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authorAndrei Karas <akaras@inbox.ru>2016-01-29 22:09:19 +0300
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+//===== Hercules Documentation ===============================
+//= Hercules Script Commands
+//===== By: ==================================================
+//= Hercules Dev Team
+//===== Description: =========================================
+//= A reference manual for the Hercules scripting language.
+//= Commands are sorted depending on their functionality.
+//============================================================
+
+This document is a reference manual for all the scripting commands and
+functions available in current Hercules GIT. It is not a simple tutorial.
+When people tell you to "Read The F***ing Manual", they mean this.
+
+The information was mostly acquired through looking up how things actually
+work in the source code of the server, which was written by many people
+over time, and lots of them don't speak English and never left any notes -
+or are otherwise not available for comments. As such, anything written in
+here might not be correct, it is only correct to the best of our
+knowledge, which is limited.
+
+This is not a place to teach you basic programming. This document will not
+teach you basic programming by itself. It's more of a reference for those
+who have at least a vague idea of what they want to do and want to know
+what tools they have available to do it. We've tried to keep it as simple
+as feasible, but if you don't understand it, getting a clear book on
+programming in general will help better than yelling around the forum for
+help.
+
+A little learning never caused anyone's head to explode.
+
+Structure
+---------
+
+The commands and functions are listed in no particular order:
+
+*Name of the command and how to call it.
+
+Descriptive text
+
+ Small example if possible. Will usually be incomplete, it's there just
+ to give you an idea of how it works in practice.
+
+To find a specific command, use Ctrl+F, (or whatever keys call up a search
+function in whatever you're reading this with) put an * followed by the
+command name, and it should find the command description for you.
+
+If you find anything omitted, please tell us. :)
+
+Syntax
+------
+
+Throughout this document, wherever a command wants an argument, it is
+given in <angle brackets>. This doesn't mean you should type the angle
+brackets. :) If an argument of a command is optional, it is given in
+{curly brackets}. You've doubtlessly seen this convention somewhere, if
+you didn't, get used to it, that's how big boys do it. If a command can
+optionally take an unspecified number of arguments, you'll see a list like
+this:
+
+command <argument>{,<argument>...<argument>}
+
+This still means they will want to be separated by commas.
+
+Where a command wants a string, it will be given in "quotes", if it's a
+number, it will be given without them. Normally, you can put an
+expression, like a bunch of functions or operators returning a value, in
+(round brackets) instead of most numbers. Round brackets will not always
+be required, but they're often a good idea.
+
+Wherever you refer to a map, use 'mapname' instead of 'mapname.gat'.
+
+
+Script loading structure
+------------------------
+
+Scripts are loaded by the map server as referenced in the
+'conf/map-server.conf' configuration file, but in the default
+configuration, it doesn't load any script files itself. Instead, it loads
+the file 'npc/scripts_main.conf' which itself contains references to other
+files. The actual scripts are loaded from txt files, which are linked up
+like this:
+
+npc: <path to a filename>
+
+Any line like this, invoked, ultimately, by 'map-server.conf' will load up
+the script contained in this file, which will make the script available.
+No file will get loaded twice, to prevent possible errors.
+
+Another configuration file option of relevance is:
+
+delnpc: <path to a filename>
+
+This will unload a specified script filename from memory, which, while
+seemingly useless, may sometimes be required.
+
+Whenever '//' is encountered in a line upon reading, everything beyond
+this on that line is considered to be a comment and is ignored. This works
+wherever you place it.
+
+// This line will be ignored when processing the script.
+
+Block comments can also be used, where you can place /* and */ between any
+text you wish Hercules to ignore.
+
+Example:
+/* This text,
+ * no matter which new line you start
+ * is ignored, until the following
+ * symbol is encountered: */
+
+The asterisks (*) in front of each line is a personal preference, and is
+not required.
+
+Upon loading all the files, the server will execute all the top-level
+commands in them. No variables exist yet at this point, no commands can be
+called other than those given in this section. These commands set up the
+basic server script structure - create NPC objects, spawn monster objects,
+set map flags, etc. No code is actually executed at this point except
+them. The top-level commands the scripting are pretty confusing, since
+they aren't structured like you would expect commands, command name first,
+but rather, normally start with a map name.
+
+What's more confusing about the top-level commands is that most of them
+use a tab symbol to divide their arguments.
+
+To prevent problems and confusion, the tab symbols are written as '%TAB%'
+or '<TAB>' throughout this document, even though this makes the text a bit
+less readable. Using an invisible symbol to denote arguments is one of the
+bad things about this language, but we're stuck with it for now. :)
+
+Here is a list of valid top-level commands:
+
+** Set a map flag:
+
+<map name>%TAB%mapflag%TAB%<flag>
+
+This will, upon loading, set a specified map flag on a map you like. These
+are normally in files inside 'npc/mapflag' and are loaded first, so by the
+time the server's up, all the maps have the flags they should have. Map
+flags determine the behavior of the map regarding various common problems,
+for a better 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>{,<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 X's and Y's are non-zero, they
+specify the 'radius' of a spawn-rectangle area centered at x,y. Putting
+zeros instead of these coordinates will spawn the monsters randomly. Note
+this is only the initial spawn zone, as mobs random-walk, they are free to
+move away from their specified spawn region.
