================== +4.3 - Marriage-Related Commands +//===================================== +--------------------------------------- + +*marriage("<spouse name>"); + +This function will marry two characters, the invoking character and the +one referred to by name given, together, setting them up as each other's +marriage partner. No second function call has to be issued (in current Git +at least) to make sure the marriage works both ways. The function returns +1 upon success, or 0 if the marriage could not be completed, either +because the other character wasn't found or because one of the two +characters is already married. + +This will do nothing else for the marriage except setting up the spouse ID +for both of these characters. No rings will be given and no effects will +be shown. + +--------------------------------------- + +*wedding; + +This command will call up wedding effects - the music and confetti - +centered on the invoking character. 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 +problems). It will return 1 upon success or 0 if the character was not +married at all. + +This function will also destroy both wedding rings and send a message to +both players, telling them they are now divorced. + +--------------------------------------- +//===================================== +4.3 - End of Marriage-Related Commands +//===================================== +--------------------------------------- + +*pcfollow <id>,<target id>; +*pcstopfollow <id>; + +Makes a character follow or stop following someone. This command does the +same as the @follow command. The main difference is that @follow can use +character names, and this commands needs the Account ID for the target. + +Examples: + +// This will make Aaron follow Bullah, when both of these characters are +// online. + pcfollow getcharid(3,"Aaron"),getcharid(3,"Bullah"); + +// Makes Aaron stop following whoever he is following. + pcstopfollow getcharid(3,"Aaron"); + +--------------------------------------- + +*pcblockmove <id>,<option>; + +Prevents the given ID from moving when the option != 0, and 0 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 player if zero is +supplied. + +Examples: + +// Prevents the current char from moving away. + pcblockmove getcharid(3),1; + +// Enables the current char to move again. + pcblockmove getcharid(3),0; + + +--------------------------------------- +//===================================== +4 - End of Player-Related Commands +//===================================== +--------------------------------------- + +--------------------------------------- +//===================================== +5 - Mob / NPC Related Commands +//===================================== +--------------------------------------- + +*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 +character is located at. This command works fine in the item scripts. + +The same command arguments mean the same things as described above in the +beginning of this document when talking about permanent monster spawns. +Monsters spawned in this manner will not respawn upon being killed. + +Unlike the permanent monster spawns, if the mob id is -1, a random monster +will be picked from the entire database according to the rules configured +in the server for dead branches. This will work for all other kinds of +non-permanent monster spawns. + +The only very special thing about this command is an event label, which is +an optional parameter. This label is written like +'<NPC object name>::<label name>' and upon the monster being killed, it +will execute the script inside of the specified NPC object starting from +the label given. The RID of the player attached at this execution will be +the RID of the killing character. + +<size> can be: + 0 = medium (default) + 1 = small + 2 = big + +<ai> can be: + 0 = none (default) + 1 = attack/friendly + 2 = sphere (Alchemist skill) + 3 = flora (Alchemist skill) + 4 = zanzou (Kagerou/Oboro skill) + + monster "place",60,100,"Poring",1002,1,"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 +controlling each of the spawned mobs with the unit* commands shown below. +For example: + + // We'll make a poring which will automatically attack invoking player: + .@mobGID = monster("prontera",150,150,"Poring",PORING,1); // PORING is defined in the mob db and its value is 1002 + unitattack .@mobGID, getcharid(3); // 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 +want with them. For example: + + // We want to summon .mobnumber porings which will give us a kiss + for (.@i = 0; .@i < .mobnumber; ++.@i) { + .@mobGID = monster "map",.x,.y,"Kisser Poring",PORING,1; + unitemote .@mobGID, e_kis; + } + +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 +by x1/y1-x2/y2. + +Simple monster killing script: + + <NPC object definition. Let's assume you called him NPCNAME.> + mes "[Summon Man]"; + mes "Want to start the kill?"; + next; + if (select("Yes:No") != 1) { + mes "[Summon Man]"; + mes "Come back later"; + close; + } + monster "prontera",0,0,"Quest Poring",PORING,10,"NPCNAME::OnPoringKilled"; + // By using 0,0 it will spawn them in a random place. + mes "[Summon Man]"; + mes "Now go and kill all the Poring I summoned"; + // He summoned ten. + close; + OnPoringKilled: + ++$poring_killed; + if ($poring_killed == 10) { + announce "Summon Man: Well done all the poring are dead",bc_self; + $poring_killed = 0; + } + end; + +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. + +<target type> can be: + 0 = self + 1 = the mob's current target + 2 = the mob's master + 3 = random target + +Example: + + // spawn 1 Shining Plant in the 5x5 area centered on (155,188) + areamonster "prontera",153,186,157,190,"Shining Plant",1083,1; + // make the plant cast level 10 Cold Bolt on a random target + areamobuseskill "prontera",155,188,2,1083,"MG_COLDBOLT",10,3000,1,e_gg,3; + +--------------------------------------- + +*killmonster "<map name>","<event label>"{,<type>}; + +This command will kill all monsters that were spawned with 'monster' or +'addmonster' and have a specified event label attached to them. Commonly +used to get rid of remaining quest monsters once the quest is complete. + +If the label is given as "All", all monsters which have their respawn +times set to -1 (like all the monsters summoned with 'monster' or +'areamonster' script command, and all monsters summoned with GM commands, +but no other ones - that is, all non-permanent monsters) on the specified +map will be killed regardless of the event label value. + +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 +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 +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 +returned. Valid types are: + + 1 - 'english name' field in the database, a string. + 2 - 'japanese name' field in the database, a string. + All other returned values are numbers: + 3 - Level. + 4 - Maximum HP. + 5 - Maximum SP. + 6 - Experience reward. + 7 - Job experience reward. + +--------------------------------------- + +*mobcount("<map name>","<event label>") + +This function will count all the monsters on the specified map that have a +given event label and return the number or 0 if it can't find any. +Naturally, only monsters spawned with 'monster' and 'areamonster' script +commands can 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 +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 +any such map. + +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 +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 +must be online). +If <master id> is given, the clone will be a 'slave/minion' of it. +Master_id must be a character id of another online player. + +The mode can be specified to determine the 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 +monster, and as such, it'll target other monsters. Defaults to zero. + +The duration specifies how long the clone will live before it is +auto-removed. Specified in seconds, defaults to no limit (zero). + +Returned value is the monster ID of the spawned clone. If command fails, +returned value is zero. + +--------------------------------------- + +*summon "Monster name",<monster id>{,<Time Out>{,"event label"}}; + +This command will summon a monster. (see also 'monster') Unlike monsters +spawned with other commands, this one will set up the monster to fight to +protect the invoking character. Monster name and mob id obey the same +rules as the one given at the beginning of this document for permanent +monster spawns with the exceptions mentioned when describing 'monster' +command. + +The effect for the skill 'Call 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 +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 +will run as if by 'donpcevent'. + +// Will summon a poring to fight for the character. + summon "--ja--", PORING; + +--------------------------------------- + +*homevolution; + +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 +above 91000 intimacy with its owner. + +--------------------------------------- + +*gethominfo(<type>) + +This function works as a direct counterpart of 'getpetinfo': + 0 - Homunculus unique ID + 1 - Homunculus Class + 2 - Name + 3 - Friendly level (intimacy score). 100000 is full loyalty. + 4 - Hungry level. 100 is completely full. + 5 - Rename flag. 0 means this homunculus has not been named yet. + 6 - Homunculus level + +If the attached player doesn't own a homunculus, this command will return +"null" for type 2, and return 0 for other types. + +--------------------------------------- + +*morphembryo; + +This command will try to put the invoking player's Homunculus in an +uncallable state, required for mutation into a Homunculus S. The player +will also receive a Strange Embryo (ID 6415) in their inventory if +successful, which is deleted upon mutation. + +The command will fail if the invoking player does not have an evolved +Homunculus at level 99 or above. The /swt emotion is shown upon failure. + +Returns 1 upon success and 0 for all failures. + +--------------------------------------- + +*hommutate {<ID>}; + +This command will try to mutate the invoking player's Homunculus into +a Homunculus S. The Strange Embryo (ID 6415) is deleted upon success. + +The command will fail if the invoking player does not have an evolved +Homunculus at level 99 or above, if it is not in the embryo state +(from the 'morphembryo' command), or if the invoking player does not +possess a Strange Embryo. The /swt emotion is shown upon failure. + +If the optional parameter <ID> is set, the invoking player's Homunculus +will change into the specified Homunculus ID. Otherwise, a random Homunculus S +will be chosen. See 'db/homunculus_db.txt' for a full list of IDs. + +Returns 1 upon success and 0 for all failures. + +--------------------------------------- + +*checkhomcall() + +This function checks if the attached player's Homunculus is active, +and will return the following values: + -1: The player has no Homunculus. + 0: The player's Homunculus is active. + 1: The player's Homunculus is vaporized. + 2: The player's Homunculus is in morph state. + +--------------------------------------- + +*getunittype <GID>; + +Returns the type of object from the given Game ID. Returns -1 if the given GID +does not exist. The return values are :- + + UNITTYPE_PC 0 + UNITTYPE_NPC 1 + UNITTYPE_PET 2 + UNITTYPE_MOB 3 + UNITTYPE_HOM 4 + UNITTYPE_MER 5 + UNITTYPE_ELEM 6 + +--------------------------------------- + +*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 +the target whose GID is given. + +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: + +//Will move/walk the poring we made to the coordinates 150,150 + unitwalk .GID,150,150; + +//NPC will move towards the attached player. + unitwalk .GID,getcharid(3);//a player's GID is their account ID + +--------------------------------------- + +*unitkill <GID>; +*unitwarp <GID>,<Mapname>,<x>,<y>; +*unitattack <GID>,<Target ID>; +*unitstop <GID>; +*unittalk <GID>,<Text>; +*unitemote <GID>,<Emote>; + +Okay, these commands should be fairly self explaining. +For the emotions, you can look in db/constants.conf for prefixes with e_ +PS: unitwarp supports a <GID> of zero, which causes the executor of the +script to