From c131bdc71a98961738d9e996ce45d767b2212860 Mon Sep 17 00:00:00 2001 From: skotlex Date: Sun, 5 Feb 2006 11:24:46 +0000 Subject: - Small fix in pet_attack that would make pets not unlock their target in some situations. - Fixed invisible shops. callshop scrip command now works! - Added proper documentation of script command callshop git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@5195 54d463be-8e91-2dee-dedb-b68131a5f0ec --- doc/script_commands.txt | 23 +++++++++++++++++++++++ 1 file changed, 23 insertions(+) (limited to 'doc') diff --git a/doc/script_commands.txt b/doc/script_commands.txt index a9512e601..7ed01c0d5 100644 --- a/doc/script_commands.txt +++ b/doc/script_commands.txt @@ -3384,6 +3384,29 @@ You can see the full list of available effect types you can possibly inflict in It is pretty certain that addressing the target by an ID number will not currently work due to a bug. + --------------------------------------- + +*callshop "",; + +This command forces an npc shop to be invoked as if the player clicked on it. +With normal shops it will not work unless the player is within clicking range, +but the real use of this script command is together with "invisible shops", +which are specified in the same way an invisible npc would be specified. +For example, a generic invisible tool shop could be: + +- shop INVISIBLE_SHOP -,611:-1,1750:-1,501:-1,502:-1,503:-1,504:-1,506:-1 + +Which players cannot click on, but can be invoked using: + +callshop "INVISIBLE_SHOP", 0; + +The flag values are: 1 invokes the buying window, 2 invokes the selling +window, any other value invokes the buy/sell dialogue. + +The function returns 1 on success, and the script is not automatically +closed, so be careful to not do any item trading on the same script to prevent +possible exploits (if possible, use close or close2 before invoking the shop +itself). --------------------------------------- -- cgit v1.2.3-70-g09d2