+
+Monster name is the name the monsters will have on screen, and has no
+relation whatsoever to their names anywhere else. It's the mob id that
+counts, which identifies monster record in 'mob_db.txt' database of
+monsters. If the mob name is given as "--ja--", the 'japanese name' field
+from the monster database is used, (which, in Hercules, 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).
+
+Amount is the amount of monsters that will be spawned when this command is
+executed, it is affected by spawn rates in 'battle.conf'.
+
+Delay1 and delay2 control monster respawn delays - the first one is the
+fixed base respawn time, and the second is random variance on top of the
+base time. Both values are given in milliseconds (1000 = 1 second). Note
+that the server also enforces a minimum respawn delay of 5 seconds.
+
+You can specify a custom level to use for the mob different from the one
+of the database by adjoining the level after the name with a comma. eg:
+"Poring,50" for a name will spawn a monster with name Poring and level 50.
+
+Event is a script event to be executed when the mob is killed. The event
+must be in the form "NPCName::OnEventName" to execute, and the event name
+label 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.
+
+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_CASH_BOSS_ALARM status (used by Convex Mirror, item ID# 12214).
+
+** NPC names
+
+/!\ WARNING: this applies to warps, NPCs, duplicates and shops /!\
+
+NPC names are kinda special and are formatted this way:
+
+<Display name>{::<Unique name>}
+
+All NPCs need to have a unique name that is used for identification
+purposes. When you have to identify a NPC by it's name, you should use
+<Unique name>. If <Unique name> is not provided, use <Display name>
+instead.
+
+The client has a special feature when displaying names: if the display
+name contains a '#' character, it hides that part of the name.
+Ex: if your NPC is named 'Hunter#hunter1', it will be displayed as 'Hunter'
+
+<Display name> must be at most 24 characters in length.
+<Unique name> must be at most 24 characters in length.
+
+** Define a warp point
+
+<from map name>,<fromX>,<fromY>{,<facing>}%TAB%warp%TAB%<warp name>%TAB%<spanx>,<spany>,<to map name>,<toX>,<toY>
+
+This will define a warp NPC that will warp a player between maps, and
+while most arguments of that are obvious, some deserve special mention.
+
+SpanX and SpanY will make the warp sensitive to a character who didn't
+step directly on it, but walked into a zone which is centered on the warp
+from coordinates and is SpanX in each direction across the X axis and
+SpanY in each direction across the Y axis.
+
+Warp NPC objects also have a name, because you can use it to refer to them
+later with 'enablenpc'/'disablenpc'.
+
+Facing of a warp object is irrelevant, it is not used in the code and all
+current scripts have a zero in there.
+
+** Define an NPC object.
+
+<map name>,<x>,<y>,<facing>%TAB%script%TAB%<NPC Name>%TAB%<sprite>,{<code>}
+<map name>,<x>,<y>,<facing>%TAB%script%TAB%<NPC Name>%TAB%<sprite>,<triggerX>,<triggerY>,{<code>}
+
+This will place an NPC object on a specified map at the specified
+location, and is a top-level command you will use the most in your custom
+scripting. The NPCs are triggered by clicking on them, and/or by walking
+in their trigger area, if defined. See that below.
+
+Facing is a direction the NPC sprite will face in. Not all NPC sprites
+have different images depending on the direction you look from, so for
+some facing will be meaningless. Facings are counted counterclockwise in
+increments of 45 degrees, where 0 means facing towards the top of the map.
+(So to turn the sprite towards the bottom of the map, you use facing 4,
+and to make it look southeast it's facing 5.)
+
+Sprite is the sprite identifier used to display this particular NPC. For a
+full list of sprite numbers see http://kalen.s79.xrea.com/npc/npce.shtml as
+well as db/constants.conf.
+You may also use a monster's ID constant instead to display a monster sprite
+for this NPC, in npcs that have view ids of mobs it's encouraged to use
+OnTouch events with a 2,2 range and with an 'end' after the header to avoid
+bugs (for more info on why see npc_click@map/npc.c). It is possible to use a job
+sprite as well, but you must first define it as a monster sprite in 'mob_avail.txt',
+a full description on how to do this is not in the scope of this manual.
+A 'FAKE_NPC' sprite will make the NPC invisible (and unclickable).
+A 'HIDDEN_NPC' sprite will make an NPC which does not have a sprite, but is
+still clickable, which is useful if you want to make a clickable object of
+the 3D terrain.
+
+TriggerX and triggerY, if given, will define an area, centered on NPC and
+spanning triggerX cells in every direction across X and triggerY in every
+direction across Y. Walking into that area will trigger the NPC. If no
+'OnTouch:' special label is present in the NPC code, the execution will
+start from the beginning of the script, otherwise, it will start from the
+'OnTouch:' label. Monsters can also trigger the NPC, though the label
+'OnTouchNPC:' is used in this case. If player left area npc will called
+if present label 'OnUnTouch'.
+
+The code part is the script code that will execute whenever the NPC is
+triggered. It may contain commands and function calls, descriptions of
+which compose most of this document. It has to be in curly brackets,
+unlike elsewhere where we use curly brackets, these do NOT signify an
+optional parameter.
+
+** Define a 'floating' NPC object.
+
+-%TAB%script%TAB%<NPC Name>%TAB%FAKE_NPC,{<code>}
+
+This will define an NPC object not triggerable by normal means. This would
+normally mean it's pointless since it can't do anything, but there are
+exceptions, mostly related to running scripts at specified time, which is
+what these floating NPC objects are for. More on that below.
