diff options
Diffstat (limited to 'doc/script_commands.txt')
-rw-r--r-- | doc/script_commands.txt | 90 |
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. |