diff options
Diffstat (limited to 'doc')
-rw-r--r-- | doc/mob_db.txt | 219 | ||||
-rw-r--r-- | doc/script_commands.txt | 52 |
2 files changed, 261 insertions, 10 deletions
diff --git a/doc/mob_db.txt b/doc/mob_db.txt new file mode 100644 index 000000000..29d2ab465 --- /dev/null +++ b/doc/mob_db.txt @@ -0,0 +1,219 @@ +//===== Hercules Documentation =============================== +//= Monster Database +//===== By: ================================================== +//= Hercules Dev Team +//===== Current Version: ===================================== +//= 20170311 +//===== Description: ========================================= +//= Explanation of the mob_db.conf file and structure. +//============================================================ + +mob_db: ( +{ + // ================ Mandatory fields ============================== + Id: ID (int) + SpriteName: "SPRITE_NAME" (string) + Name: "Mob name" (string) + // ================ Optional fields =============================== + JName: "Mob name" (string) + Lv: level (int, defaults to 1) + Hp: health (int, defaults to 1) + Sp: mana (int, defaults to 0) + Exp: basic experience (int, defaults to 0) + JExp: job experience (int, defaults to 0) + AttackRange: attack range (int, defaults to 1) + Attack: [attack1, attack2] (int, defaults to 0) + Def: defence (int, defaults to 0) + Mdef: magic defence (int, defaults to 0) + Stats: { + Str: strength (int, defaults to 0) + Agi: agility (int, defaults to 0) + Vit: vitality (int, defaults to 0) + Int: intelligence (int, defaults to 0) + Dex: dexterity (int, defaults to 0) + Luk: luck (int, defaults to 0) + } + ViewRange: view range (int, defaults to 1) + ChaseRange: chase range (int, defaults to 1) + Size: size (string, defaults to "Size_Medium") + Race: race (string, defaults to "RC_Formless") + Element: (type, level) + Mode: { + CanMove: true/false (bool, defaults to false) + Looter: true/false (bool, defaults to false) + Aggressive: true/false (bool, defaults to false) + Assist: true/false (bool, defaults to false) + CastSensorIdle:true/false (bool, defaults to false) + Boss: true/false (bool, defaults to false) + Plant: true/false (bool, defaults to false) + CanAttack: true/false (bool, defaults to false) + Detector: true/false (bool, defaults to false) + CastSensorChase: true/false (bool, defaults to false) + ChangeChase: true/false (bool, defaults to false) + Angry: true/false (bool, defaults to false) + ChangeTargetMelee: true/false (bool, defaults to false) + ChangeTargetChase: true/false (bool, defaults to false) + TargetWeak: true/false (bool, defaults to false) + NoKnockback: true/false (bool, defaults to false) + } + MoveSpeed: move speed (int, defaults to 0) + AttackDelay: attack delay (int, defaults to 4000) + AttackMotion: attack motion (int, defaults to 2000) + DamageMotion: damage motion (int, defaults to 0) + MvpExp: mvp experience (int, defaults to 0) + MvpDrops: { + AegisName: chance (string: int) + // ... + } + Drops: { + AegisName: chance (string: int) + // ... + } +}, +... +) + +Id: Monster id + +Sprite: Monster name as it is named on client. + Allowed characters: [A-Za-z0-9_] + +Name: Name displaying as output for @ and script commands. + This is the name shown when summon a monster with "--en--" as monster name. + +JName: Name displaying as output for @ and script commands. + When provided, this has preference over Name value. + This is the name shown when summon a monster with "--ja--" as monster name. + +Lv: Monster level + When not specified, becomes 1. + +Hp: Monster Hp + When not specified, becomes 1. + +Sp: Monster Sp + When not specified, becomes 0. + +Exp: Base Experience given by the monster. + When not specified, becomes 0. + +JExp: Job Experience given by the monster. + When not specified, becomes 0. + +AttackRange: Range for monster's attack. + When the range between monster and target is greater than 3 the skill is considered long-range, + otherwise it's a melee range. + When not specified, becomes 1. + +Attack: Attack of the monster, represented in two values: attack1 and attack2. + attack1 is minimal attack for the monster. + attack2, when pre-renewal is set, it's a value that sets maximum attack for monster. + Example: Familiar's attack is "Attack: [68, 77]", that is min attack of 68 and max attack of 77. + attack2, when renewal is set, it's