+
+** Define a shop/cashshop NPC.
+
+-%TAB%shop%TAB%<NPC Name>%TAB%<sprite>,<itemid>:<price>{,<itemid>:<price>...}
+<map name>,<x>,<y>,<facing>%TAB%shop%TAB%<NPC Name>%TAB%<sprite>,<itemid>:<price>{,<itemid>:<price>...}
+
+This will define a shop NPC, which, when triggered (which can only be done
+by clicking) will cause a shop window to come up. No code whatsoever runs
+in shop NPCs and you can't change the prices otherwise than by editing the
+script itself (no variables even exist at this point of scripting, so
+don't even bother trying to use them).
+
+The item id is the number of item in the 'item_db.txt' database. If Price
+is set to -1, the 'buy price' given in the item database will be used.
+Otherwise, the price you gave will be used for this item, which is how you
+create differing prices for items in different shops.
+
+You can alternatively use "cashshop" in place of "shop" to use the Cash
+Shop interface, allowing you to buy items with special points (Currently
+stored as account vars in #CASHPOINTS and #KAFRAPOINTS). This
+type of shop will not allow you to sell items at it, you may only purchase
+items here. The layout used to define sale items still count, and
+"<price>" refers to how many points will be spent purchasing the them.
+
+** Define a trader NPC
+<map name>,<x>,<y>,<facing>%TAB%trader%TAB%<NPC Name>%TAB%<sprite>,{<code>}
+-%TAB%trader%TAB%<NPC Name>%TAB%FAKE_NPC,{<code>}
+
+All the standards that are valid to script objects are also valid for trader objects
+(see ** Define an NPC object for more information).
+This will define a trader NPC, which can cause a shop, cashshop or market window
+to come up when clicked or called by other means. Unlike shop/cashshop NPCs this
+type will run a code and can change the items that are being sold over time without
+other NPC objects.
+The types that a trader object can have are the following:
+- NST_ZENY (0) Normal Zeny Shop (shop)
+- NST_CASH (1) Normal Cash Shop (cashshop)
+- NST_MARKET (2) Normal NPC Market Shop (where items have limited availability
+ and need to be refurbished)
+- NST_CUSTOM (3) Custom Shop (any currency, item/var/etca, check sample)
+Unless otherwise specified via *tradertype an trader object will be defined as
+NST_ZENY.
+
+Note: NST_MARKET is only available with PACKETVER 20131223 or newer.
+See '12 - NPC Trader-Related Commands' and /doc/sample/npc_trader_sample.txt for
+more information regarding how to use this NPC type.
+
+** Define an warp/shop/cashshop/NPC duplicate.
+
+warp: <map name>,<x>,<y>{,<facing>}%TAB%duplicate(<label>)%TAB%<NPC Name>%TAB%<spanx>,<spany>
+shop/cashshop/npc: -%TAB%duplicate(<label>)%TAB%<NPC Name>%TAB%<sprite>
+shop/cashshop/npc: <map name>,<x>,<y>,<facing>%TAB%duplicate(<label>)%TAB%<NPC Name>%TAB%<sprite>
+npc: -%TAB%duplicate(<label>)%TAB%<NPC Name>%TAB%<sprite>,<triggerX>,<triggerY>
+npc: <map name>,<x>,<y>,<facing>%TAB%duplicate(<label>)%TAB%<NPC Name>%TAB%<sprite>,<triggerX>,<triggerY>
+
+This will duplicate an warp/shop/cashshop/NPC referred to by 'label'.
+Warp duplicates inherit the target location.
+Shop/cashshop duplicates inherit the item list.
+NPC duplicates inherit the script code.
+The rest (name, location, facing, sprite, span/trigger area) is
+obtained from the definition of the duplicate (not inherited).
+
+** Define a function object
+
+function%TAB%script%TAB%<function name>%TAB%{<code>}
+
+This will define a function object, callable with the 'callfunc' command
+(see below). This object will load on every map server separately, so you
+can get at it from anywhere. It's not possible to call the code in this
+object by anything other than the 'callfunc' script command.
+
+The code part is the script code that will execute whenever the function
+is called with 'callfunc'. It has to be in curly brackets, unlike
+elsewhere where we use curly brackets, these do NOT signify an optional
+parameter.
+
+Once an object is defined which has a 'code' field to it's definition, it
+contains script commands which can actually be triggered and executed.
+
+~ RID? GID? ~
+
+What a RID is and why do you need to know
+-----------------------------------------
+
+Most scripting commands and functions will want to request data about a
+character, store variables referenced to that character, send stuff to the
+client connected to that specific character. Whenever a script is invoked
+by a character, it is passed a so-called RID - this is the account ID
+number of a character that caused the code to execute by clicking on it,
+walking into it's OnTouch zone, or otherwise.
+
+If you are only writing common NPCs, you don't need to bother with it.
+However, if you use functions, if you use timers, if you use clock-based
+script activation, you need to be aware of all cases when a script
+execution can be triggered without a RID attached. This will make a lot of
+commands and functions unusable, since they want data from a specific
+character, want to send stuff to a specific client, want to store
+variables specific to that character, and they would not know what
+character to work on if there's no RID.
+
+Unless you use 'attachrid' to explicitly attach a character to the script
+first (see player-related commands).
+
+Whenever we say 'invoking character', we mean 'the character who's RID is
+attached to the running script. The script function "playerattached" can
+be used to check which is the currently attached player to the script (it
+will return 0 if the there is no player attached or the attached player no
+longer is logged on to the map-server).