be affected. This can be used with OnTouchNPC to warp +monsters: + +OnTouchNPC: + unitwarp 0,"this",-1,-1; + +--------------------------------------- + +*disablenpc "<NPC object name>"; +*enablenpc "<NPC object name>"; + +These two commands will disable and enable, respectively, an NPC object +specified by name. The disabled NPC will disappear from sight and will no +longer be triggerable in the normal way. It is not clear whether it will +still be accessible through 'donpcevent' and other triggering commands, +but it probably will be. You can disable even warp NPCs if you know their +object names, which is an easy way to make a map only accessible through +walking half the time. Then you 'enablenpc' them back. + +You can also use these commands to create the illusion of an NPC switching +between several locations, which is often better than actually moving the +NPC - create one NPC object with a visible and a hidden part to their +name, make a few copies, and then disable all except one. + +--------------------------------------- + +*hideonnpc "<NPC object name>"; +*hideoffnpc "<NPC object name>"; + +These commands will make the NPC object specified display as hidden 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 +NPCs talking while hidden then revealing... you can wonder around =P). + +--------------------------------------- + +*doevent "<NPC object name>::<event label>"; + +This command will start a new execution thread in a specified NPC object +at the specified label. The execution of the script running this command +will not stop, and the event called by the 'doevent' command will not run +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 +'doevent'. As such, the command will not work if an RID is not attached. + + place,100,100,1%TAB%script%TAB%NPC%TAB%53,{ + mes "This is what you will see when you click me"; + close; + OnLabel: + mes "This is what you will see if the doevent is activated"; + close; + } + + .... + + doevent "NPC::OnLabel"; + +--------------------------------------- + +*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 +resume execution its immediately. + +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 +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 +talking. + + place,100,100,1%TAB%script%TAB%NPC%TAB%53,{ + mes "Hey NPC2 copy what I do"; + close2; + @emote = rand(1,30); + donpcevent "NPC2::OnEmote"; + OnEmote: + emotion @emote; + end; + } + + place,102,100,1%TAB%script%TAB%NPC2%TAB%53,{ + mes "Hey NPC copy what I do"; + close2; + @emote = rand(1,30); + donpcevent "NPC::OnEmote"; + OnEmote: + emotion @emote; + end; + } + +Whichever of the both NPCs is talked to, both will show a random emotion +at the same time. + +Command returns 1 or 0 on success and failure. +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 +the message to complete the effect. + + // This will make everyone in the area see the NPC greet the character + // who just invoked it. + npctalk "Hello "+strcharinfo(0)+", how are you?"; + npctalk "Hello "+strcharinfo(0)+", how are you?","Another_NPC_Name"; + +--------------------------------------- + +*setnpcdisplay("<npc name>", "<display name>", <class id>, <size>) +*setnpcdisplay("<npc name>", "<display name>", <class id>) +*setnpcdisplay("<npc name>", "<display name>") +*setnpcdisplay("<npc name>", <class id>) + +Changes the display name and/or display class of the target NPC. +Returns 0 is successful, 1 if the NPC does not exist. +Size is 0 = normal 1 = small 2 = big. + +--------------------------------------- +//===================================== +5.1 - Time-Related Commands +//===================================== +--------------------------------------- + +*addtimer <ticks>,"NPC::OnLabel"; +*deltimer "NPC::OnLabel"; +*addtimercount "NPC::OnLabel",<ticks>; + +These commands will create, destroy, and delay a countdown timer - +'addtimer' to create, 'deltimer' to destroy and 'addtimercount' to delay +it by the specified number of ticks. For all three cases, the event label +given is the identifier of that timer. The timer runs on the character +object that is attached to the script, and can have multiple instances. +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 +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 +mechanism (like 'sleep'). + +Example: +<NPC Header> { + dispbottom "Starting a 5 second timer..."; + addtimer 5000, strnpcinfo(3)+"::On5secs"; + end; +On5secs: + dispbottom "5 seconds have passed!"; + end; +} + +--------------------------------------- + +*initnpctimer { "<NPC name>" {, <Attach Flag>} } | + { "<NPC name>" | <Attach Flag> }; +*stopnpctimer { "<NPC name>" {, <Detach Flag>} } | + { "<NPC name>" | <Detach Flag> }; +*startnpctimer { "<NPC name>" {, <Attach Flag>} } | + { "<NPC name>" | <Attach Flag> }; +*setnpctimer <tick>{,"<NPC name>"}; +*getnpctimer (<type of information>{,"<NPC name>"}) +*attachnpctimer {"<character name>"}; +*detachnpctimer {"<NPC name>"}; + +This set of commands and functions will create and manage an NPC-based +timer. The NPC name may be omitted, in which case the calling NPC is used +as target. + +Contrary to addtimer/deltimer commands which let you have many different +timers referencing different labels in the same NPC, each with their own +countdown, 'initnpctimer' can only have one per NPC object. But it can +trigger many labels and let you know how many were triggered already and +how many still remain. + +This timer is counting up from 0 in ticks of 1/1000ths of a second each. +Upon creating this timer, the execution will not stop, but will happily +continue onward. The timer will then invoke new execution threads at +labels "OnTimer<time>:" in the NPC object it is attached to. + +To create the timer, use the 'initnpctimer', which will start it running. +'stopnpctimer' will pause the timer, without clearing the current tick, +while 'startnpctimer' will let the paused timer continue. + +By default timers do not have a RID attached, which lets them continue +even if the player that started them logs off. To attach a RID to a timer, +you can either use the optional "attach flag" when using +'initnpctimer/startnpctimer', or do it manually by using 'attachnpctimer'. +Likewise, the optional flag of stopnpctimer lets you detach any RID after +stopping the timer, and by using 'detachnpctimer' you can detach a RID at +any time. + +Normally there is only a single timer per NPC, but as an exception, as +long as you attach a player to the timer, you can have multiple timers +running at once, because these will get stored on the players instead of +the NPC. +NOTE: You need to attach the RID before the timer _before_ you start it to +get a player-attached timer. Otherwise it'll stay a NPC timer (no effect). + +If the player that is attached to the npctimer logs out, the +"OnTimerQuit:" event label of that NPC will be triggered, so you can do +the 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 + specified NPC waiting for execution. + 2 - Will return the number of times the timer has triggered and will + trigger an "OnTimer<tick>:" label in the specified NPC. + +Example 1: + + <NPC Header> { + // We need to use attachnpctimer because the mes command below + // needs RID attach + attachnpctimer; + initnpctimer; + npctalk "I cant talk right now, give me 10 seconds"; + end; + OnTimer5000: + npctalk "Ok 5 seconds more"; + end; + OnTimer6000: + npctalk "4"; + end; + OnTimer7000: + npctalk "3"; + end; + OnTimer8000: + npctalk "2"; + end; + OnTimer9000: + npctalk "1"; + end; + OnTimer10000: + stopnpctimer; + mes "[Man]"; + mes "Ok we can talk now"; + detachnpctimer; + // and remember attachnpctimer and detachnpctimer can only be used + // while the NPC timer is not running! + } + +Example 2: + + OnTimer15000: + npctalk "Another 15 seconds have passed."; + + // You have to use 'initnpctimer' instead of 'setnpctimer 0'. + // This is equal to 'setnpctimer 0' + 'startnpctimer'. + // Alternatively, you can also insert another 'OnTimer15001' label + // so that the timer won't stop. + 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 + // cycle continuously. + OnInit: + initnpctimer; + end; + +Example 3: + + mes "[Man]"; + mes "I have been waiting "+(getnpctimer(0)/1000)+" seconds for you."; + // We divide the timer returned by 1000 to convert milliseconds to + // seconds. + close; + +Example 4: + + mes "[Man]"; + mes "Ok, I will let you have 30 more seconds..."; + close2; + setnpctimer (getnpctimer(0)-30000); + // Notice the 'close2'. If there were a 'next' there the timer would + // be changed only after the player pressed the 'next' button. + end; + +--------------------------------------- + +*sleep <milliseconds>; +*sleep2 <milliseconds>; +*awake "<NPC name>"; + +These commands are used to control the pause of a NPC. +sleep and sleep2 will pause the script for the given amount of +milliseconds. +Awake is used to cancel a sleep. When awake is called on a NPC it will run +as if the sleep timer ran out, and thus making the script continue. Sleep +and sleep2 basically do the same, but the main difference is that sleep +will not keep the rid, while sleep2 does. + +Examples: + // 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. + sleep2 5000; + //Cancels any running sleep timers on the NPC 'NPC'. + awake "NPC"; + +--------------------------------------- + +*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 +client and appears always green. + +--------------------------------------- +//===================================== +5.1 - End of Time-related commands +//===================================== +--------------------------------------- + +*announce "<text>",<flag>{,<fontColor>{,<fontType>{,<fontSize>{,<fontAlign>{,<fontY>}}}}}; + +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 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 +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 + 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. +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 + 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 + be disabled client-side. +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) +depending on a game client used. + +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 +(0xRRGGBB). + +Another example: + announce "This announcement will shown to everyone in purple.",bc_all,C_PURPLE; + +In official scripts only two font-weights (types) are used: + - normal (FW_NORMAL = 400, default), + - bold (FW_BOLD = 700). + +Default font size is 12. + +Using this for private messages to players is probably not that good an +idea, but it can be used instead in NPCs to "preview" an announce. + + // This will be a private message to the player using the NPC that + // made the announcement + announce "This is my message just for you",bc_blue|bc_self; + + // This will be shown on everyones screen that is in sight of the NPC. + announce "This is my message just for you people here",bc_npc|bc_area; + +--------------------------------------- + +*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 +parameters parameters are the same as in 'announce', but target and source +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 +flags and optional parameters are the same as in 'announce', but target +and source flags are ignored. + + areaannounce "prt_church",0,0,350,350,"God's in his heaven, all right with the world",0; + +--------------------------------------- + +*callshop "<name>",<option>; + +These are a series of commands used to create dynamic shops. +The callshop function calls an invisible shop (FAKE_NPC) as if the player +clicked on it. + +For the options on callShop: + 0 = The normal window (buy, sell and cancel) + 1 = The buy window + 2 = The sell window + +Example: + +//Will call the shop named DaShop and opens the buy menu. +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. + +In the OnBuyItem, two arrays are set (@bought_nameid and +@bought_quantity), which hold information about the name id (item id) sold +and the amount sold of it. Same goes for the OnSellItem label, only the +variables are named different (@sold_nameid, @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 +a dynamic shop. + +Note 1: These labels will only be triggered if a npcshop* command is +executed, this is because these commands set a special data on the shop +NPC, named master_nd in the source. +The OnSellItem and OnBuyItem are triggered in the NPC whose master_nd is +given in the shop. + +--------------------------------------- + +*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 +specified with the price specified will be for sale. + +The function returns 1 if shop was updated successfully, or 0 if not found. + +Note that you cannot use -1 to specify default selling price! + +--------------------------------------- + +*npcshopadditem "<name>",<item id>,<price>{,<item id>,<price>{,<item id>,<price>{,...