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authorultramage <ultramage@54d463be-8e91-2dee-dedb-b68131a5f0ec>2008-07-31 05:37:40 +0000
committerultramage <ultramage@54d463be-8e91-2dee-dedb-b68131a5f0ec>2008-07-31 05:37:40 +0000
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Removed the mob controller system, now a customization (see topic:194375).
The system consists of * script command to spawn a controlled mob * script commands to attach npcs to such mobs and manipulate their AI * a page of documentation for these commands * callbacks at various source code locations that invoke the attached npcs * two npc examples git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@13021 54d463be-8e91-2dee-dedb-b68131a5f0ec
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diff --git a/doc/script_commands.txt b/doc/script_commands.txt
index a4aae4a7e..a64399b7f 100644
--- a/doc/script_commands.txt
+++ b/doc/script_commands.txt
@@ -4728,78 +4728,6 @@ the homunculus must not be the last evolution and
the homunculus must be on at least 91000/100000 intimacy with it's owner.
---------------------------------------
-------------------------------------------------
-//===========================================\\
-|| Mob Control Suit Commands ||
-\\===========================================//
-------------------------------------------------
-
----------------------------------------
-
-* mobspawn (<monster name>,<monster ID>,<mapname>,<x>,<y>)
-* mobRemove <GID>;
-
-This is used to spawn a monster and return it's Game ID, to be used
-in the unit/mobcontrol commands.
-
-Note, I will use the stuff here in the examples for the unitcontrol.
-
-Example(s):
-
-//Spawns a poring named poi poi and put's it's GID in .GID.
- set .GID,mobspawn("Poi Poi",1002,"prontera",160,180);
-//would kill our poring.
- mobRemove .GID;
-
----------------------------------------
-
-* getmobdata (<GID>,<arrayname>)
-* setmobdata <GID>,<parameter>,<new value>;
-
-This is used to get and set special data related to the monster.
-With getmobdata, the array given will be filled with the current data. In setmobdata
-the indexes in the array would be used to set that data on the monster.
-Parameters (indexes) are:
-
-0 = class (big, small, normal) 7 = y 14 = hair style 21 = weapon
-1 = level 8 = speed 15 = hair color 22 = shield (again)
-2 = HP 9 = mode (see doc/mob_db_mode_list.txt) 16 = head gear bottom 23 = looking dir
-3 = max HP 10 = special AI state (?) 17 = head gear middle 24 = killer state (1 or 0)
-4 = master ID (aid of the master, summon) 11 = SC option 18 = head gear top 25 = callback flag
-5 = map index 12 = sex 19 = cloth color 26 = no random walk (1 or 0)
-6 = x 13 = class (Monster ID, Job ID) 20 = shield
-
-Example(s):
-
-//this will set all the mobdata in the @array variable. (@array[1] being level, @array[13] class etc)
- getmobdata .GID,@array;
-
-//set the max hp of our poring to 1000.
- setmobdata .GID,3,1000;
-
----------------------------------------
-
-* mobassist <GID>,<target id>;
-This will make the monster assist the Target ID as if it was a summon of it.
-Example(s):
-
-/this will make our poring assist the current attached player! >:3
- mobassist .GID,getcharid(3);
-
----------------------------------------
-
-* mobattach <GID>{,"<NPC Name>"};
-
-GID is the GID of a monster, NPC or account id. The NPC running or
-he NPC name given is used to attach the monster.
-
-By attaching a monster, the NPC to which it is attached is ran on special actions by the monster.
-The system will set specific data in the .ai_action variable array on the NPC invoked.
-The special AI actions types are set in the .ai_action at place AI_ACTION_TAR_TYPE
-
-More AI_ vars are set in const.txt, and you can also look at sample/monstercontroller.cpp:
-
----------------------------------------
* unitwalk <GID>,<x>,<y>;
* unitwalk <GID>,<mapid>;
@@ -4833,13 +4761,6 @@ For the emotions, you can look in db/const.txt for prefixes with e_
---------------------------------------
-------------------------------------------------
-//===========================================\\
-|| End of Mob Control Suit Commands ||
-\\===========================================//
-------------------------------------------------
----------------------------------------
-
*disablenpc "<NPC object name>";
*enablenpc "<NPC object name>";