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-rw-r--r--doc/script_commands.txt122
-rw-r--r--src/map/map.h32
2 files changed, 100 insertions, 54 deletions
diff --git a/doc/script_commands.txt b/doc/script_commands.txt
index 5fbf652a4..af3d90262 100644
--- a/doc/script_commands.txt
+++ b/doc/script_commands.txt
@@ -7610,10 +7610,9 @@ This will open a book item at the specified page.
========================
---------------------------------------
-*instance_create("<instance name>",<party id>);
+*instance_create("<instance name>",<owner id>{,<optional owner_type>});
-Create an instance using the name "<instance name>" for the Party of
-<party id>.
+Create an instance using the name "<instance name>" for the <owner_id> of owner_type (when not provided, defaults to IOT_PARTY)
Most instance_* commands are used in conjunction with this command and
depend on the ID this command returns.
@@ -7644,30 +7643,32 @@ Example:
*instance_destroy {<instance id>};
Destroys instance with the ID <instance id>. If no ID is specified, the
-instance the script is attached to is used. If the script is not attached
-to an instance, the instance of the currently attached player's party is
-used. If no player is currently attached, the command fails and causes the
-script to halt.
+instance the script is attached to is used. If in the end no instance_id,
+is found the command halts the script execution.
---------------------------------------
-*instance_attachmap("<map name>",<instance id>{,<use base name>});
+*instance_attachmap("<map name>",<instance id>{,<use base name>{,"<new map name>"}});
Attaches the map "<map name>" to the instance specified with
<instance id>. The optional parameter specifies, whether a map requires
-emulation for instancing (1) or not (0 = default).
+emulation for instancing (1) or not (0 = default). if use base name is specified,
+and "<new map name>" too the server will instance the map under the "<new map name>",
+name.
Returns the resulting map name on success or an empty string on failure.
+Example:
+ instance_attachmap("prontera", .@instance_id,1,"via");
+^ the above creates a instance (or clone) of prontera, on a map called "via"
+
---------------------------------------
*instance_detachmap "<map name>"{,<instance id>};
Detach the map "<map name>" to the instance with the <instance id>. If no
-ID is specified, the instance the script is attached to is used. If the
-script is not attached to an instance, the instance of the currently
-attached player's party is used. If no player is currently attached, the
-command fails and causes the script to halt.
+ID is specified, the instance the script is attached to is used. If in the
+end no instance_id is found the command halts the script execution.
---------------------------------------
@@ -7681,10 +7682,8 @@ the source maps to the instanced maps.
*instance_announce <instance id>,"<text>",<flag>{,<fontColor>{,<fontType>{,<fontSize>{,<fontAlign>{,<fontY>}}}}};
Works like announce, but has the <instance id> parameter. If instance id
-is 0, the instance the script is attached to is used. If the script is not
-attached to an instance, the instance of the currently attached player's
-party is used. If no player is currently attached, the command fails and
-causes the script to halt.
+is -1, the instance the script is attached to is used. If in the
+end no instance_id is found the command halts the script execution.
---------------------------------------
@@ -7698,10 +7697,8 @@ Attaches the current script to the instance given by <instance id>.
Retrieves the unique name given to a copy of an NPC given by "<npc name>"
in an instance specified <instance id>. If no ID is specified, the
-instance the script is attached to is used. If the script is not attached
-to an instance, the instance of the currently attached player's party is
-used. If no player is currently attached, the command fails and causes the
-script to halt.
+instance the script is attached to is used. If in the end no instance_id,
+is found the command halts the script execution.
---------------------------------------
@@ -7709,22 +7706,18 @@ script to halt.
Checks whether or not the given map belongs to specified instance. If no
ID is specified, the instance the script is attached to is used. If the
-script is not attached to an instance, the instance of the currently
-attached player's party is used. If no player is currently attached, the
-command fails and causes the script to halt.
+script is not attached to an instance, it'll try to check whether the,
+player attached to the script possesses an instance with a map matching
+"<map name>". If in the end no instance_id is found the command halts the,
+script execution.
Returns name of the instanced map on success, otherwise an empty string.
---------------------------------------
-*instance_id({<type>});
+*instance_id();
-Retrieves the instance id, depending on <type>. If type is not given, it
-defaults to 0.
-
-Type:
- 0 - Instance ID the script is attached to.
