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authoreuphyy <euphyy@54d463be-8e91-2dee-dedb-b68131a5f0ec>2012-11-24 20:39:13 +0000
committereuphyy <euphyy@54d463be-8e91-2dee-dedb-b68131a5f0ec>2012-11-24 20:39:13 +0000
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* Permanent monster spawn documentation is finally up-to-date (partly follow-up r16962).
* Added missing documentation for boss_monster, and fixed a waitingroom example (bugreport:6800). * Added a small detail to pcblockmove documentation (bugreport:6894). * Added an array example to getd() documentation (tid:63002). * Follow-up r16961, standardization of documentation. * Deleted incorrect UseSkillToPC comments in scripts. This command will hopefully be added in the future. git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@16963 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'doc')
-rw-r--r--doc/script_commands.txt90
1 files changed, 43 insertions, 47 deletions
diff --git a/doc/script_commands.txt b/doc/script_commands.txt
index e85b964ef..ebb53eb70 100644
--- a/doc/script_commands.txt
+++ b/doc/script_commands.txt
@@ -141,7 +141,7 @@ 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>
+<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 xs and ys are non-zero, they
@@ -158,15 +158,6 @@ used, (which, in rAthena, 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).
-If you add 20000 to the monster ID, the monster will be spawned in a 'big
-version', (monster size class will increase) and if you add 10000, the 'tiny
-version' of the monster will be created. However, this method is deprecated
-and not recommended, as the values to add can change at a later time (20000
-and 10000 actually stand for 2*MAX_MOB_DB and MAX_MOB_DB respectively, which
-is defined on mob.h, and can change in the future as more mobs are created).
-The recommended way to change a mob's size is to use the event-field (see
-below).
-
Amount is the amount of monsters that will be spawned when this command is
executed, it is affected by spawn rates in 'battle_athena.conf'.
@@ -185,11 +176,12 @@ 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.
-The Event field can be used alternatively to specify other mob properties. Use
-2 to specify that the mob should be small, 4 for big monsters, and 8 for
-special ai mobs (which by default attack other monsters instead of players).
-You can add these, so using 10 will spawn small monsters that attack other
-mobs (if you specify both 2 and 4, the small version takes priority).
+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_BOSSMAPINFO status (used by Convex Mirror).
** NPC names
@@ -1151,30 +1143,34 @@ Returns the variable reference (since trunk r12870).
*setd "<variable name>",<value>;
-Works almost identical as set, just that the variable name is identified as a string,
-thus can be constructed dynamically.
+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>;
+ set getd("variable name"),<value>;
-Example:
-set $var$, "Poring";
+Examples:
-setd "$var$", "Poporing";
-mes $var$; // Will return Poporing
+ setd ".@var$", "Poporing";
+ mes .@var$; // Displays "Poporing".
-setd "$" + $var$ + "123$", "Poporing is cool";
-mes $Poporing123$; // Will return Poporing is cool.
+ 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.
+Refer to 'setd' for usage.
-Example:
-set getd("$varRefence"), 1;
-set @i, getd("$pikachu");
+This can also be used to set an array dynamically:
+ setarray getd(".array[0]"), 1, 2, 3, 4, 5;
+
+Examples:
+
+ set getd("$varRefence"), 1;
+ set @i, getd("$" + "pikachu");
---------------------------------------
@@ -2194,7 +2190,7 @@ You can also use this command to get stat values.
*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 character.
+character name is specified, of that player.
Type is the kind of associated ID number required:
@@ -2423,21 +2419,20 @@ Available information types are:
1 - X coordinate
2 - Y coordinate
- ---------------------------------------
+---------------------------------------
- *getcharip{(<Character Name/Account ID/Char ID>)}
+*getcharip({"<character name>"|<account id>|<char id>})
- This function will return the IP address of the currently attached player
- or the currently attached Character Name/Account ID/Character ID. This command
- returns a blank str if there is no player attached.
-
-Example 1: Sets the variable, @ip$, into the IP address of currently attached player.
+This function will return the IP address of the invoking character, or, if a player
+is specified, of that character. A blank string is returned if no player is attached.
- @ip$ = getcharip;
+Examples:
-Example 2: Sets the variable, @ip$, into the IP address of character "Silver".
+// Outputs IP address of attached player.
+ mes "Your IP: " + getcharip();
- @ip$ = getcharip("Silver");
+// Outputs IP address of character "Silver".
+ mes "Silver's IP: " + getcharip("Silver");
---------------------------------------
\\
@@ -5151,25 +5146,26 @@ The main difference is that @follow can use character names, and this commands n
Examples:
-//This will make Aaron follow Bullah, when both of these characters are online.
+// 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.
+// 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, 0 enables the ID to move again.
-ID should be able to be GID of a monster/NPC or AID from a character.
+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;
+// Prevents the current char from moving away.
pcblockmove getcharid(3),1;
-//enables the current char to move again.
+// Enables the current char to move again.
pcblockmove getcharid(3),0;
---------------------------------------
@@ -5961,7 +5957,7 @@ room reaching the given triggering amount.
// 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",8;
+ waitingroom "Disco - Waiting Room",8,"Bouncer::OnStart",7;
// The NPC will have a box above its head, it will say "Party - Waiting Room"
// and will have 8 waiting slots. Clicking this will allow a player who has
@@ -5969,7 +5965,7 @@ room reaching the given triggering amount.
// 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",8,5000,50,99;
+ 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.