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authorMarvin Lamart <m.lamart@agence-passerelle.com>2015-05-06 15:45:40 +0200
committerMarvin Lamart <m.lamart@agence-passerelle.com>2015-05-06 15:45:40 +0200
commit50ac870621f09a5dfeebc3bbf469008bfaedc9e4 (patch)
tree9f9404f35e79a13357fb42043b79e05141af0e77
parenta8e77038c9449c69797e71c1a251877529163011 (diff)
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Update script_commands.txt
-rw-r--r--doc/script_commands.txt2
1 files changed, 1 insertions, 1 deletions
diff --git a/doc/script_commands.txt b/doc/script_commands.txt
index 3a5eb836f..40457d8cf 100644
--- a/doc/script_commands.txt
+++ b/doc/script_commands.txt
@@ -5905,7 +5905,7 @@ 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
+ .@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