}}} + +This command will add more items at the end of the selling list for the +specified NPC shop or cashshop. If you specify an item already for sell, +that item will appear twice on the sell list. + +The function returns 1 if shop was updated successfully, or 0 if not found. + +Note that you cannot use -1 to specify default selling price! + +--------------------------------------- + +*npcshopdelitem "<name>",<item id>{,<item id>{,<item id>{,...}}} + +This command will remove items from the specified NPC shop or cashshop. +If the item to remove exists more than once on the shop, all instances +will be removed. + +Note that the function returns 1 even if no items were removed. The return +value is only to confirm that the shop was indeed found. + +--------------------------------------- + +*npcshopattach "<name>"{,<flag>} + +This command will attach the current script to the given NPC shop. +When a script is attached to a shop, the events "OnBuyItem" and +"OnSellItem" of your script will be executed whenever a player buys/sells +from the shop. Additionally, the arrays @bought_nameid[], +@bought_quantity[] or @sold_nameid[] and @sold_quantity[] will be filled +up with the items and quantities bought/sold. + +The optional parameter specifies whether to attach ("1") or detach ("0") +from the shop (the default is to attach). Note that detaching will detach +any NPC attached to the shop, even if it's from another script, while +attaching will override any other script that may be already attached. + +The function returns 0 if the shop was not found, 1 otherwise. + +--------------------------------------- + +*waitingroom "<chatroom name>",<limit>{,<event label>,<trigger>,<required zeny>,<min lvl>,<max lvl>}; + +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 +("<NPC object name>::<label name>") will be invoked as if with a 'doevent' +upon the number of people in the chat room reaching the given triggering +amount. + +// 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 +// 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 +// 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 +will continue to the next line. + +For more examples see the 2-1 and 2-2 job quest scripts which make +extensive use of waiting rooms. + +--------------------------------------- + +*delwaitingroom {"<NPC object name"}; + +This command will delete a waiting room. If no parameter is given, it will +delete a waiting room attached to the NPC object running this command, if +it is, it will delete a waiting room owned by another NPC object. This is +the only way to get rid of a waiting room, nothing else will cause it to +disappear. + +It's not clear what happens to a waiting room if the NPC is disabled with +'disablenpc', by the way. + +--------------------------------------- + +*enablewaitingroomevent {"<NPC object name>"}; +*disablewaitingroomevent {"<NPC object name>"}; + +This will enable and disable triggering the waiting room event (see +'waitingroom') respectively. Optionally giving an NPC object name will do +that for a specified NPC object. The chat room will not disappear when +triggering is disabled and enabled in this manner and players will not be +kicked out of it. Enabling a chat room event will also cause it to +immediately check whether the number of users in it exceeded the trigger +amount and trigger the event accordingly. + +Normally, whenever a waiting room was created to make sure that only one +character is, for example, trying to pass a job quest trial, and no other +characters are present in the room to mess up the script. + +--------------------------------------- + +*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 +if any. + +The valid information types are: + + 0 - Number of users currently in the waiting room + $@chatmembers[] - list of user account_id + 1 - Maximum number of users allowed. + 2 - Will return 1 if the waiting room has a trigger set. + 0 otherwise. + 3 - Will return 1 if the waiting room is currently disabled. + 0 otherwise. + 4 - The Title of the waiting room (string) + 5 - Password of the waiting room, if any. Pointless, since there is no + way to set a password on a waiting room right now. + 16 - Event name of the waiting room (string) + 32 - Whether or not the waiting room is full. + 33 - Whether the amount of users in the waiting room is higher than the + trigger number. + 34 - Minimum Base Level to enter waiting room. + 35 - Maximum Base Level to enter waiting room. + 36 - Minimum Zeny to enter waiting room. + + +--------------------------------------- + +*warpwaitingpc "<map name>",<x>,<y>{,<number of people>}; + +This command will warp the amount of characters equal to the trigger +number of the waiting room chat attached to the NPC object running this +command to the specified map and coordinates, kicking them out of the +chat. Those waiting the longest will get warped first. It can also do a +random warp on the same map ("Random" instead of map name) and warp to the +save point ("SavePoint"). + +The list of characters to warp is taken from the list of the chat room +members. Those not in the chat room will not be considered even if they +are talking to the NPC in question. If the number of people is given, +exactly this much people will be warped. + +This command can also keep track of who just got warped. It does this by +setting special variables: + +$@warpwaitingpc[] is an array containing the 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 +one-on-one duel, for example. + +--------------------------------------- + +*kickwaitingroomall {"<NPC object name>"}; + +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 +an alternate respawn-upon-relogin point. + +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 +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 +'db/constants.conf' under 'mf_'. + +The map flags alter the behavior of the map regarding teleporting +(mf_nomemo, mf_noteleport, mf_nowarp, mf_nogo), storing location when +disconnected (mf_nosave), dead branch usage (mf_nobranch), penalties upon +death (mf_nopenalty, mf_nozenypenalty), PVP behavior (mf_pvp, +mf_pvp_noparty, mf_pvp_noguild), WoE behavior (mf_gvg,mf_gvg_noparty), +ability to use skills or open up trade deals (mf_notrade, mf_novending, +mf_noskill, mf_noicewall), current weather effects (mf_snow, mf_fog, +mf_sakura, mf_leaves, mf_rain, mf_clouds, mf_fireworks) and whether night +will be in effect on this map (mf_nightenabled). + +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. +See 'setmapflag' for a list of mapflags. + +--------------------------------------- + +*getmapflag("<map name>",<flag>) + +This command checks the status of a given mapflag and returns the +mapflag's state. +0 means OFF, and 1 means ON. See 'setmapflag' for a list of mapflags. + +--------------------------------------- + +*setbattleflag "<battle flag>",<value>; +*getbattleflag("<battle flag>") + +Sets or gets the value of the given battle flag. +Battle flags are the flags found in the battle/*.conf files and is also +used in Lupus' variable rates script. + +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 +// above example, it would print 2000). + mes getbattleflag("base_exp_rate"); + +--------------------------------------- + +*warpportal <x>,<y>,"<mapname>",<x>,<y>; + +Creates a warp Portal as if a acolyte class character did it. +The first x and y is the place of the warp portal on the map where the NPC +is on the mapname and second x and y is the target area of the warp portal. + +Examples: + +// Will create a warp portal on the NPC's map at 150,150 +// leading to prontera, coords 150,180. + warpportal 150,150,"prontera",150,180; + +--------------------------------------- + +*mapwarp "<from map>","<to map>",<x>,<y>{,<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 +map. + +Optionally, a type and ID can be specified. Available types are: + + 0 - Everyone + 1 - Guild + 2 - Party + +Example: + +// Will warp all members of guild with ID 63 on map prontera to alberta. + mapwarp "prontera","alberta",150,150,1,63; + +--------------------------------------- +//===================================== +5.2 - Guild-Related Commands +//===================================== +--------------------------------------- + +*maprespawnguildid "<map name>",<guild id>,<flag>; + +This command goes through the specified map and for each player and +monster found there does stuff. + +Flag is a bit-mask (add up numbers to get effects you want) + 1 - warp all guild members to their save points. + 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 +not in the guild that owns the castle). + +Characters not belonging to any guild will be warped out regardless of the +flag setting. + +For examples, check the WoE scripts in the distribution. + +--------------------------------------- + +*agitstart; +*agitend; +*agitstart2; +*agitend2; + +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>:' +time-triggering label. + +--------------------------------------- + +*gvgon "<map name>"; +*gvgoff "<map name>"; + +These commands will turn GVG mode for the specified maps on and off, +setting up appropriate map flags. In GVG mode, maps behave as if during +the time of WoE, even though WoE itself may or may not actually be in +effect. + +--------------------------------------- + +*flagemblem <guild id>; + +This command only works when run by the NPC objects which have sprite id +722, which is a 3D guild flag sprite. If it isn't, the data will change, +but nothing will be seen by anyone. If it is invoked in that manner, the +emblem of the specified guild will appear on the flag, though, if any +players are watching it at this moment, they will not see the emblem +change until they move out of sight of the flag and return. + +This is commonly used in official guildwar scripts with a function call +which returns a guild id: + +// This will change the emblem on the flag to that of the guild that owns +// "guildcastle" + + flagemblem getcastledata("guildcastle",1); + +--------------------------------------- + +*guardian "<map name>",<x>,<y>,"<name to show>",<mob id>{,"<event label>"{,<guardian index>}}; + +This command is roughly equivalent to 'monster', but is meant to be used +with castle guardian monsters and will only work with them. It will set +the guardian characteristics up according to the castle's investment +values and otherwise set the things up that only castle guardians need. + +Returns the id of the mob or 0 if an error occurred. +When 'guardian index' isn't supplied it produces a temporary guardian. +Temporary guardians are not saved with the castle and can't be accessed by +guardianinfo. + +--------------------------------------- + +*guardianinfo("<map name>", <guardian number>, <type>); + +This function will return various info about the specified guardian, or -1 +if it fails for some reason. It is primarily used in the castle manager +NPC. + +Map name and guardian number (value between 0 and 7) define the target. +Type indicates what information to return: + 0 - visibility (whether the guardian is installed or not) + 1 - max. hp + 2 - current hp + +--------------------------------------- +//===================================== +5.2 - End of Guild-Related Commands +//===================================== +--------------------------------------- + +*npcspeed <speed value>; +*npcwalkto <x>,<y>; +*npcstop; + +These commands will make the NPC object in question move around the map. +As they currently are, they are a bit buggy and are not useful for much +more than making an NPC move randomly around the map. + +'npcspeed' will set the NPCs walking speed to a specified value. As in the +@speed GM command, 200 is the slowest possible speed while 0 is the +fastest possible (instant motion). 