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authorxantara <xantara@54d463be-8e91-2dee-dedb-b68131a5f0ec>2012-06-08 07:28:56 +0000
committerxantara <xantara@54d463be-8e91-2dee-dedb-b68131a5f0ec>2012-06-08 07:28:56 +0000
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` Updating script_commands.txt
-- bugreport:5412 Added documentation for freeloop, getargcount, is_function, and get_revision -- bugreport:5723 Updated produce command to include success rate information -- bugreport:5449 Updated getiteminfo to include type 15 for matk when RENEWAL is defined git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@16242 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'doc/script_commands.txt')
-rw-r--r--doc/script_commands.txt83
1 files changed, 79 insertions, 4 deletions
diff --git a/doc/script_commands.txt b/doc/script_commands.txt
index 6803e5fae..c672559c3 100644
--- a/doc/script_commands.txt
+++ b/doc/script_commands.txt
@@ -1610,6 +1610,22 @@ in the 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%{
+ set .@count, getargcount(); // 3
+ ...
+ }
+
+---------------------------------------
+
*return {<value>};
This command causes the script execution to leave previously called function
@@ -1716,6 +1732,23 @@ prontera,150,150,0 script TestNPC 123,{
---------------------------------------
+*is_function("<function name>")
+
+This command checks whether a function exists, returning 1 if function is found.
+Otherwise, it will return 0.
+
+Example:
+ function script try {
+ dothat;
+ }
+
+ - script test -1,{
+ set .@try, is_function("try"); // 1
+ set .@not, is_function("not"); // 0
+ }
+
+---------------------------------------
+
*if (<condition>) <statement>;
This is the basic conditional statement command, and just about the only one
@@ -1967,6 +2000,31 @@ Example 2: counter-controlled loop
---------------------------------------
+*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) will
+warn you if an infinite loop is detected.
+
+Example:
+ freeloop(1); // enable script to loop freely
+
+ //Be aware with what you do here.
+ for ( set .@i,0; .@i<.@bigloop; set .@i, .@i+1 ) {
+ dothis;
+ // will sleep the script for 1ms when detect an infinity loop to
+ // let rathena do what it need to do (socket, timer, process, etc.)
+ }
+
+ freeloop(0); // disable
+
+ for ( set .@i,0; .@i<.@bigloop; set .@i, .@i+1 ) {
+ 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
@@ -2668,6 +2726,8 @@ Valid types are:
if = 10000, then this item is sold in NPC shops only
4 - sex; 5 - equip; 6 - weight; 7 - atk; 8 - def; 9 - range;
10 - slot; 11 - look; 12 - elv; 13 - wlv; 14 - view id
+
+ If RENEWAL is defined, 15 - matk
Check sample in doc/sample/getiteminfo.txt
@@ -3948,6 +4008,16 @@ wall), the character is pushed only up to the obstacle.
pushpc DIR_EAST, 5;
---------------------------------------
+
+*get_revision()
+
+This command will return the SVN revision number that the server is
+currently running on.
+
+ if ( get_revision() >= 15000 )
+ mes "Welcome rAthena !";
+
+---------------------------------------
\\
4,1.- Item-related commands
\\
@@ -4275,10 +4345,15 @@ target cursor is shown.
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.
+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: