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author | eaac <eaac@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2006-04-13 01:35:50 +0000 |
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committer | eaac <eaac@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2006-04-13 01:35:50 +0000 |
commit | 9adc8abaa6ce3d5535b419fc2588a54d9755fe82 (patch) | |
tree | 63d0734e748d8f08d533b39e4d8b5525feb3fc00 /doc/pccommand_list.txt | |
parent | 3cf706a09c00cf3ceee18a1a26446e3edafdbbec (diff) | |
download | hercules-9adc8abaa6ce3d5535b419fc2588a54d9755fe82.tar.gz hercules-9adc8abaa6ce3d5535b419fc2588a54d9755fe82.tar.bz2 hercules-9adc8abaa6ce3d5535b419fc2588a54d9755fe82.tar.xz hercules-9adc8abaa6ce3d5535b419fc2588a54d9755fe82.zip |
- Added up the locations but temporal names of Poring track npcs. Will be worked
on over time. [erKURITA]
- Fitted the many lines into 1 or 2, and corrected some typos on most of
the npc\guides. Visual update to the guards, for short. [erKURITA]
- Added some info to the docs.[erKURITA]
- Added "case" npcs of lighthalzen, they're the first on npc/cities/? Mostly guards. [erKURITA]
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@6025 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'doc/pccommand_list.txt')
-rw-r--r-- | doc/pccommand_list.txt | 45 |
1 files changed, 45 insertions, 0 deletions
diff --git a/doc/pccommand_list.txt b/doc/pccommand_list.txt index 8aef5a8f5..0fd00db72 100644 --- a/doc/pccommand_list.txt +++ b/doc/pccommand_list.txt @@ -102,4 +102,49 @@ OnPCLoadMapEvent: 1) And as usual... This script runs everytime a player kills a monster It is adviced if
you want to repeatedly use this script, to use a sort of filter.
+-----------------------------------------------------------------------------
+
++ PCCommand: PCDieEvent
++ Code by: Unknown
++ How it works:
+When a player dies, the event will be run as if a npc were clicked. The RID of the person killed
+will be attached. Simple. It can to be used as a floating npc or as a npc placed on a map.
+Notice that this event is server-wide if used as a floating npc, so if you try running it for
+more than one map, and want to make a single npc, you'll have to use some sort of filter, which
+can be getmapxy, something like this:
+
+- script PCDieEvent -1,{
+if (getmapxy(@mapname$,@mapx,@mapy,0) == -1) goto L_Finish;
+if (@mapname$ == "valkyrie.gat") || (@mapname$ == "amatsu.gat") {
+killmonster "valkyrie.gat","All";
+announce "Deep Voice: You have failed.... you have another opportunity though...",bc_self,0x660033;
+if (killtest != 0) enablenpc "Outern Voices";
+if (killedonce == 1) end;
+set killedonce,1;
+} else
+end;
+
+L_Finish:
+ end;
+}
+
+----or---->
+
+OnPCDieEvent:
+if (getmapxy(@mapname$,@mapx,@mapy,0) == -1) goto L_Finish;
+if (@mapname$ == "valkyrie.gat") || (@mapname$ == "amatsu.gat") {
+killmonster "valkyrie.gat","All";
+announce "Deep Voice: You have failed.... you have another opportunity though...",bc_self,0x660033;
+if (killtest != 0) enablenpc "Outern Voices";
+if (killedonce == 1) end;
+set killedonce,1;
+} else
+end;
+
+L_Finish:
+ end;
+
+We're using getmapxy to obtain the mapname, then adjust our commands and actions depending on the
+map. We could also use the command to find if the player died inside a wished area.
+
-----------------------------------------------------------------------------
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