100 is the default character walking +speed. +'npcwalkto' will start the NPC sprite moving towards the specified +coordinates on the same map as it is currently on. 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 +rather unnerving. + +Only a few NPC sprites have walking animations, and those that do, do not +get the animation invoked when moving the NPC, due to the problem in the +NPC walking code, which looks a bit silly. You might have better success +by defining a job-sprite based sprite id in 'db/mob_avail.txt' with this. + +--------------------------------------- + +*movenpc "<NPC name>",<x>,<y>{,<dir>}; + +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 +facing direction. + +Example: + +// This will move Bugga from to the coordinates 100,20 (if those +// coordinates are legit). + movenpc "Bugga",100,20; + +--------------------------------------- +//===================================== +6 - Other Commands +//===================================== +--------------------------------------- + +*debugmes "<message>"; + +This command will send the message to the server console (map-server +window). It will not be displayed anywhere else. +// + // Displays "NAME has clicked me!" in the map-server window. + debugmes strcharinfo(0)+" 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, +as specified in 'conf/logs.conf'. If SQL logging is enabled, the message +will go to the 'npclog' table. + +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 +connected characters. + +If NPC name is specified, the message will be sent as if the sender would +be the NPC with the said name. + +--------------------------------------- + +*channelmes("<#channel>", "<message>"); + +This command will send a message to the specified chat channel. + +The sent message will not include any character's names. + +For special channels, such as #map and #ally, the attached RID's map or guild +will be used. + +If the channel doesn't exist (or, in the case of a character-specific channel, +no RID is attached), false will be returned. In case of success, true is +returned. + +--------------------------------------- +*rand(<number>{,<number>}); + +This function returns a number ... +(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 + specify. + +rand(10) would result in 0,1,2,3,4,5,6,7,8 or 9 +rand(0,9) would result in 0,1,2,3,4,5,6,7,8 or 9 +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, +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 +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 +can be used to create flashing marks. + + // This command will show a mark at coordinates X 30 Y 40, is mark + // number 1, and will be red. + + viewpoint 1,30,40,1,0xFF0000; + +This will create three points: + + viewpoint 1,30,40,1,0xFF0000; + viewpoint 1,35,45,2,0xFF0000; + viewpoint 1,40,50,3,0xFF0000; + +And this is how you remove them: + + viewpoint 2,30,40,1,0xFF0000; + viewpoint 2,35,45,2,0xFF0000; + viewpoint 2,40,50,3,0xFF0000; + +The client determines what it does with the points entirely, the server +keeps no memory of where the points are set whatsoever. + +--------------------------------------- + +*cutin "<filename>",<position>; + +This command will display a picture, 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 +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 +255 must be used. + + // Displays the Comodo Kafra illustration in lower right corner. + cutin "kafra_07",2; + + // Typical way to end a script, which displayed an illustration during a + // dialog with a player. + mes "See you."; + close2; + cutin "",255; + end; + +--------------------------------------- + +*pet <pet id>; + +This command is used in all the item scripts for taming items. Running +this command will make the pet catching cursor appear on the client +connected to the invoking character, usable on the monsters with the +specified pet ID number. It will still work outside an item script. + +A full list of pet IDs can be found inside 'db/pet_db.txt' + +--------------------------------------- + +*emotion <emotion number>{,<target>{,"<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 +question mark) and 'e_gasp' (the exclamation mark). + +The optional target parameter specifies who will get the emotion on top of +their head. If 0 (default if omitted), the NPC in current use will show +the emotion, if 1, the player that is running the script will display it. + +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. + +--------------------------------------- + +*misceffect <effect number>; + +This command, if run from an NPC object that has a sprite, will call up a +specified effect number, centered on the NPC sprite. If the running code +does not have an object ID (a 'floating' NPC) or is not running from an +NPC object at all (an item script) the effect will be centered on the +character who's RID got attached to the script, if any. For usable item +scripts, this command will create an effect centered on the player using +the item. + +A full list of known effects is found in 'doc/effect_list.txt'. The list +of those that actually work may differ greatly between client versions. + +--------------------------------------- + +*soundeffect "<effect filename>",<type>; +*soundeffectall "<effect filename>",<type>{,"<map name>"}{,<x0>,<y0>,<x1>,<y1>}; + +These two commands will play a sound effect to either the invoking +character only ('soundeffect') or multiple characters ('soundeffectall'). +If the running code does not have an object ID (a 'floating' NPC) or is +not running from an NPC object at all (an item script) the sound will be +centered on the character who's RID got attached to the script, if any. +If it does, it will be centered on that object. (an NPC sprite) + +Effect filename is the filename in a GRF. It must have the .wav extension. + +It's not quite certain what the 'type' actually does, it is sent to the +client directly. It probably determines which directory to play the effect +from. It's certain that giving 0 for the number will play sound files from +'\data\wav\', but where the other numbers will read from is unclear. + +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 +soundeffect "12345678901234567890.wav", 0; // throws gravity error + +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 +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. + +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. + +--------------------------------------- + +*pvpon "<map name>"; +*pvpoff "<map name>"; + +These commands will turn PVP mode for the specified maps on and off. +Beside setting the flags referred to in 'setmapflag', 'pvpon' will also +create a PVP timer and ranking as will @pvpon GM command do. + +--------------------------------------- + +*atcommand "<command>"; + +This command will run the given command line exactly as if it was typed in +from the keyboard by the player connected to the invoking character, and +that character belonged to an account which had GM level 99. + + // This will ask the invoker for a character name and then use the + // '@nuke' GM command on them, killing them mercilessly. + input .@player$; + atcommand "@nuke "+.@player$; + +This command has a lot of good uses, I am sure you can have some fun with +this one. + +--------------------------------------- + +*charcommand "<command>"; + +This command will run the given command line exactly as if it was typed in +from the keyboard from a character that belonged to an account which had +GM level 99. + +The commands can also run without an attached rid. + + // This would do the same as above, but now + // it doesn't need a player attached by default. + charcommand "#option 0 0 0 Roy"; + +--------------------------------------- + +*bindatcmd "command","<NPC object name>::<event label>"{,<group level>,<group level char>,<log>}; + +This command will bind a NPC event label to an atcommand. Upon execution +of the atcommand, the user will invoke the NPC event label. Each atcommand +is only allowed one binding. If you rebind, it will override the original +binding. If group level is provided, only users of that group level or +above will be able to access the command, if not provided, everyone will +be able to access the command. +"group level char" is the minimum group level required for the label to be +used on others like a char command would, e.g. "#command "target" params", +when not provided, "group level char" defaults to 99. +"log" whether to log the usages of this command with the atcommand log +(1 = log, 0 = no log), default is to not log. + +The following variables are set upon execution: + .@atcmd_command$ = The name of the @command used. + .@atcmd_parameters$[] = Array containing the given parameters, + starting from an index of 0. + .@atcmd_numparameters = The number of parameters defined. + +Parameters are split on spaces. Multiple spaces aren't grouped together, and +will create multiple (empty) arguments. +Any leading spaces before the first parameter will be omitted. + +Usage example: + +When a user types the command "@test", an angel effect will be shown. + +- script atcmd_example FAKE_NPC,{ +OnInit: + bindatcmd "test",strnpcinfo(3)+"::OnAtcommand"; + end; +OnAtcommand: + specialeffect2 338; + end; +} + +Parameter splitting example: + @mycommand + .@atcmd_numparameters -> 0 + .@atcmd_parameters$ -> { } + @mycommand<space><space> + .@atcmd_numparameters -> 0 + .@atcmd_parameters$ -> { } + @mycommand<space>foo + .@atcmd_numparameters -> 1 + .@atcmd_parameters$ -> { "foo" } + @mycommand<space><space>foo + .@atcmd_numparameters -> 1 + .@atcmd_parameters$ -> { "foo" } + @mycommand<space>foo<space>bar + .@atcmd_numparameters -> 2 + .@atcmd_parameters$ -> { "foo", "bar" } + @mycommand<space>foo<space><space>bar + .@atcmd_numparameters -> 3 + .@atcmd_parameters$ -> { "foo", "", "bar" } + @mycommand<space>foo<space> + .@atcmd_numparameters -> 2 + .@atcmd_parameters$ -> { "foo", "" } + @mycommand<space>foo<space><space> + .@atcmd_numparameters -> 3 + .@atcmd_parameters$ -> { "foo", "", "" } + +The called event label needs to take care of joining arguments together, in +case it expects spaces. For example: + +- script atcmd_example FAKE_NPC,{ +OnInit: + bindatcmd "test",strnpcinfo(3)+"::OnAtcommand"; + end; +OnAtcommand: + // This command expects a character name (that may contain spaces) as + // the only parameter. + .@name$ = ""; + for (.@i = 0; .@i < .@atcmd_numparameters; ++.@i) { + .@name$ += (.@i > 0 ? " " : "") + .@atcmd_parameters$[.@i]; + } + dispbottom("The specified name is: '" + .@name$ + "'"); + end; +} + +--------------------------------------- + +*unbindatcmd "command"; + +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 +scripts-atcommands this way. + +--------------------------------------- + +*unitskilluseid <GID>,<skill id>,<skill lvl>{,<target id>}; +*unitskilluseid <GID>,"<skill name>",<skill lvl>{,<target id>}; +*unitskillusepos <GID>,<skill id>,<skill lvl>,<x>,<y>; +*unitskillusepos <GID>,"<skill name>",<skill lvl>,<x>,<y>; + +This is the replacement of the older commands, these use the same values +for GID as the other unit* commands (See 'GID'). + +Skill ID is the ID of the skill, skill level is the level of the skill. +For the position, the x and y are given in the unitskillusepos. + +--------------------------------------- + +*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 +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 +config, and will not work properly if the NPC has a mob sprite. + + // Casts Level 10 Heal on the attached player, calculated with + // all stats 99 and base level 60. + npcskill "AL_HEAL",10,99,60; + +--------------------------------------- + +*setnpcdistance <distance> + +This command can reduce distance from where npc can be clicked. +Usefull to use from OnInit event. + + // Set distance to one tile on server load + OnInit: + setnpcdistance 1; + +--------------------------------------- + +*getnpcdir {<name>}; + +Return current npc direction for parameter "name" or for attached npc +if it missing. If name missing and not attached npc, return -1. + +Example: + .