+
+But what about GID?
+--- ---- ----- ----
+
+GID stands for the Game ID of something, this can either be the GID of a
+mob obtained through the monster script command (if only summoned one),
+the GID of a NPC obtained through the getnpcid script command or the
+account ID of a character (same as its RID). Another way would be to right
+click on a mob, NPC or char as GM sprited char to view its GID.
+
+Item and pet scripts
+--------------------
+
+Each item in the item database has three special fields - Script,
+OnEquip_Script and OnUnequip_Script. The first is script code run every
+time a character equips the item, with the RID of the equipping character.
+Every time they unequip an item, all temporary bonuses given by the script
+commands are cleared, and all the scripts are executed once again to
+rebuild them. This also happens in several other situations (like upon
+login) but the full list is currently unknown.
+
+OnEquip_Script is a piece of script code run whenever the item is used by
+a character by double-clicking on it. OnUnequip_Script runs whenever the
+equipment is unequipped by a character.
+
+Not all script commands work properly in the item scripts. Where commands
+and functions are known to be meant specifically for use in item scripts,
+they are described as such.
+
+Every pet in the pet database has a PetScript field, which determines pet
+behavior. It is invoked wherever a pet of the specified type is spawned
+(hatched from an egg, or loaded from the char server when a character who
+had that pet following them connects). This may occur in some other
+situations as well. Don't expect anything other than commands definitely
+marked as usable in pet scripts to work in there reliably.
+
+Numbers
+-------
+
+Beside the common decimal numbers, which are nothing special whatsoever
+(though do not expect to use fractions, since ALL numbers are integer in
+this language), the script engine also handles hexadecimal numbers, which
+are otherwise identical. Writing a number like '0x<hex digits>' will make
+it recognized as a hexadecimal value. Notice that 0x10 is equal to 16.
+Also notice that if you try to 'mes 0x10' it will print '16'.
+
+Number values can't exceed the limits of an integer variable: Any number
+greater than INT_MAX (2147483647) or smaller than INT_MIN (-2147483648) will
+be capped to those values and will cause a warning to be reported.
+
+Variables
+---------
+
+The meat of every programming language is variables - places where you
+store data.
+
+In Hercules scripting language, variable names are case sensitive. Even though
+at the current time the script engine accepts them even with the incorrect
+case, it is not advised to rely on this behavior, as it may change at any
+time.
+
+Variables are divided into and uniquely identified by the combination of:
+prefix - determines the scope and extent (or lifetime) of the variable
+name - an identifier consisting of '_' and alphanumeric characters
+postfix - determines the type of the variable: integer or string
+
+Scope can be:
+global - global to all servers
+local - local to the server
+account - attached to the account of the character identified by RID
+character - attached to the character identified by RID
+npc - attached to the NPC
+scope - attached to the scope of the instance
+
+Extent can be:
+permanent - They still exist when the server resets.
+temporary - They cease to exist when the server resets.
+
+Prefix: scope and extent
+nothing - A permanent variable attached to the character, the default
+ variable type.
+"@" - A temporary variable attached to the character.
+ They disappear when the character logs out.
+"$" - A global permanent variable.
+ They are stored in database table `mapreg`.
+"$@" - A global temporary variable.
+ They are important for scripts which are called with no RID
+ attached, that is, not triggered by a specific character object.
+"." - A NPC variable.
+ They exist in the NPC and disappear when the server restarts or
+ the NPC is reloaded. Can be accessed from inside the NPC or by
+ calling 'getvariableofnpc'. Function objects can also have
+ .variables which are accessible from inside the function,
+ however 'getvariableofnpc' does NOT work on function objects.
+".@" - A scope variable.
+ They are unique to the character, script and scope. Each script
+ execution has its own scope that ends when the script ends.
+ Calling a function with callsub/callfunc starts a new scope,
+ returning from the function ends it. When a scope ends, its
+ variables are converted to values ('return .@var;' returns a
+ value, not a reference).
+"'" - An instance variable.
+ These are used with the instancing system, and are unique to
+ each instance.
+"#" - A permanent local account variable.
+"##" - A permanent global account variable stored by the login server.
+ The only difference you will note from normal # variables is
+ when you have multiple char-servers connected to the same
+ login-server. The # variables are unique to each char-server,
+ while the ## variables are shared by all these char-servers.
+
+Postfix: integer or string
+nothing - integer variable, can store positive and negative numbers, but
+ only whole numbers (so don't expect to do any fractional math).
+'$' - string variable, can store text.
+
+Examples:
+ name - permanent character integer variable
+ name$ - permanent character string variable
+ @name - temporary character integer variable
+ @name$ - temporary character string variable
+ $name - permanent global integer variable
+ $name$ - permanent global string variable
+$@name - temporary global integer variable
+$@name$ - temporary global string variable
+ .name - NPC integer variable
+ .name$ - NPC string variable
+.@name - scope integer variable
+.@name$ - scope string variable
+ 'name - instance integer variable
+ 'name$ - instance string variable
+ #name - permanent local account integer variable
+ #name$ - permanent local account string variable
+##name - permanent global account integer variable
+##name$ - permanent global account string variable
+
+If a variable was never set, it is considered to equal zero for integer
+variables or an empty string ("", nothing between the quotes) for string
+variables. Once you set it to that, the variable is as good as forgotten
+forever, and no trace remains of it even if it was stored with character
+or account data. The maximum length of variable name including prefix and
+suffix is 32.
