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authorKisuka <Kisuka@54d463be-8e91-2dee-dedb-b68131a5f0ec>2008-12-27 16:53:31 +0000
committerKisuka <Kisuka@54d463be-8e91-2dee-dedb-b68131a5f0ec>2008-12-27 16:53:31 +0000
commitbb34b7681e824a17be7d60d351187977310b99a9 (patch)
treec7bb3a137d44dd5c8f0fc676513ea861c4263fae /doc
parent9f1d3bfdee9721bd564a5d888e01b17fc545c919 (diff)
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Some bug fixes. (bugreport:2558, bugreport:2588, bugreport:2583, bugreport:2587)
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@13416 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'doc')
-rw-r--r--doc/script_commands.txt20
1 files changed, 10 insertions, 10 deletions
diff --git a/doc/script_commands.txt b/doc/script_commands.txt
index becbc060d..a26e16ea9 100644
--- a/doc/script_commands.txt
+++ b/doc/script_commands.txt
@@ -3836,7 +3836,7 @@ this really cause.
---------------------------------------
-* getnameditem <item name|item id>,<Character name|character ID>;
+*getnameditem <item name|item id>,<Character name|character ID>;
-Note: there's a total of 4 possible combinations of this command.
E.g: item name and character name, or with character id, etc...
@@ -4547,7 +4547,7 @@ Example(s):
---------------------------------------
-* pcblockmove <id>,<option>;
+*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.
@@ -4751,7 +4751,7 @@ the homunculus must be on at least 91000/100000 intimacy with it's owner.
---------------------------------------
-* unitwalk <GID>,<x>,<y>;
+*unitwalk <GID>,<x>,<y>;
* unitwalk <GID>,<mapid>;
This is one command, but can be used in two ways. If only the first argument is given,
@@ -4771,12 +4771,12 @@ Example(s):
---------------------------------------
-* unitkill <GID>;
-* unitwarp <GID>,<Mapname>,<x>,<y>;
-* unitattack <GID>,<Target ID>;
-* unitstop <GID>;
-* unittalk <GID>,<Text>;
-* unitemote <GID>,<Emote>;
+*unitkill <GID>;
+*unitwarp <GID>,<Mapname>,<x>,<y>;
+*unitattack <GID>,<Target ID>;
+*unitstop <GID>;
+*unittalk <GID>,<Text>;
+*unitemote <GID>,<Emote>;
Okay, these commands should be fairly self explaining.
For the emotions, you can look in db/const.txt for prefixes with e_
@@ -5156,7 +5156,7 @@ labels can take over handling for relatively the buying of items from the shop
and selling the items to a shop. Via these labels you can customize the way an item
is bought or sold by a player.
-In the OnBuyItem, two arrays are set (@bought_nameid and @bough_quantity), which
+In the OnBuyItem, two arrays are set (@bought_nameid and @bought_quantity), which
hold information about the name id (item id) sold and the amount sold of it. Same
goes for the OnSellItem label, only the variables are named different
(@sold_nameid and @sold_quantity). An example on a shop comes with eAthena, and