@dir = getnpcdir(); + +--------------------------------------- + +*setnpcdir {<name>,} <direction>; + +Set npc direction. If npc name missing, will be used attached npc. + +Example: + setnpcdir 2; + +--------------------------------------- + +*getnpcclass {<name>}; + +Return npc class/sprite id for npc with given name or for attached npc. +If name missing and no attached npc, return -1. + +Example: + .@class = getnpcclass(); + +--------------------------------------- + +*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 +configuration, it will eventually return to that cycle. + +Example: + +- script DayNight FAKE_NPC,{ +OnClock0600: + day; + end; +OnInit: + // setting correct mode upon server start-up + if (gettime(GETTIME_HOUR) >= 6 && gettime(GETTIME_HOUR) < 18) end; +OnClock1800: + night; + end; +} + +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 +script is used. + +--------------------------------------- + +*pcre_match("<string>","<regex>"); + +This command is only available if the server is compiled with regular +expressions library enabled. + +The string <string> will be searched for a match to the regular expression +<regex>, and the number of matches will be returned. + +An alternative way to invoke this command is to use the operators '~=' or '~!'. +The operator '~=' is exactly the same as pcre_match, while the operator '~!' +will return 1 if no matches were found, or 0 if at least a match was found. + + if (pcre_match("string", "regex")) mes "There was a match."; + if ("string" ~= "regex") mes "There was a match."; + if ("string" ~! "regex") mes "There were no matches."; + +You can find more usage examples in the test script npc/custom/test.txt. + +Using regular expressions is high wizardry. But with this high wizardry +comes unparalleled power of text manipulation. For an explanation of what +a regular expression pattern is, see a few web pages: + +http://www.regular-expressions.info/ +http://www.weitz.de/regex-coach/ + +Additionally, the following temporary variables will be filled (unless the +command is invoked as '~!'): + +- $@regexmatchcount: The number of matches detected, including any + parenthesized capture-groups. +- $@regexmatch$[0]: The part of <string> That matched the full <regex> pattern. +- $@regexmatch$[1 .. $@regexmatchcount]: The parts of <string> that matched + each of the parenthesized capture-groups in <pattern>. + +A capture group is a part of a regex enclosed in (parentheses) in order to +store in a variable the part of the expression that was matched by that part of +the regex. For more details, see the links above, as this is not intended to be +a regex tutorial. + +--------------------------------------- + +*defpattern <set number>,"<regular expression pattern>","<event label>"; +*activatepset <set number>; +*deactivatepset <set number>; +*deletepset <set number>; + +This set of commands is only available if the server is compiled with +regular expressions library enabled. + +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 +at once. Numbers for pattern sets start at 1. + +'defpattern' will associate a given regular expression pattern with an +event label. This event will be triggered whenever something a player says +is matched by this regular expression pattern, if the pattern is currently +active. + +'activatepset' will make the pattern set specified active. An active +pattern will enable triggering labels defined with 'defpattern', which +will not happen by default. +'deactivatepset' will deactivate a specified pattern set. Giving -1 as a +pattern set number in this case will deactivate all pattern sets defined. + +'deletepset' will delete a pattern set from memory, so you can create a +new pattern set in 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 +instead if they want it so much. + +--------------------------------------- + +*pow(<number>,<power>) + +Returns the result of the calculation. + +Example: + .@i = pow(2,3); // .@i will be 8 + +--------------------------------------- + +*log10(<number>) + +Returns log base 10 of the number. + +Note: The value is truncated to integer. + +Example: + .@i = log10(100); // .@i will be 2 + +--------------------------------------- + +*sqrt(<number>) + +Returns square-root of number. + +Note: The value is truncated to integer. + +Example: + .@i = sqrt(25); // .@i will be 5 + +--------------------------------------- + +*distance(<x0>,<y0>,<x1>,<y1>) + +Returns distance between 2 points. + +Note: When Hercules is configured to use circular areas, the Euclidean distance +is returned, otherwise the Chebyshev distance. The value is truncated to +integer. + +Example: + .@i = distance(100,200,101,202); + +--------------------------------------- + +*min(<number>{,<number>...<number>}) +*max(<number>{,<number>...<number>}) + +Returns the smallest (or biggest) from the set of given numbers. + +Example: + .@minimum = min(1, -6, -2, 8, 2); // .@minimum will be equal to -6 + .@maximum = max(0, 5, 10, 4); // .@maximum will be equal to 10 + .@level = min(BaseLevel, 70); // .@level will be the character's base level, capped to 70 + +--------------------------------------- + +*md5("<string>") + +Returns the md5 checksum of a number or string. + +Example: + mes md5(12345); + mes md5("12345"); // Will both display 827ccb0eea8a706c4c34a16891f84e7b + mes md5("qwerty");// Will display d8578edf8458ce06fbc5bb76a58c5ca4 + +--------------------------------------- + +*swap <variable>,<variable>; + +Swap the value of 2 variables. Both sides must be same integer or string type. + +Example: + .@var1 = 111; + .@var2 = 222; + swap .@var1, .@var2; + mes "var1 = "+ .@var1; // return 222 + mes "var2 = "+ .@var2; // return 111 + +--------------------------------------- + +*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 +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 +on the log database. + +Example: + .@nb = query_sql("select name,fame from `char` ORDER BY fame DESC LIMIT 5", .@name$, .@fame); + mes "Hall Of Fame: TOP5"; + mes "1."+.@name$[0]+"("+.@fame[0]+")"; // Will return a person with the biggest fame value. + mes "2."+.@name$[1]+"("+.@fame[1]+")"; + mes "3."+.@name$[2]+"("+.@fame[2]+")"; + mes "4."+.@name$[3]+"("+.@fame[3]+")"; + mes "5."+.@name$[4]+"("+.@fame[4]+")"; + +--------------------------------------- + +*escape_sql(<value>) + +Converts the value to a string and escapes special characters so that it's +safe to use in query_sql(). Returns the escaped form of the given value. + +Example: + .@str$ = "John's Laptop"; + .@esc_str$ = escape_sql(.@name$); // Escaped string: John\'s Laptop + +--------------------------------------- + +*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 +invalid type). + +Valid types are: + 0 - Buy Price; 1 - Sell Price; 2 - Item Type; + 3 - maxchance (Max drop chance of this item e.g. 1 = 0.01% , etc.. + if = 0, then monsters don't drop it at all (rare or a quest item) + if = 10000, then this item is sold in NPC shops only + 4 - sex; 5 - equip; 6 - weight; 7 - atk; 8 - def; 9 - range; + 10 - slot; 11 - look; 12 - elv; 13 - wlv; 14 - view id + +Example: + +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 +script is invalid). +Type can optionally be used indicates which script to set (default is 0): + 0 - Script + 1 - OnEquip_Script + 2 - OnUnequip_Script + +Example: + +setitemscript Silver_Ring_, "{ if(isequipped(2236)==0)end; if(getskilllv(26)){skill 40,1;}else{skill 26,1+isequipped(2636);} }"; +setitemscript Silver_Ring_, ""; + +--------------------------------------- + +*atoi("<string>") +*axtoi("<string>") +*strtol("string", base) + +These commands are used to convert strings to numbers. 'atoi' will +interpret given string as a decimal number (base 10), while 'axtoi' +interprets strings as hexadecimal numbers (base 16). 'strtol' lets +the user specify a base (valid range is between 2 and 36 inclusive, +or the special value0, which means auto-detection). + +The atoi and strtol functions conform to the C functions with the same +names, and axtoi is the same as strtol, with a base of 16. Results are +clamped to signed 32 bit int range (INT_MIN ~ INT_MAX) + +Example: + +.@var = atoi("11"); // Sets .@var to 11 +.@var = axtoi("FF"); // Sets .@var to 255 +mes axtoi("11"); // Displays 17 (1 = 1, 10 = 16) +.@var = strtol("11", 10); // Sets .@var to 11 (11 base 10) +.@var = strtol("11", 16); // Sets .@var to 17 (11 base 16) +.@var = strtol("11", 0); // Sets .@var to 11 (11 base 10, auto-detected) +.@var = strtol("0x11", 0); // Sets .@var to 17 (11 base 16, auto-detected because of the "0x" prefix) +.@var = strtol("011", 0); // Sets .@var to 9 (11 base 8, auto-detected because of the "0" prefix) +.@var = strtol("11", 2); // Sets .@var to 3 (binary 11) + +--------------------------------------- + +*compare("<string>","<substring>") + +This command returns 1 or 0 when the substring is in the main string (1) +or not (0). This command is not case sensitive. + +Examples: + +//dothis; will be executed ('Bloody Murderer' contains 'Blood'). + if (compare("Bloody Murderer","Blood")) + dothis; +//dothat; will not be executed ('Blood butterfly' does not contain 'Bloody'). + if (compare("Blood Butterfly","Bloody")) + dothat; + +--------------------------------------- + +*strcmp("<string>","<string>") + +This command compares two strings and is similar to strcmp in C. + +Return Values: + >0 : String 1 > String 2 + 0 : Strings are equal + <0 : String 1 < String 2 + +Examples: + .@a = strcmp("abcdef","ABCDEF"); + if (.@a > 0){ + mes ".@a is greater than 0."; //Output is this. + }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 +else. + +--------------------------------------- + +*charisalpha("<string>",<position>) + +This function will return 1 if the character number Position in the given +string is a letter, 0 if it isn't a letter but a digit or a space. +The first letter is position 0. + +--------------------------------------- + +*charat(<string>,<index>) + +Returns char at specified index. If index is out of range, returns an +empty string. + +Example: + + charat("This is a string", 10); //returns "s" + +--------------------------------------- + +*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 +returned. Only the 1st char in the <char> parameter will be used. + +Example: + + setchar("Cat", "B", 0); //returns "Bat" + +--------------------------------------- + +*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> +parameter will be used. + +Example: + + insertchar("laughter", "s", 0); //returns "slaughter" + +--------------------------------------- + +*delchar(<string>,<index>) + +Returns the original string with the char at the specified index removed. +If index is out of range, original string will be returned. + +Example: + + delchar("Diet", 3); //returns "Die" + +--------------------------------------- + +*strtoupper(<string>) +*strtolower(<string>) + +Returns the specified string in it's uppercase/lowercase form. +All non-alpha characters will be preserved. + +Example: + + strtoupper("The duck is blue!!"); //returns "THE DUCK IS BLUE!!" + +--------------------------------------- + +*charisupper(<string>,<index>) +*charislower(<string>,<index>) + +Returns 1 if character at specified index of specified string is +uppercase for 'charisupper' or lowercase for 'charislower'. Otherwise, 0. +Characters not of the alphabelt will return 0. + +Example: + + charisupper("Hercules", 0); //returns 1 + +--------------------------------------- + +*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 +index, an empty string will be returned. + +Example: + + substr("foobar", 3, 5); //returns "bar" + +--------------------------------------- + +*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 +form, without any changes. Return the number of elements written to +<dest_array>. + +Example: + + .@num_elements = explode(.@my_array$, "Explode:Test:1965:red:PIE", ":"); + //.@my_array$ contents will be... + //.@my_array$[0]: "Explode" + //.@my_array$[1]: "Test" + //.@my_array$[2]: "1965" + //.@my_array$[3]: "red" + //.@my_array$[4]: "PIE" + //.