+
+Some variables are special, that is, they are already defined for you by
+the scripting engine. You can see the full list somewhere in
+'db/constants.conf', which is a file you should read, since it also
+allows you to replace lots of numbered arguments for many commands with
+easier to read text. The special variables most commonly used are all
+permanent character-based variables:
+
+Zeny - Amount of Zeny.
+Hp - Current amount of hit points.
+MaxHp - Maximum amount of hit points.
+Sp - Current spell points.
+MaxSp - Maximum amount of spell points.
+StatusPoint - Amount of status points remaining.
+SkillPoint - Amount of skill points remaining.
+BaseLevel - Character's base level.
+JobLevel - Character's job level.
+BaseExp - Amount of base experience points.
+JobExp - Amount of job experience points.
+NextBaseExp - Amount of base experience points needed to reach next level.
+NextJobExp - Amount of job experience points needed to reach next level.
+Weight - Amount of weight the character currently carries.
+ Display as in Weight/10.
+MaxWeight - Maximum weight the character can carry.
+ Display as in MaxWeight/10.
+Sex - 0 if female, 1 if male.
+Class - Character's job.
+Upper - 0 if the character is normal class, 1 if advanced, 2 if baby.
+BaseClass - The character's 1-1 'normal' job, regardless of Upper value.
+ For example, this will return Job_Acolyte for Acolyte,
+ Priest/Monk, High Priest/Champion, and Arch Bishop/Sura.
+ If the character has not reached a 1-1 class, it will return
+ Job_Novice.
+BaseJob - The character's 'normal' job, regardless of Upper value.
+ For example, this will return Job_Acolyte for Acolyte,
+ Baby Acolyte, and High Acolyte.
+Karma - The character's karma. Karma system is not fully functional,
+ but this doesn't mean this doesn't work at all. Not tested.
+Manner - The character's manner rating. Becomes negative if the
+ player utters words forbidden through the use of
+ 'manner.txt' client-side file.
+
+While these behave as variables, do not always expect to just set them -
+it is not certain whether this will work for all of them. Whenever there
+is a command or a function to set something, it's usually preferable to
+use that instead. The notable exception is Zeny, which you can and often
+will address directly - setting it will make the character own this number
+of Zeny. If you try to set Zeny to a negative number, the script will be
+terminated with an error.
+
+Assigning variables
+--------- ---------
+
+Variables can be accessed and assigned values directly without the use of
+the built-in 'set' function. This means that variables can be accessed and
+modified much like other programming languages.
+
+ .@x = 100;
+ .@x = .@y = 100;
+
+Support for modifying variable values using 'set' is still supported (and
+required to exist for this method to work) so previous scripts will
+continue working. Its usage, though, is deprecated, and it should never be
+used in new scripts unless there are special reasons to do so.
+
+When assigning values, all operator methods are supported which exist in
+the below 'Operators' section. For instance:
+
+ .@x += 100;
+ .@x -= 100;
+ .@x *= 2;
+ .@x /= 2;
+ .@x %= 5;
+ .@x >>= 2;
+ .@x <<= 2;
+
+Will all work. For more information on available operators, see the
+Operators section described below. All operators listed there may be
+placed in-front of the '=' sign when modifying variables to perform the
+action as required.
+
+Increment and decrement operators are also provided, for your convenience.
+Pre-increment and pre-decrement operators:
+
+ ++.@x; // same as .@x = .@x + 1
+ --.@x; // same as .@x = .@x - 1
+
+Post-increment and post-decrement operators:
+
+ .@x++; // similar to .@x = .@x + 1
+ .@x--; // similar to .@x = .@x - 1
+
+The difference between pre- and post- increment/decrement operators is that,
+when used in an expression, the pre- ones will be executed before evaluating
+the expression, while the post- ones will be executed after. For example:
+
+ .@x = 1;
+ .@y = ++.@x; // After this line is executed, both .@y and .@x will be 2
+ .@x = 1;
+ .@y = .@x++; // After this line is executed, .@y will be 1, .@x will be 2
+
+Note: The pre-increment/pre-decrement operators are, by design, faster (or at
+least not slower) than their respective post- equivalent.
+
+Note:
+
+ !! Currently the scripting engine does not support directly copying array
+ !! variables. In order to copy arrays between variables the use of
+ !! 'copyarray' function is still required.
+
+Strings
+-------
+
+Strings are enclosed in "double quotes". To include the literal double
+quote symbol (") in a string you need to escape it with a blackslash:
+
+ .@string$ = "This string contains some \"double quote\" symbols";
+
+Arrays
+------
+
+Arrays (in Hercules at least) are essentially a set of variables going
+under the same name. You can tell between the specific variables of an
+array with an 'array index', a number of a variable in that array:
+
+<variable name>[<array index>]
+
+All variable types can be used as arrays.
+
+Variables stored in this way, inside an array, are also called 'array
+elements'. Arrays are specifically useful for storing a set of similar
+data (like several item IDs for example) and then looping through it. You
+can address any array variable as if it was a normal variable:
+
+ .@arrayofnumbers[0] = 1;
+
+You can use a variable (or an expression, or even a value from an another
+array) as array index:
+
+ .@x = 100;
+ .@arrayofnumbers[.@x] = 10;
+
+This will make .@arrayofnumbers[100] equal to 10.