a value added to attack1 to calculate maximum attack for monster. + Example: Familiar's attack is "Attack: [68, 9]", that is min attack of 68 and max attack of 77 (68+9). + When not specified, becomes 0. + +Def: Monster defense to physical attacks. + When not specified, becomes 0. + +Mdef: Monster defense to magical attacks. + When not specified, becomes 0. + +Stats: { + Str: monster strength points (When not specified, becomes 0) + Agi: monster agility points (When not specified, becomes 0) + Vit: monster vitality points (When not specified, becomes 0) + Int: monster intelligence points (When not specified, becomes 0) + Dex: monster dexterity points (When not specified, becomes 0) + Luk: monster luck points (When not specified, becomes 0) +} + +ViewRange: Range for monster's view. + Aggressive monsters will attack when Player is inside view range. + When not specified, becomes 1. + +ChaseRange: Range for monster's chase. + Aggressive and attacking monsters will stop chasing when Player gets outside chase range. + When not specified, becomes 1. + +Size: Sets monster's size. Accepts these constants: + "Size_Small" + "Size_Medium" + "Size_Large" + When not specified, becomes "Size_Medium". + +Race: Sets monster's race. Accepts these constants: + "RC_Formless" + "RC_Undead" + "RC_Brute" + "RC_Plant" + "RC_Insect" + "RC_Fish" + "RC_Demon" + "RC_DemiHuman" + "RC_Angel" + "RC_Dragon" + When not specified, becomes "RC_Formless". + +Element: Monster's element. Sets element type and level. + Required format: ("Element Type", Level). + Accepts these constants for Element Type: + "Ele_Neutral" + "Ele_Water" + "Ele_Earth" + "Ele_Fire" + "Ele_Wind" + "Ele_Poison" + "Ele_Holy" + "Ele_Dark" + "Ele_Ghost" + "Ele_Undead" + Level is an integer. Valid values: 1 ~ 4. + +Mode: Monster AI behaviour. If this block is omitted, monster doesn't react to anything. + All the settings in this group are boolean values, + Default value is false (mode not set) for any missing setting. + See /doc/sample/mob_db_mode_list.txt for more information about monsters Mode types. + +MoveSpeed: Monster's speed. Sets speed (cells/sec). + MoveSpeed is calculated to Hercules with this formula: 1000 / SPEED (CELLS/SEC) + When not specified, becomes 0. + +AttackDelay: Sets time delay between monster attack. Also refered as aspd. + Monster will not be able to do new attack until AttackDelay ends. + If AttackMotion is bigger than AttackDelay, monster will need to wait to AttackMotion delay. + When not specified, becomes 4000. + +AttackMotion: Sets time delay between animation motion. + Monster will not be able to do new attack until AttackMotion ends. + If AttackDelay is bigger than AttackMotion, monster will need to wait to AttackDelay delay. + AttackMotion is calculated to Hercules with this formula: 1000 / ASPD (ATTACKS/SEC) + When not specified, becomes 2000. + +DamageMotion: Sets time delay between damage motion. + When not specified, becomes 2000. + +MvpExp: Base Experience given by the monster to the player who inflict more attack. + Having any value except 0 will trigger MVP banner to the player who inflict more attack. + When not specified, becomes 0. + + +MvpDrops: Sets monster mvp drops list. Requires to have MvpExp to trigger. + Accepted values are AegisName as defined on item_db.conf and a chance. + Chance is an integer from 1 to 10000 (10000 = 100%). + Required format: + MvpDrops: { + AegisName: chance + // ... + } + When not specified, becomes false. + +Drops: Sets monster drops list. + Accepted values are AegisName as defined on item_db.conf and a chance. + Chance is an integer from 1 to 10000 (10000 = 100%). + Required format: + Drops: { + AegisName: chance + // ... + } + When not specified, becomes false. diff --git a/doc/script_commands.txt b/doc/script_commands.txt index 77b361498..b202f1b6b 100644 --- a/doc/script_commands.txt +++ b/doc/script_commands.txt @@ -1371,11 +1371,10 @@ Examples: --------------------------------------- -*getd("<variable name>"{, <GID>{, <default value>}}) +*getd("<variable name>") Returns a reference to a variable, the name can be constructed dynamically. -If <GID> is present, it can be used to get a variable from another player or -npc. If the target player or npc is not found, <default value> is returned. +Refer to setd() for usage. This can also be used to set an array dynamically: setarray(getd(".array[0]"), 1, 2, 3, 4, 5); @@ -1410,6 +1409,27 @@ getvariableofnpc() should not be used on them. --------------------------------------- +*getvariableofpc(<variable>, <account id>{, <default value>}) + +Returns a reference to a PC variable from the target player. +If <default value> is passed, it will return this value if the player is +not found. + +Examples: + +//This will return the value of @var, note that this can't be used, since +//the value isn't caught. + getvariableofpc(@var, getcharid(CHAR_ID_ACCOUNT, "player")); + +//This will set the .