- 1 - Instance ID of the currently attached player's party.
+Retrieves the instance id of the script it is being run on.
---------------------------------------
@@ -7732,19 +7725,16 @@ Type:
Warps all players in the instance <instance id> to <map name> at given
coordinates. If no ID is specified, the instance the script is attached to
-is used. If the script is not attached to an instance, the instance of the
-currently attached player's party is used. If no player is currently
-attached, the command fails and causes the script to halt.
+is used. If in the end no instance_id is found the command halts the,
+script execution.
---------------------------------------
*instance_set_timeout <alive timeout>,<idle timeout>{,<instance id>};
Sets the timeout values for an instance given by <instance id>. If no ID
-is specified, the instance the script is attached to is used. If the
-script is not attached to an instance, the instance of the currently
-attached player's party is used. If no player is currently attached, the
-command fails and causes the script to halt.
+is specified, the instance the script is attached to is used. If in the end,
+no instance_id is found the command halts the script execution.
Parameter <alive timeout> specifies the total amount of time the instance
will exist. Parameter <idle timeout> specifies how long players have, when
@@ -8080,3 +8070,59 @@ If the character does not have a mercenary, the command returns ""
for name and 0 for all other types.
----------------------------------------
+
+==========================
+|11.- Queue Commands .|
+==========================
+---------------------------------------
+Queue Author's note: the following sucks, probably breaks formatting, please fix if you're willing to (you may remove this note)
+---------------------------------------
+*queue()
+creates a new queue instance, returns created queue id
+
+---------------------------------------
+*queuesize(<queue_id>)
+returns the amount of entries in queue instance of <queue_id>.
+
+---------------------------------------
+*queueadd(<queue_id>,<var_id>)
+adds <var_id> to queue of <queue_id>, returns 1 if <var_id> is already present in the queue, 0 otherwise.
+
+---------------------------------------
+*queueremove(<queue_id>,<var_id>)
+removes <var_id> from queue of <queue_id>, returns 1 if <var_id> is not present in the queue, 0 otherwise.
+
+---------------------------------------
+*queueopt(<queue_id>,<optionType>,{Optional <option val>})
+modifies <queue_id>'s <optionType>, when <option val> is not present, <optionType> is removed from <queue_id>, when present it modifies <queue_id>'s <optionType> with the new <option val> value.
+Currently 3 options are available, HQO_OnDeath (0), HQO_OnLogout (1), HQO_OnMapChange (2) (the constant names are not final).
+
+Example:
+ queueopt(.@queue_id,0,"MyNPC::MyOnQueueMemberDeathEventName");
+
+---------------------------------------
+*queuedel(<queue_id>)
+deletes <queue_id> returns 1 when <queue_id> is not found, 0 otherwise.
+
+---------------------------------------
+*queueiterator(<queue_id>)
+creates a new queue iterator instance, a queue iterator is not a reference to a queue's actual members, it copies the queues members when initialized, this way you can loop through them even if you remove them from the queue
+
+---------------------------------------
+*qicheck(<queue_iterator_id>)
+checks whether there is a next member in the iterator's queue, 1 when it does, 0 otherwise.
+
+---------------------------------------
+*qiget(<queue_iterator_id>)
+obtains the next member in the iterator's queue, returns the next member's id or 0 when it doesnt exist.
+
+Example:
+ for( set .@elem,qiget(.@queue_iterator_id); qicheck(.@queue_iterator_id); set .@elem,qiget(.@queue_iterator_id) ) {
+ //Do something
+ }
+
+---------------------------------------
+*qiclear(<queue_iterator_id>)
+deletes a queue iterator from memory, returns 1 when it fails, 0 otherwise.
+
+--------------------------------------- \ No newline at end of file
diff --git a/src/map/map.h b/src/map/map.h
index 850913474..c8c1aae12 100644
--- a/src/map/map.h
+++ b/src/map/map.h
@@ -31,7 +31,7 @@ enum E_MAPSERVER_ST {
#define AREA_SIZE battle_config.area_size
#define DAMAGELOG_SIZE 30
#define LOOTITEM_SIZE 10
-#define MAX_MOBSKILL 50 //Max 128, see mob skill_idx type if need this higher
+#define MAX_MOBSKILL 50
#define MAX_MOB_LIST_PER_MAP 100
#define MAX_EVENTQUEUE 2
#define MAX_EVENTTIMER 32
@@ -61,10 +61,10 @@ enum MOBID {
MOBID_MAGICDECOY_WIND = 2046,
};
-//The following system marks a different job ID system used by the map server,
-//which makes a lot more sense than the normal one. [Skotlex]
+// The following system marks a different job ID system used by the map server,
+// which makes a lot more sense than the normal one. [Skotlex]
//
-//These marks the "level" of the job.