+
+Index numbering always starts with 0 and arrays can hold over 2 billion
+variables. As such, the (guaranteed) allowed values for indices are in the
+range 0 ~ 2147483647.
+
+If the array index is omitted, it defaults to zero. Writing
+.@arrayofnumbers is perfectly equivalent to writing .@arrayofnumbers[0].
+
+Arrays can naturally store strings:
+
+.@menulines$[0] is the 0th element of the .@menulines$ array of strings.
+Notice the '$', normally denoting a string variable, before the square
+brackets that denotes an array index.
+
+Variable References
+-------------------
+
+//##TODO
+
+Hard-coded constants
+--------------------
+Most of the constants defined by the scripting engine can be found in
+'db/constants.conf' and have the same value independently of settings
+that are core related, but there are constants that can be used to
+retrieve core information that's set when the server is compiled.
+
+PACKETVER - Server packet version
+MAX_LEVEL - Maximum level
+MAX_STORAGE - Maximum storage items
+MAX_GUILD_STORAGE - Maximum guild storage items
+MAX_CART - Maximum cart items
+MAX_INVENTORY - Maximum inventory items
+MAX_ZENY - Maximum Zeny
+MAX_BG_MEMBERS - Maximum BattleGround members
+MAX_CHAT_USERS - Maximum Chat users
+MAX_REFINE - Maximum Refine level
+
+Send targets and status options are also hard-coded and can be found
+in src/map/script.c::script_hardcoded_constants or in functions that
+currently use them.
+
+Operators
+---------
+
+Operators are things you can do to variables and numbers. They are either
+the common mathematical operations or conditional operators:
+
++ - will add two numbers. If you try to add two strings, the result will
+ be a string glued together at the +. You can add a number to a string,
+ and the result will be a string. No other math operators work with
+ strings.
+- - will subtract two numbers.
+* - will multiply two numbers.
+/ - will divide two numbers. Note that this is an integer division, i.e.
+ 7/2 is not equal 3.5, it's equal 3.
+% - will give you the remainder of the division. 7%2 is equal to 1.
+
+There are also conditional operators. This has to do with the conditional
+command 'if' and they are meant to return either 1 if the condition is
+satisfied and 0 if it isn't. That's what they call 'boolean' variables. 0
+means 'False'. Anything except the zero is 'True'. Odd as it is, -1 and -5
+and anything below zero will also be True.)
+
+You can compare numbers to each other and you compare strings to each
+other, but you can not compare numbers to strings.
+
+ == - Is true if both sides are equal. For strings, it means they contain
+ the same value.
+ >= - True if the first value is equal to, or greater than, the second
+ value.
+ <= - True if the first value is equal to, or less than, the second value.
+ > - True if the first value greater than the second value.
+ < - True if the first value is less than the second value.
+ != - True if the first value IS NOT equal to the second one.
+ ~= - True if the second value (as regular expression) matches the first
+ value. Both values must be strings. See the script function pcre_match
+ for more details and advanced features.
+ ~! - True if the second value (as regular expression) DOES NOT match the
+ first value. Both values must be strings. See script function pcre_match
+ for more details and advanced features.
+
+Examples:
+
+ 1==1 is True.
+ 1<2 is True while 1>2 is False.
+ .@x>2 is True if .@x is equal to 3. But it isn't true if .@x is 2.
+
+Only '==', '!=', '~=' and '~!' have been tested for comparing strings. Since
+there's no way to code a seriously complex data structure in this language,
+trying to sort strings by alphabet would be pointless anyway.
+
+Comparisons can be stacked in the same condition:
+
+ && - Is True if and only if BOTH sides are true.
+ ('1==1 && 2==2' is true. '2==1 && 1==1' is false.)
+ || - Is True if either side of this expression is True.
+
+ 1==1 && 2==2 is True.
+ 1==1 && 2==1 is False.
+ 1==1 || 2==1 is True.
+
+Logical bitwise operators work only on numbers, and they are the following:
+
+ << - Left shift.
+ >> - Right shift.
+ Left shift moves the binary 1(s) of a number n positions to the left,
+ which is the same as multiplying by 2, n times.
+ In the other hand, Right shift moves the binary 1(s) of a number n
+ positions to the right, which is the same as dividing by 2, n times.
+ Example:
+ b = 2;
+ a = b << 3;
+ mes a;
+ a = a >> 2;
+ mes a;
+ The first mes command would display 16, which is the same as:
+ 2 x (2 x 2 x 2) = 16.
+ The second mes command would display 4, which is the same as:
+ 16 / 2 = 8; 8 / 2 = 4.
+ & - And.
+ | - Or.
+ The bitwise operator AND (&) is used to test two values against each
+ other, and results in setting bits which are active in both arguments.
+ This can be used for a few things, but in Hercules this operator is
+ usually used to create bit-masks in scripts.
+
+ The bitwise operator OR (|) sets to 1 a binary position if the binary
+ position of one of the numbers is 1. This way a variable can hold
+ several values we can check, known as bit-mask. A variable currently
+ can hold up to 32 bit-masks (from position 0 to position 1). This is a
+ cheap(skate) and easy way to avoid using arrays to store several
+ checks that a player can have.
+
+ A bit-mask basically is (ab)using the variables bits to set various
+ options in one variable. With the current limit in variables it is
+ possible to store 32 different options in one variable (by using the
+ bits on position 0 to 31).
