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authorHaru <haru@dotalux.com>2015-12-31 23:40:48 +0100
committerHaru <haru@dotalux.com>2015-12-31 23:40:48 +0100
commit0e990045fc308ca58421eda25838d3b9e7a10afa (patch)
tree7966898e283b6759f226bd8222de161fb64772c2 /doc/script_commands.txt
parente95c473c694f4fccb40584f3e6a00323f91e36ee (diff)
parent32a42eeee18b16d9f904a409974dda575f3966c2 (diff)
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Merge branch 'AnnieRuru-request_29' into hercules
Closes #1000 as merged
Diffstat (limited to 'doc/script_commands.txt')
-rw-r--r--doc/script_commands.txt16
1 files changed, 8 insertions, 8 deletions
diff --git a/doc/script_commands.txt b/doc/script_commands.txt
index c6ee8fc76..e5663f7bf 100644
--- a/doc/script_commands.txt
+++ b/doc/script_commands.txt
@@ -249,7 +249,7 @@ 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 '-1' sprite will make the NPC invisible (and unclickable).
+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.
@@ -271,7 +271,7 @@ optional parameter.
** Define a 'floating' NPC object.
--%TAB%script%TAB%<NPC Name>%TAB%-1,{<code>}
+-%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
@@ -303,7 +303,7 @@ items here. The layout used to define sale items still count, and
** Define a trader NPC
<map name>,<x>,<y>,<facing>%TAB%trader%TAB%<NPC Name>%TAB%<sprite>,{<code>}
--%TAB%trader%TAB%<NPC Name>%TAB%-1,{<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).
@@ -1922,7 +1922,7 @@ Example:
dothat;
}
- - script test -1,{
+ - script test FAKE_NPC,{
.@try = is_function("try"); // 1
.@not = is_function("not"); // 0
}
@@ -6694,7 +6694,7 @@ and source flags are ignored.
*callshop "<name>",<option>;
These are a series of commands used to create dynamic shops.
-The callshop function calls an invisible shop (view -1) as if the player
+The callshop function calls an invisible shop (FAKE_NPC) as if the player
clicked on it.
For the options on callShop:
@@ -7464,7 +7464,7 @@ Usage example:
When a user types the command "@test", an angel effect will be shown.
-- script atcmd_example -1,{
+- script atcmd_example FAKE_NPC,{
OnInit:
bindatcmd "test",strnpcinfo(3)+"::OnAtcommand";
end;
@@ -7502,7 +7502,7 @@ Parameter splitting example:
The called event label needs to take care of joining arguments together, in
case it expects spaces. For example:
-- script atcmd_example -1,{
+- script atcmd_example FAKE_NPC,{
OnInit:
bindatcmd "test",strnpcinfo(3)+"::OnAtcommand";
end;
@@ -7613,7 +7613,7 @@ configuration, it will eventually return to that cycle.
Example:
-- script DayNight -1,{
+- script DayNight FAKE_NPC,{
OnClock0600:
day;
end;