@num_elements: 5 + +--------------------------------------- + +*implode(<string_array>{,<glue>}) + +Combines all substrings within the specified string array into a single +string. If the glue parameter is specified, it will be inserted inbetween +each substring. + +Example: + setarray .@my_array$[0], "This", "is", "a", "test"; + implode(.@my_array$, " "); //returns "This is a test" + +--------------------------------------- + +*sprintf(<format>{,param{,param{,...}}}) + +C style sprintf. The resulting string is returned same as in PHP. All C +format specifiers are supported except %n. For more info check sprintf +function at www.cplusplus.com +Number of params is only limited by Hercules' script engine. + +Example: + .@format$ = "The %s contains %d monkeys"; + dispbottom(sprintf(.@format$, "zoo", 5)); + //prints "The zoo contains 5 monkeys" + + dispbottom(sprintf(.@format$, "barrel", 82)); + //prints "The barrel contains 82 monkeys" + +--------------------------------------- + +*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 +limited by Hercules' script engine. + +Example: + sscanf("This is a test: 42 foobar", "This is a test: %d %s", .@num, .@str$); + dispbottom(.@num + " " + .@str$); //prints "42 foobar" + +--------------------------------------- + +*strpos(<haystack>,<needle>{,<offset>}) + +PHP style strpos. Finds a substring (needle) within a string (haystack). +The offset parameter indicates the index of the string to start searching. +Returns index of substring on successful search, else -1. +Comparison is case sensitive. + +Example: + strpos("foobar", "bar", 0); //returns 3 + strpos("foobarfoo", "foo", 0); //returns 0 + strpos("foobarfoo", "foo", 1); //returns 6 + +--------------------------------------- + +*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 +to 0. If specified it will only replace as many instances as specified +in the count parameter. + +Example: + replacestr("testing tester", "test", "dash"); //returns "dashing dasher" + replacestr("Donkey", "don", "mon", 0); //returns "monkey" + replacestr("test test test test test", "test", "yay", 0, 3); //returns "yay yay yay test test" + +--------------------------------------- + +*countstr(<input>, <search>{, <usecase>}) + +Counts all instances of a search string in the input. By default is case +sensitive unless <usecase> is set to 0. + +Example: + countstr("test test test Test", "test"); //returns 3 + countstr("cake Cake", "Cake", 0); //returns 2 + +--------------------------------------- + +*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 +currently used font is used, default interface font is used again. + + 0 - Default + 1 - RixLoveangel + 2 - RixSquirrel + 3 - NHCgogo + 4 - RixDiary + 5 - RixMiniHeart + 6 - RixFreshman + 7 - RixKid + 8 - RixMagic + 9 - RixJJangu + +--------------------------------------- + +*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 +"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 + overflows. + 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 +not have the optional parameter. + + // displays 23:59:59 for 5 seconds + showdigit 86399; + + // counter that starts at 60 and runs for 60 seconds + showdigit 60,3; + +--------------------------------------- + +* The Pet AI commands + +These commands will only work if the invoking character has a pet, and are +meant to be executed from pet scripts. They will modify the pet AI +decision-making for the current pet of the invoking character, and will +NOT have any independent effect by themselves, which is why only one of +them each may be in effect at any time for a specific pet. A pet may +have 'petloot', 'petskillbonus', 'petskillattack' 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 +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 +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 +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 +'db/(pre-)re/skill_db.txt'. +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>; +*petskillattack "<skill name>",<damage>,<number of attacks>,<rate>,<bonusrate>; + +This command will make the pet cast an attack skill on the enemy the pet's +owner is currently fighting. Skill IDs and levels are as per 'petskillsupport'. +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 +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 +set in 'battle.conf'. + +Pet scripts in the database normally run whenever a pet of that type +hatches from the egg. Other commands usable in item scripts (see 'bonus') +will also happily run from pet scripts. Apparently, the pet-specific +commands will also work in NPC scripts and modify the behavior of the +current pet up until the pet is hatched again. (Which will also occur when +the character is logged in again with the pet still out of the egg.) It is +not certain for how long the effect of such command running from an NPC +script will eventually persist, but apparently, it is possible to usefully +employ them in usable item scripts to create pet buffing items. + +Nobody tried this before, so you're essentially on your own here. + +--------------------------------------- + +*bpet; + +This command opens up a pet hatching window on the client connected to the +invoking character. It is used in item script for the pet incubators and +will let the player hatch an owned egg. If the character has no eggs, it +will just open up an empty incubator window. +This is still usable outside item scripts. + +--------------------------------------- + +*makepet <pet id>; + +This command will create a pet egg and put it in the invoking character's +inventory. The kind of pet is specified by pet ID numbers listed in +'db/pet_db.txt'. The egg is created exactly as if the character just +successfully caught a pet in the normal way. + + // This will make you a poring: + makepet 1002; + +Notice that you absolutely have to create pet eggs with this command. If +you try to give a pet egg with 'getitem', pet data will not be created by +the char server and the egg will disappear when anyone tries to hatch it. + +--------------------------------------- + +*homshuffle; + +This will recalculate the homunculus stats according to its level, of the +current invoking character. + +--------------------------------------- + +*setcell "<map name>",<x1>,<y1>,<x2>,<y2>,<type>,<flag>; + +Each map cell has several 'flags' that specify the properties of that cell. +These include terrain properties (walkability, shootability, presence of +water), skills (basilica, land protector, ...) and other (NPC nearby, no +vending, ...). +Each of these can be 'on' or 'off'. Together they define a cell's behavior. + +This command lets you alter these flags for all map cells in the specified +(x1,y1)-(x2,y2) rectangle. +'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 0 or 1 (0:clear flag, 1:set flag). + +Example: + + setcell "arena",0,0,300,300,cell_basilica,1; + setcell "arena",140,140,160,160,cell_basilica,0; + setcell "arena",135,135,165,165,cell_walkable,0; + setcell "arena",140,140,160,160,cell_walkable,1; + +This will add a makeshift ring into the center of the map. The ring will +be surrounded by a 5-cell wide 'gap' to prevent interference from outside, +and the rest of the map will be marked as 'basilica', preventing observers +from casting any offensive skills or fighting among themselves. Note that +the wall will not be shown nor known client-side, which may cause movement +problems. + +Another example: + +OnBarricadeDeploy: + setcell "schg_cas05",114,51,125,51,cell_walkable,0; + end; +OnBarricadeBreak: + setcell "schg_cas05",114,51,125,51,cell_walkable,1; + end; + +This could be a part of the WoE:SE script, where attackers are not allowed +to proceed until all barricades are destroyed. This script would place and +remove a nonwalkable row of cells after the barricade mobs. + +--------------------------------------- + +*checkcell ("<map name>",<x>,<y>,<type>); + +This command will return 1 or 0, depending on whether the specified cell +has the 'type' flag set or not. There are various types to check, all +mimicking the server's cell_chk enumeration. The types can be found in +db/constants.conf. + +The meaning of the individual types can be confusing, so here's an +overview: + - cell_chkwall/water/cliff + these check directly for the 'terrain component' of the specified cell + - cell_chkpass/reach/nopass/noreach + passable = not wall & not cliff, reachable = passable + wrt. no-stacking mod + - cell_chknpc/basilica/landprotector/novending/nochat + these check for specific dynamic flags (name indicates what they do) + +Example: + + mes "Pick a destination map."; + input .@map$; + mes "Alright, now give me the coordinates."; + input .@x; + input .@y; + if( !checkcell(.@map$,.@x,.@y,cell_chkpass) ) + { + mes "Can't warp you there, sorry!"; + close; + } + else + { + mes "Ok, get ready..."; + close2; + warp .@map$, .@x, .@y; + end; + } + +--------------------------------------- + +*setwall "<map name>",<x>,<y>,<size>,<dir>,<shootable>,"<name>"; +*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. +Directions are the same as NPC sprite facing directions: 0=north, +1=northwest, 2=west, etc. + +--------------------------------------- + +*readbook <book id>,<page>; + +This will open a book item at the specified page. + +--------------------------------------- +//===================================== +7 - Instance-Related Commands +//===================================== +--------------------------------------- + +*instance_create("<instance name>",<owner id>{,<optional owner_type>}); + +Create an instance using the name "<instance name>" for the <owner_id> of +owner_type (when not provided, defaults to IOT_PARTY). Most instance_* +commands are used in conjunction with this command and depend on the +ID this command returns. + +Example: + // Store the Party ID of the invoking character. + .@party_id = getcharid(1); + + // Attempt to create an instance using that party ID. + .@id = instance_create("Endless Tower", .@party_id); + if (.@id == -1) { // Invalid type - not used anymore + ... + } else if (.@id == -2) { // Invalid Party ID + ... + } else if (.@id == -3) { // No free instances (MAX_INSTANCE exceeded) + ... + } else if (.@id == -4) { // Already exists + ... + } else (.@id < 0) { // Unspecified error while queuing instance. + ... + } + +--------------------------------------- + +*instance_destroy {<instance id>}; + +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. + +--------------------------------------- + +*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 +emulation for instancing (1) or not (0 = default). if use base name is specified, +and "<new map name>" too the server will instance the map under the "<new map name>", +name. + +Returns the resulting map name on success or an empty string on failure. + +Example: + instance_attachmap("prontera", .