From a2cfc93a840e51fb1cc1ab132273890c200a9cd3 Mon Sep 17 00:00:00 2001 From: Murilo_Bio Date: Fri, 25 Aug 2017 19:33:49 +0100 Subject: add option to hide names from unittalk() and npctalk() --- doc/script_commands.txt | 16 ++++++++++++---- 1 file changed, 12 insertions(+), 4 deletions(-) (limited to 'doc/script_commands.txt') diff --git a/doc/script_commands.txt b/doc/script_commands.txt index a00756056..efccf799b 100644 --- a/doc/script_commands.txt +++ b/doc/script_commands.txt @@ -6631,12 +6631,16 @@ Examples: *unitwarp(, , , ) *unitattack(, ) *unitstop() -*unittalk(, ) +*unittalk(, {, show_name}) *unitemote(, ) Okay, these commands should be fairly self explaining. For the emotions, you can look in db/constants.conf for prefixes with e_ PS: unitwarp() supports a of zero, which causes the executor of the +PS: unittalk() can receive a third parameter: + show_name: + true: Shows Unit name like "UnitName : Message" (default) + false: Hides Unit name script to be affected. This can be used with OnTouchNPC to warp monsters: @@ -6750,12 +6754,16 @@ A debug message also shows on the console when no events are triggered. --------------------------------------- -*npctalk(""{, ""}) +*npctalk(""{, ""{, }}) + +show_npcname values: + true: shows npc name (default) + false: hide npc name This command will display a message to the surrounding area as if the NPC object running it was a player talking - that is, above their head and in -the chat window. The display name of the NPC will get appended in front of -the message to complete the effect. +the chat window. If show_npcname is true the name of the NPC will get appended in front of +the message, otherwise the npc name will not be shown. // This will make everyone in the area see the NPC greet the character // who just invoked it. -- cgit v1.2.3-60-g2f50