@v variable to the value of the player's @var +//variable. + .@v = getvariableofpc(@var, getcharid(CHAR_ID_ACCOUNT, "player")); + +//This will set the @var variable of the player to 1. + set(getvariableofpc(@var, getcharid(CHAR_ID_ACCOUNT, "player")), 1); + +--------------------------------------- + *goto(<label>) This command will make the script jump to a label, usually used in @@ -2342,7 +2362,7 @@ deleted. //===================================== --------------------------------------- -*strcharinfo(<type>) +*strcharinfo(<type>{, <default value>{, <GID>}}) This function will return either the name, party name or guild name for the invoking character. Whatever it returns is determined by type. @@ -2350,6 +2370,10 @@ the invoking character. Whatever it returns is determined by type. (1) PC_PARTY - The name of the party they're in if any. (2) PC_GUILD - The name of the guild they're in if any. (3) PC_MAP - The name of the map the character is in. + +If <GID> is passed, it will return the value of the specified player instead +the attached player. If the player is not found, it will return +<default value>, if any, or else return an empty string. If a character is not a member of any party or guild, an empty string will be returned when requesting that information. @@ -2359,7 +2383,7 @@ using only numbers reduces script readability --------------------------------------- -*strnpcinfo(<type>) +*strnpcinfo(<type>{, <default value>{, <GID>}}) This function will return the various parts of the name of the calling NPC. Whatever it returns is determined by type. @@ -2370,6 +2394,10 @@ Whatever it returns is determined by type. (3) NPC_NAME_UNIQUE - The NPC's unique name (::name) (4) NPC_MAP - The name of the map the NPC is in. +If <GID> is passed, it will return the value of the specified NPC instead of +the attached NPC. If the NPC is not found, it will return <default value>, +if any, or else return an empty string. + --------------------------------------- *charid2rid(<char id>) @@ -4293,7 +4321,7 @@ Example: --------------------------------------- -*warpguild("<mapname>", <x>, <y>, <guild_id>) +*warpguild("<mapname>", <x>, <y>, <guild_id>, {"<from_mapname>"}) Warps a guild to specified map and coordinate given the guild id, which you can get with getcharid(CHAR_ID_GUILD). You can also request another guild id given @@ -4307,9 +4335,12 @@ SavePoint: All guild members are warped to the save point of the currently attached player (will fail if there's no player attached). +If you specify a from_mapname, warpguild() will only affect those on that map. + Example: warpguild("prontera", x, y, Guild_ID); + warpguild("prontera", x, y, Guild_ID, "payon"); // warp member from Payon map only. --------------------------------------- @@ -6447,15 +6478,16 @@ Size is 0 = normal 1 = small 2 = big. //===================================== --------------------------------------- -*addtimer(<ticks>, "NPC::OnLabel") -*deltimer("NPC::OnLabel") -*addtimercount("NPC::OnLabel", <ticks>) +*addtimer(<ticks>, "NPC::OnLabel"{, <account id>}) +*deltimer("NPC::OnLabel"{, <account id>}) +*addtimercount("NPC::OnLabel", <ticks>{, <account id>}) These commands will create, destroy, and delay a countdown timer - addtimer() to create, deltimer() to destroy and addtimercount() to delay it by the specified number of ticks. For all three cases, the event label given is the identifier of that timer. The timer runs on the character -object that is attached to the script, and can have multiple instances. +object that is attached to the script, and can have multiple instances. +If <acccount id> is passed, this player will be used instead. When the label is run, it is run as if the player that the timer runs on has clicked the NPC. |