+
+ Example(s):
+ - Basic example of the & operator, bit example:
+ 10 & 2 = 2
+ Why? :
+ 10 = 2^1 + 2^3 (2 + 8), so in bits, it would be 1010
+ 2 = 2^1 (2), so in bits (same size) it would be 0010
+ The & (AND) operator sets bits which are active (1) in both
+ arguments, so in the example 1010 & 0010, only the 2^1 bit is
+ active (1) in both. Resulting in the bit 0010, which is 2.
+ - Basic example of creating and using a bit-mask:
+ .@options = 2|4|16; // (note: this is the same as 2+4+16, or 22)
+ if (.@options & 1) mes "Option 1 is activated";
+ if (.@options & 2) mes "Option 2 is activated";
+ if (.@options & 4) mes "Option 3 is activated";
+ if (.@options & 8) mes "Option 4 is activated";
+ if (.@options & 16) mes "Option 5 is activated";
+ This would return the messages about option 2, 3 and 5 being shown
+ (since we've set the 2,4 and 16 bit to 1).
+ ^ - Xor.
+ The bitwise operator XOR (eXclusive OR) sets a binary position to 0 if
+ both numbers have the same value in the said position. On the other
+ hand, it sets to 1 if they have different values in the said binary
+ position. This is another way of setting and unsetting bits in
+ bit-masks.
+
+ Example:
+ - First let's set the quests that are currently in progress:
+ inProgress = 1|8|16; // quest 1,8 and 16 are in progress
+ - After playing for a bit, the player starts another quest:
+ if( inProgress&2 == 0 ){
+ // this will set the bit for quest 2 (inProgress has that bit set to 0)
+ inProgress = inProgress^2;
+ mes "Quest 2: find a newbie and be helpful to him for an hour.";
+ close;
+ }
+ - After spending some time reading info on Xor's, the player finally
+ completes quest 1:
+ if( inProgress&1 && isComplete ) {
+ // this will unset the bit for quest 1 (inProgress has that bit set to 1)
+ inProgress = inProgress^1;
+ mes "Quest 1 complete!! You unlocked the secrets of the Xor dynasty, use them wisely.";
+ close;
+ }
+
+Unary operators with only with a single number, which follows the
+operator, and are the following:
+
+ - - Negation.
+ The sign of the number will be reversed. If the number was positive,
+ it will become negative and vice versa.
+
+ Example:
+ .@myvar = 10;
+ mes "Negative 10 is "+(-.@myvar);
+
+ ! - Logical Not.
+ Reverses the boolean result of an expression. True will become false
+ and false will become true.
+
+ Example:
+ if(!callfunc("F_dosomething")) {
+ mes "Doing something failed.";
+ close;
+ }
+
+ ~ - Bitwise Not.
+ Reverses each bit in a number, also known as one's complement. Cleared
+ bits are set, and set bits are cleared.
+
+ Example:
+ - Ensure, that quest 2 is disabled, while keeping all other active, if
+ they are.
+ inProgress = inProgress&(~2);
+ // same as set inProgress,inProgress&0xfffffffd
+
+Ternary operators take three expressions (numbers, strings or boolean),
+and are the following:
+
+ ?: - Conditional operator
+ Very useful e.g. to replace
+
+ if(Sex) mes "..."; else mes "...";
+
+ clauses with simple
+
+ mes "Welcome, " + (Sex?"Mr.":"Mrs.") + " " + strcharinfo(0);
+
+ or to replace any other simple if-else clauses. It might be worth
+ mentioning that ?: has low priority and has to be enclosed with
+ parenthesis in most (if not all) cases.
+
+Operator Precedence and Associativity
+
+Operator precedence and associativity work more or less like they do in
+mathematics. The rules can be summarized with the following table:
+
+Precedence | Description | Associativity
+---------------------------------------------------------------------------
+1 (highest) | [] Array subscripting | None
+---------------------------------------------------------------------------
+2 | ++ Increment | None
+ | -- Decrement |
+---------------------------------------------------------------------------
+2 | - Unary minus | Right to left
+ | ! Logical NOT |
+ | ~ Bitwise NOT (One's Complement) |
+---------------------------------------------------------------------------
+3 | * Multiplication | Left to right
+ | / Division |
+ | % Modulo (remainder) |
+---------------------------------------------------------------------------
+4 | + Addition | Left to right
+ | - Subtraction |
+---------------------------------------------------------------------------
+5 | << Bitwise left shift | Left to right
+ | >> Bitwise right shift |
+---------------------------------------------------------------------------
+6 | < Less than | Left to right
+ | <= Less than or equal to |
+ | > Greater than |
+ | >= Greater than or equal to |
+---------------------------------------------------------------------------
+7 | == Equal to | Left to right
+ | != Not equal to |
+ | ~= Regexp match |
+ | ~! Regexp non-match |
+---------------------------------------------------------------------------
+8 | & Bitwise AND | Left to right
+---------------------------------------------------------------------------
+9 | ^ Bitwise XOR (exclusive or) | Left to right
+---------------------------------------------------------------------------
+10 | | Bitwise OR (inclusive or) | Left to right
+---------------------------------------------------------------------------
+11 | && Logical AND | Left to right
+---------------------------------------------------------------------------
+12 | || Logical OR | Left to right
+---------------------------------------------------------------------------
+13 | ?: Ternary conditional | Right to left
+---------------------------------------------------------------------------
+14 | = Direct assignment | Right to left
+(lowest) | += Assignment by sum |
+ | -= Assignment by difference |
+ | *= Assignment by product |
+ | /= Assignment by quotient |
+ | %= Assignment by remainder |
+ | <<= Assignment by bitwise left shift |
+ | >>= Assignment by bitwise right shift |
+ | &= Assignment by bitwise AND |
+ | ^= Assignment by bitwise XOR |
+ | |= Assignment by bitwise OR |
+
+Operator precedence means some operators are evaluated before others. For
+example, in 2 + 4 * 5 , the multiplication has higher precedence so 4 * 5 is
+evaluated first yielding 2 + 20 == 22 and not 6 * 5 == 30 .