@instance_id,1,"via"); +^ the above creates a instance (or clone) of prontera, on a map called "via" + +--------------------------------------- + +*instance_detachmap "<map name>"{,<instance id>}; + +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. + +--------------------------------------- + +*instance_init <instance id>; + +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 +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. + +--------------------------------------- + +*instance_attach <instance id>; + +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 +instance the script is attached to is used. If in the end no instance_id, +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 +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, +script execution. + +Returns name of the instanced map on success, otherwise an empty string. + +--------------------------------------- + +*has_instance2("<map name>"); + +Same as has_instance, with exception it returns the instance id of the map, +as long as the user is assigned to a instance containing that map. +It will return -1 upon failure, valid instance ids are >= 0. + +--------------------------------------- + +*instance_id(); + +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 +is used. If in the end no instance_id is found the command halts the, +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 +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 +they are outside of the instance, until it is destroyed. + +Both timeout values are in seconds. + +--------------------------------------- + +*instance_check_party(<party id>{,<amount>{,<min>{,<max>}}}); + +This function checks if a party meets certain requirements, returning 1 if +all conditions are met and 0 otherwise. It will only check online +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 + level in conf). + +Example: + +if (instance_check_party(getcharid(1),2,2,149)) { + mes "Your party meets the Memorial Dungeon requirements.", + mes "All online members are between levels 1-150 and at least two are online."; + close; +} else { + mes "Sorry, your party does not meet the requirements."; + close; +} + +--------------------------------------- + +*instance_check_guild(<guild_id>{,<amount>{,<min>{,<max>}}}); + +This function checks if a guild meets certain requirements, returning 1 if +all conditions are met and 0 otherwise. it will only check online characters. + +amount - number of online guild members (default is 1). +min - minimum level of all characters in the guild (default is 1). +max - maximum level of all characters in the guild (default is max level in conf). + +Example: + if (instance_check_guild(getcharid(2), 2, 1, 150)) { + mes "Your guild meets the Memorial Dungeon requirements.", + mes "All online members are between levels 1-150 and at least two are online."; + close; + } else { + mes "Sorry, your guild does not meet the requirements."; + close; + } + +--------------------------------------- +*instance_set_respawn(<map_name>,<x>,<y>{,<instance_id>}); + +Updates the 'reload spawn' position of a instance, +that is where players in the instance are sent to upon @reloadscript, +uses the npc instance (if any) when instance_id is not provided, +handy to update a instance's progress so that when/if @reloadscript happens +the damage to the players progress is reduced. +It is most effective when used with instance variables (which are @reloadscript persistent) + +If a player warps into a instance before this command has been used, +it will use the player's warp destination as the initial respawn point, +it can of course be modified by using this script command at any point. + +--------------------------------------- +*instance_mapname("<map name>"{,<instance id>}) + +Returns the unique name of the instanced map. If no instance ID is specified, +the instance the script is attached to is used. If the script is not attached to +an instance, the instance of the currently attached player's party is used. If +that fails, the command returns an empty string instead. + + +--------------------------------------- +//===================================== +7 - End of Instance-Related Commands +//===================================== +--------------------------------------- + + +--------------------------------------- +//===================================== +8 - Quest Log-Related Commands +//===================================== +--------------------------------------- + +*questinfo <Quest ID>, <Icon> {, <Map Mark Color>{, <Job Class>}}; + +This is esentially a combination of questprogress and showevent. Use this only +in an OnInit label. For the Quest ID, specify the quest ID that you want +checked if it has been started yet. + +For Icon, use one of the following: + +No Icon : QTYPE_NONE +! Quest Icon : QTYPE_QUEST +? Quest Icon : QTYPE_QUEST2 +! Job Icon : QTYPE_JOB +? Job Icon : QTYPE_JOB2 +! Event Icon : QTYPE_EVENT +? Event Icon : QTYPE_EVENT2 +Warg : QTYPE_WARG +Warg Face : QTYPE_WARG2 (Only for packetver >= 20120410) + +Map Mark Color, when used, creates a mark in the user's mini map on the position of the NPC, +the available color values are: + +0 - No Marker +1 - Yellow Marker +2 - Green Marker +3 - Purple Marker + +When a user shows up on a map, each NPC is checked for questinfo that has been set. +If questinfo is present, it will check if the quest has been started, if it has not, the bubble will appear. + +Optionally, you can also specify a Job Class if the quest bubble should only appear for a certain class. + +Example +izlude,100,100,4 script Test 844,{ + mes "[Test]"; + mes "Hello World."; + close; + + OnInit: + questinfo 1001, QTYPE_QUEST, 0, Job_Novice; + end; +} + +--------------------------------------- + +*setquest <ID>; + +Place quest of <ID> in the users quest log, the state of which is "active". + +If *questinfo is set, and the same ID is specified here, the icon will be cleared when the quest is set. + +--------------------------------------- + +*completequest <ID>{,<ID2>}; + +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 +will be completed. + +--------------------------------------- + +*erasequest <ID>{,<ID2>}; + +Remove the quest of the given <ID> from the user's quest log. + +If a second quest id of greater value is specified, all quests between the two +will be erased. + +--------------------------------------- + +*changequest <ID>,<ID2>; + +Remove quest of the given <ID> from the user's quest log. +Add quest of the <ID2> to the the quest log, and the state is "active". + +--------------------------------------- + +*questprogress(<ID>{,PLAYTIME|HUNTING}) + +If no additional argument supplied, return the state of the quest: + 0 = Quest not started (not in quest log) + 1 = Quest has been given + 2 = Quest completed + +If parameter 'PLAYTIME' is supplied: + 0 = Quest not started (not in quest log) + 1 = The time limit has not yet been reached + 2 = The time limit has been reached + +If parameter 'HUNTING' is supplied: + 0 = Quest not started (not in quest log) + 1 = Player hasn't killed all of the target monsters + 2 = Player has killed all of the target monsters + +--------------------------------------- + +*questactive(<ID>) + +Check whether the given quest is in its active state. + +Returns true if the quest is active, false otherwise (quest not started, +inactive or completed) + +--------------------------------------- + +*showevent <icon>{,<mark color>} + +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. + +Available Icons: + +Remove Icon : QTYPE_NONE +! Quest Icon : QTYPE_QUEST +? Quest Icon : QTYPE_QUEST2 +! Job Icon : QTYPE_JOB +? Job Icon : QTYPE_JOB2 +! Event Icon : QTYPE_EVENT +? Event Icon : QTYPE_EVENT2 +Warg : QTYPE_WARG +Warg Face : QTYPE_WARG2 (Only for packetver >= 20120410) + +Mark Color: +0 - No Mark +1 - Yellow Mark +2 - Green Mark +3 - Purple Mark + +--------------------------------------- +//===================================== +8 - End of Quest Log-Related Commands +//===================================== +--------------------------------------- + + +--------------------------------------- +//===================================== +9 - Battlegrounds-Related Commands +//===================================== +--------------------------------------- + +*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 +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 +the player group will respawn when they die. +<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 +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 +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 +is used. + +Example: + // 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; + +---------------------------------------- + +*bg_team_setxy <Battle Group ID>,<x>,<y>; + +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(4). + +Example: + bg_team_setxy getcharid(4),56,212; + mapannounce "bat_a01", "Group [1] has taken the work shop, and will now respawn there.",bc_map,0xFFCE00; + end; + +---------------------------------------- + +*bg_warp <Battle Group>,"<Mapname>",<x>,<y>; + +Similar to warp command. +Place all members of <Battle Group> at <mapname> at x y. + +Example: + //place the battle group one for Tierra Gorge at starting position. + bg_warp $@TierraBG1_id1,"bat_a01",352,342; + end; + +---------------------------------------- + +*bg_monster <Battle Group>,"<map name>",<x>,<y>,"<name to show>",<mob id>,"<event label>"; + +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 +Battle group is considered friendly. + +Example: + // It can be used in two different ways. + bg_monster $@TierraBG1_id2,"bat_a01",167,50,"Food Depot",OBJ_B,"Feed Depot#1::OnMyMobDead"; + end; + + // Alternatively, you can set an ID for the monster using "set". + // This becomes useful when used with the command below. + $@Guardian_3 = bg_monster($@TierraBG1_id2,"bat_a01",268,204,"Guardian",B_S_GUARDIAN,"NPCNAME::OnMyMobDead"); + end; + +---------------------------------------- + +*bg_monster_set_team <GID>,<Battle Group>; + +This command will change the allegiance if a monster in a battle ground. +GID can be set when spawning the monster via the bg_monster command. + +Example: + + end; + +OnEnable: + mapannounce "bat_b01", "A guardian has been summoned for Battle Group 2!", bc_map, 0xFFCE00; + set $@Guardian, bg_monster($@BG_2,"bat_a01",268,204,"Guardian",B_S_GUARDIAN,"NPCNAME::OnMyMobDead"); + initnpctimer; + end; + +OnTimer1000: + stopnpctimer; + mapannounce "bat_b01", "Erm, sorry about that! This monster was meant for Battle Group 1.", bc_map, 0xFFCE00; + bg_monster_set_team $@Guardian, $@BG_1; + end; + +---------------------------------------- + +*bg_leave; + +Removes attached player from their Battle Group. + +---------------------------------------- + +*bg_destroy <Batte Group>; + +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 +defined area at a percentage. + +Example: + areapercentheal "bat_a01",52,208,61,217,100,100; + end; + +---------------------------------------- + +*bg_get_data(<Battle Group>,<type>); + +Retrieves data related to given battle group. Type can be one of the +following: + + 0 - Amount of players currently belonging to the group. + +---------------------------------------- + +*bg_getareausers(<battle group>,"<map_name>",<x0>,<y0>,<x1>,<y1>); + +Retrieves amount of players belonging to given battle group on given map +within an specified rectangular area. + +---------------------------------------- + +*bg_updatescore "<map_name>",<Guillaume Score>,<Croix Score>; + +This command will force the update of the displayed scoreboard. +It is only usable when the map is defined as a Type 2 Battleground: +mapflag%TAB%<map_name>%TAB%battleground%TAB%2 + +---------------------------------------- + +*bg_create_team "<map_name>",<Respawn X>,<Respawn Y>; + +This command will create a new BG Team. +When player dies, they will be respawned map_name,X,Y as mentioned. + +Command will return -1 if BG Creation is failed, +else it will return the BG ID(Also known as TeamID). + +---------------------------------------- + +*bg_join_team <Team_ID>{,<account_id>}; + +This command will make the attached player join to Team with ID as mentioned. +If account_id is provided, command will look for that player, instead of the attached player. + +Command will return -1 if Player is not found, 0 if join is failed, 1 upon successful. + +---------------------------------------- + +*bg_match_over "<Arena Name>"{,<Cancelled>}; + +This command will end the battleground Arena +(Arena Name as referred to, in conf/battlegrounds.conf) +If Cancelled is not provided, it will set the join delay, as mentioned in conf/battlegrounds.conf +else, it will just destroy the Teams and queue's. + +Command will return 0 when successful, else it will return 1. + +--------------------------------------- +//===================================== +9 - End of Battlegrounds-Related Commands +//===================================== +--------------------------------------- + + +--------------------------------------- +//===================================== +10 - Mercenary Commands +//===================================== +--------------------------------------- + +*mercenary_create <class>,<contract time>; + +This command summons a mercenary of given class, for given amount of time +in milliseconds. Typically used in item scripts of mercenary scrolls. + +---------------------------------------- + +*mercenary_heal <hp>,<sp>; + +This command works like 'heal', but affects the mercenary of the currently +attached