+// These marks the "level" of the job.
#define JOBL_2_1 0x100 //256
#define JOBL_2_2 0x200 //512
#define JOBL_2 0x300
@@ -73,13 +73,13 @@ enum MOBID {
#define JOBL_BABY 0x2000 //8192
#define JOBL_THIRD 0x4000 //16384
-//for filtering and quick checking.
+// For filtering and quick checking.
#define MAPID_BASEMASK 0x00ff
#define MAPID_UPPERMASK 0x0fff
#define MAPID_THIRDMASK (JOBL_THIRD|MAPID_UPPERMASK)
//First Jobs
//Note the oddity of the novice:
-//Super Novices are considered the 2-1 version of the novice! Novices are considered a first class type, too...
+//Super Novices are considered the 2-1 version of the novice! Novices are considered a first class type.
enum {
//Novice And 1-1 Jobs
MAPID_NOVICE = 0x0,
@@ -207,31 +207,31 @@ enum {
MAPID_BABY_CHASER,
};
-//Max size for inputs to Graffiti, Talkie Box and Vending text prompts
+// Max size for inputs to Graffiti, Talkie Box and Vending text prompts
#define MESSAGE_SIZE (79 + 1)
-//String length you can write in the 'talking box'
+// String length you can write in the 'talking box'
#define CHATBOX_SIZE (70 + 1)
-//Chatroom-related string sizes
+// Chatroom-related string sizes
#define CHATROOM_TITLE_SIZE (36 + 1)
#define CHATROOM_PASS_SIZE (8 + 1)
-//Max allowed chat text length
+// Max allowed chat text length
#define CHAT_SIZE_MAX (255 + 1)
-//24 for npc name + 24 for label + 2 for a "::" and 1 for EOS
+// 24 for npc name + 24 for label + 2 for a "::" and 1 for EOS
#define EVENT_NAME_LENGTH ( NAME_LENGTH * 2 + 3 )
#define DEFAULT_AUTOSAVE_INTERVAL 5*60*1000
-//Specifies maps where players may hit each other
+// Specifies maps where players may hit each other
#define map_flag_vs(m) (map[m].flag.pvp || map[m].flag.gvg_dungeon || map[m].flag.gvg || ((agit_flag || agit2_flag) && map[m].flag.gvg_castle) || map[m].flag.battleground)
-//Specifies maps that have special GvG/WoE restrictions
+// Specifies maps that have special GvG/WoE restrictions
#define map_flag_gvg(m) (map[m].flag.gvg || ((agit_flag || agit2_flag) && map[m].flag.gvg_castle))
-//Specifies if the map is tagged as GvG/WoE (regardless of agit_flag status)
+// Specifies if the map is tagged as GvG/WoE (regardless of agit_flag status)
#define map_flag_gvg2(m) (map[m].flag.gvg || map[m].flag.gvg_castle)
// No Kill Steal Protection
#define map_flag_ks(m) (map[m].flag.town || map[m].flag.pvp || map[m].flag.gvg || map[m].flag.battleground)
//This stackable implementation does not means a BL can be more than one type at a time, but it's
-//meant to make it easier to check for multiple types at a time on invocations such as map_foreach* calls [Skotlex]
+// meant to make it easier to check for multiple types at a time on invocations such as map_foreach* calls [Skotlex]
enum bl_type {
BL_NUL = 0x000,
BL_PC = 0x001,
@@ -248,7 +248,7 @@ enum bl_type {
BL_ALL = 0xFFF,
};
-//For common mapforeach calls. Since pets cannot be affected, they aren't included here yet.
+// For common mapforeach calls. Since pets cannot be affected, they aren't included here yet.
#define BL_CHAR (BL_PC|BL_MOB|BL_HOM|BL_MER|BL_ELEM)
enum npc_subtype { WARP, SHOP, SCRIPT, CASHSHOP, TOMB };