character. + +---------------------------------------- + +*mercenary_sc_start <type>,<tick>,<val1>; + +This command works like 'sc_start', but affects the mercenary of the +currently attached character. + +---------------------------------------- + +*mercenary_get_calls(<guild>); +*mercenary_set_calls <guild>,<value>; + +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 + SPEAR_MERC_GUILD + SWORD_MERC_GUILD + +---------------------------------------- + +*mercenary_get_faith(<guild>); +*mercenary_set_faith <guild>,<value>; + +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 + SPEAR_MERC_GUILD + SWORD_MERC_GUILD + +--------------------------------------- + +*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 +following: + + 0 - Database ID + 1 - Class + 2 - Name + 3 - Faith value for this mercenary's guild, if any + 4 - Calls value for this mercenary's guild, if any + 5 - Kill count + 6 - Remaining life time in msec + 7 - Level + +If the character does not have a mercenary, the command returns "" +for name and 0 for all other types. + +--------------------------------------- +//===================================== +10 - End of Mercenary-Related Commands +//===================================== +--------------------------------------- + + +--------------------------------------- +//===================================== +11 - Queue-Related Commands +//===================================== +--------------------------------------- + +*queue(); + +Creates a new queue instance and returns the created queue id. + +--------------------------------------- + +*queuesize(<queue_id>); + +Returns the amount of entries in the queue instance of <queue_id>. + +--------------------------------------- + +*queueadd(<queue_id>, <var_id>); + +Adds <var_id> to queue of <queue_id>. + +Returns false if <var_id> couldn't be added (was already present in the queue), +true otherwise. + +--------------------------------------- + +*queueremove(<queue_id>, <var_id>); + +Removes <var_id> from queue of <queue_id>. + +Returns false if <var_id> couldn't be removed (wasn't present in the queue), +true otherwise. + +--------------------------------------- + +*queueopt(<queue_id>,<optionType>,{Optional <option val>}); + +Modifies <queue_id>'s <optionType>. When <option val> is not present +<optionType> is removed from <queue_id>. When present it modifies +<queue_id>'s <optionType> with the new <option val> value. + +Returns true on success, false on failure. + +Currently 3 options are available: +- QUEUEOPT_DEATH (1) +- QUEUEOPT_LOGOUT (2) +- QUEUEOPT_MAPCHANGE (3) + +When the QUEUEOPT_MAPCHANGE event is triggered, it sets a temp char var +@Queue_Destination_Map$ with the destination map name. + +Example: + queueopt(.@queue_id, QUEUEOPT_DEATH, "MyNPC::OnQueueMemberDeathEvent"); + +--------------------------------------- + +*queuedel(<queue_id>); + +Deletes the queue <queue_id>. + +Returns false if the queue wasn't found, true otherwise. + +--------------------------------------- + +*queueiterator(<queue_id>); + +Creates a new queue iterator instance. +A queue iterator is not a reference to a queue's actual members, it copies +the queues members when initialized, this way you can loop through them +even if you remove them from the queue. + +--------------------------------------- + +*qicheck(<queue_iterator_id>); + +Checks whether the current member in the iterator's queue exists. + +Returns 1 when it does, 0 otherwise. + +--------------------------------------- + +*qiget(<queue_iterator_id>); + +obtains the next member in the iterator's queue, returns the next member's +id or 0 when it doesnt exist. + +Example: + for (.@elem = qiget(.@queue_iterator_id); qicheck(.@queue_iterator_id); .@elem = qiget(.@queue_iterator_id)) { + //Do something + } + +--------------------------------------- + +*qiclear(<queue_iterator_id>); + +Deletes a queue iterator from memory. + +Returns false when it fails, otherwise 1 is returned. + +--------------------------------------- +//===================================== +11 - End of Queue-Related Commands +//===================================== +--------------------------------------- + +--------------------------------------- +//===================================== +12 - NPC Trader-Related Commands +//===================================== +Commands that control NPC Trader Shops +See /doc/sample/npc_trader_sample.txt +--------------------------------------- + +*openshop({NPC_Name}); + +opens the trader shop from the currently-attached npc unless, +when the optional NPC_Name param is used. + +--------------------------------------- + +*sellitem <Item_ID>{,<price>{,<qty>}}; + +adds (or modifies) <Item_ID> data to the shop, +when <price> is not provided (or when it is -1) itemdb default is used. +qty is only necessary for NST_MARKET trader types. + +when <Item_ID> is already in the shop, +the previous data (price/qty), is overwritten with the new. + +--------------------------------------- + +*stopselling <Item_ID>; + +attempts to remove <Item_ID> from the current shop list. + +--------------------------------------- + +*setcurrency <Val1>{,<Val2>}; + +updates the currently attached player shop funds, +to be used within a "OnCountFunds" event of a NST_CUSTOM trader type. + +<Val1> is the value used in the *Cash* Points field +<Val2> is the value used in the Kafra Points field + +--------------------------------------- + +*tradertype(<Type>); + +Modifies the npc trader type, item list is cleared upon modifiying the value. +By default, all npcs staart with tradertype(NST_ZENY); + +- NST_ZENY (0) Normal Zeny Shop +- NST_CASH (1) Normal Cash Shop +- NST_MARKET (2) Normal NPC Market Shop (where items have limited availability and need to be refurbished) +- NST_CUSTOM (3) Custom Shop (any currency, item/var/etca, check sample) + +--------------------------------------- + +*purchaseok(); + +Signs that the transaction (on a NST_CUSTOM trader) has been successful, +to be used within a "OnPayFunds" event of a NST_CUSTOM trader. + +--------------------------------------- + +*shopcount(<Item_ID>); + +Returns the amount of still-available <Item_ID> in the shop (on a NST_MARKET trader). + +--------------------------------------- diff --git a/server/scripts/whisper_sys.txt b/server/scripts/whisper_sys.txt new file mode 100644 index 0000000..ba7165b --- /dev/null +++ b/server/scripts/whisper_sys.txt @@ -0,0 +1,52 @@ +//===== Hercules Documentation =============================== +//= NPC Whisper System +//===== By: ================================================== +//= lordalfa +//===== Current Version: ===================================== +//= 20120904 +//===== Description: ========================================= +//= A description of Hercules' NPC whispering system. +//============================================================ + +This piece of code to allows characters to execute events in NPCs by whispering +them up to ten parameters. The NPC must have an "OnWhisperGlobal" label, or an +"event not found" error will result. + + NPC:<NPC Name> <String>{#String 2{#...{#String 10}}} + +The whispered strings are separated by the "#" character, and are each stored +into separate temporary character string variables: + + @whispervar0$, @whispervar1$, ... @whispervar9$ + +--------------------------------------------------------------------------------- + +Below is an example of how this feature might be used. +You whisper an NPC "NPCCommander" in-game with the following instructions: + + NPC:NPCCommander Report#Killstealing#Lordalfa + +The parameters are passed on to the "OnWhisperGlobal" label of the NPC, and can +be processed accordingly: + +- script NPCCommander FAKE_NPC,{ +OnWhisperGlobal: + // Inform player "Lordalfa" that he has been reported for killstealing. + if (@whispervar0$ == "Report") + message @whispervar2$,"You have been reported for "+@whispervar1$+"."; + end; +} + +This could also be used for hidden event triggers: + +- script EventManager FAKE_NPC,{ +OnWhisperGlobal: + if (getgmlevel() < 80) end; + if (@whispervar0$ == "pvp") { + // Script for a PVP event. + } + else if (@whispervar0$ == "mvp") { + // Script for an MVP summoning event. + } + end; +} diff --git a/server/scripts/woe_time_explanation.txt b/server/scripts/woe_time_explanation.txt new file mode 100644 index 0000000..d030355 --- /dev/null +++ b/server/scripts/woe_time_explanation.txt @@ -0,0 +1,97 @@ +//===== Hercules Documentation =============================== +//= WoE Time Explanation +//===== By: ================================================== +//= erKURITA +//===== Current Version: ===================================== +//= 20151115 +//===== Description: ========================================= +//= Details on the behavior of the default WoE controller. +//============================================================ + +There are 2 main commands that determine WoE times: +OnClock<time>: and gettime(<type>). + +OnClock<time> triggers when <time> is reached. +The format is HHMM, where H = hour, M = minute. +OnClock2350: would run at 23:50, server time. + +gettime(<type>) is a function that checks for certain information regarding +time. For more information about it, see script_commands.txt. + +------------------------------------------------------------------------------- + +Now the structure: + + OnClock2100: // Start time for Tues(2), Thurs(4) + OnClock2300: // End time for Tues(2), Thurs(4) + OnClock1600: // Start time for Sat(6) + OnClock1800: // End time for Sat(6) + +These 4 labels will run one after the other, reaching the next check: + + if ((gettime(GETTIME_WEEKDAY) == TUESDAY && gettime(GETTIME_HOUR) >= 21 && gettime(GETTIME_HOUR) < 23) || + (gettime(GETTIME_WEEKDAY) == THURSDAY && gettime(GETTIME_HOUR) >= 21 && gettime(GETTIME_HOUR) < 23) || + (gettime(GETTIME_WEEKDAY) == SATURDAY && gettime(GETTIME_HOUR) >= 16 && gettime(GETTIME_HOUR) < 18)) { + agitstart(); + } + +This part will check for the times. Since both Start and End times run +through the same chain of commands, these are important checks to ensure +it's the right time. Let's take the following example: + + if (gettime(GETTIME_WEEKDAY) == TUESDAY && gettime(GETTIME_HOUR) >= 21 && gettime(GETTIME_HOUR) < 23) + +The first gettime() is checking for type GETTIME_WEEKDAY, the day of the week, +and it's comparing it to the one desired, which is TUESDAY. The function will +return either 1 (true) or 0 (false). + +The second gettime is checking type GETTIME_HOUR, the hour, and it's comparing +it to 21. If the first part is greater than or equal to (>=) the second part, +the comparison will return 1. + +The third and last gettime is checking again for the hour, but the time has to be less +than the specified time (in this case, 23). + +Now, the last part of the script, regarding the end of WoE time: + + if ((gettime(GETTIME_WEEKDAY) == TUESDAY && gettime(GETTIME_HOUR) == 23) || + (gettime(GETTIME_WEEKDAY) == THURSDAY && gettime(GETTIME_HOUR) == 23) || + (gettime(GETTIME_WEEKDAY) == SATURDAY && gettime(GETTIME_HOUR) == 18)) { + agitend(); + } + +This is the same as before, but it's checking for the day in the first gettime() and +the hour on the second. If both conditions are true, WoE will end. We're checking +here for the end time, not the start. + +Another important thing is "OnAgitInit:". This special label will be run as soon as the +castle data is loaded from the char data. It will check for the above start and end times +to see if it's in WoE time, hence why the hours have to be checked. + +------------------------------------------------------------------------------- + +An example of how to set the WoE so it starts on Monday, at 4 pm and ends up at 10 pm: + + OnClock1600: // 16:00 = 4 pm + OnClock2200: // 22:00 = 10 pm + + OnAgitInit: // This label should appear once and only once in the script + + // starting time checks + if (gettime(GETTIME_WEEKDAY) == MONDAY && gettime(GETTIME_HOUR) >= 16 && gettime(GETTIME_HOUR) < 22) { + if (!agitcheck()) { + agitstart; + callsub S_DisplayOwners; + } + end; + } + + // end time checks + if (gettime(GETTIME_WEEKDAY) == MONDAY && gettime(GETTIME_HOUR) == 22) { + if (agitcheck()) { + agitend; + callsub S_DisplayOwners; + } + end; + } + end; // Don't forget this! |