+
+Operator associativity defines what happens if a sequence of the same
+operators is used one after another: whether the evaluator will evaluate the
+left operations first or the right. For example, in 8 - 4 - 2 , subtraction is
+left associative so the expression is evaluated left to right. 8 - 4 is
+evaluated first making the expression 4 - 2 == 2 and not 8 - 2 == 6 .
+
+Labels
+------
+
+Within executable script code, some lines can be labels:
+
+<label name>:
+
+Labels are points of reference in your script, which can be used to route
+execution with 'goto' and 'menu' commands, invoked with 'doevent', 'donpcevent'
+and 'callsub' commands and are otherwise essential. A label's name may not be
+longer than 23 characters. (24th is the ':'.) It may only contain alphanumeric
+characters and underscore. In addition to labels you name yourself, there are
+also some special labels which the script engine will start execution from if
+a special event happens:
+
+OnClock<hour><minute>:
+OnMinute<minute>:
+OnHour<hour>:
+On<weekday><hour><minute>:
+OnDay<month><day>:
+
+This will execute when the server clock hits the specified date or time.
+Hours and minutes are given in military time. ('0105' will mean 01:05 AM).
+Weekdays are Sun,Mon,Tue,Wed,Thu,Fri,Sat. Months are 01 to 12, days are 01
+to 31. Remember the zero. :)
+
+OnInit:
+OnInterIfInit:
+OnInterIfInitOnce:
+
+OnInit will execute every time the scripts loading is complete, including
+when they are reloaded with @reloadscript command. OnInterIfInit will
+execute when the map server connects to a char server, OnInterIfInitOnce
+will only execute once and will not execute if the map server reconnects
+to the char server later. Note that all those events will be executed upon
+scripts reloading.
+
+OnAgitStart:
+OnAgitEnd:
+OnAgitInit:
+OnAgitStart2:
+OnAgitEnd2:
+OnAgitInit2:
+
+OnAgitStart will run whenever the server shifts into WoE mode, whether it
+is done with @agitstart GM command or with 'AgitStart' script command.
+OnAgitEnd will do likewise for the end of WoE.
+
+OnAgitInit will run when data for all castles and all guilds that hold a
+castle is received by map-server from the char-server after initial
+connect.
+
+No RID will be attached while any of the above mentioned labels are
+triggered, so no character or account-based variables will be accessible,
+until you attach a RID with 'attachrid' (see below).
+
+The above also applies to, the last three labels, the only difference is
+that these labels are used exclusively for WoE SE, and are called
+independently.
+
+OnInstanceInit:
+
+This label will be executed when an instance is created and initialized through
+the 'instance_init' command. It will run again if @reloadscript is used while
+an instance is in progress.
+
+OnTouch:
+
+This label will be executed if a trigger area is defined for the NPC
+object it's in. If it isn't present, the execution will start from the
+beginning of the NPC code. The RID of the triggering character object will
+be attached.
+
+OnTouch_:
+
+Similar to OnTouch, but will only run one instance. Another character is
+chosen once the triggering character leaves the area.
+
+OnUnTouch:
+
+This label will be executed if plater leave trigger area is defined for the NPC
+object it's in. If it isn't present, nothing will happend.
+The RID of the triggering character object will be attached.
+
+OnPCLoginEvent:
+OnPCLogoutEvent:
+OnPCBaseLvUpEvent:
+OnPCJobLvUpEvent:
+
+It's pretty obvious when these four special labels will be invoked.
+
+OnPCDieEvent:
+
+This special label triggers when a player dies. The variable 'killerrid'
+is set to the ID of the killer.
+
+OnPCKillEvent:
+
+This special label triggers when a player kills another player. The
+variable 'killedrid' is set to the ID of the player killed.
+
+OnNPCKillEvent:
+
+This special label triggers when a player kills a monster. The variable
+'killedrid' is set to the Class of the monster killed.
+
+OnPCLoadMapEvent:
+
+This special label will trigger once a player steps in a map marked with
+the 'loadevent' mapflag and attach its RID. The fact that this label
+requires a mapflag for it to work is because, otherwise, it'd be
+server-wide and trigger every time a player would change maps. Imagine the
+server load with 1,000 players (oh the pain...)
+
+Only the special labels which are not associated with any script command
+are listed here. There are other kinds of labels which may be triggered in
+a similar manner, but they are described with their associated commands.
+
+OnCountFunds:
+
+This special label is triggered when a player opens a trader NPC object that
+is NST_CUSTOM. It is used to define different currency types to the trader via
+*setcurrency. Should be used along with OnPayFunds, see /doc/sample/npc_trader_sample.txt
+for more information.
+
+OnPayFunds:
+
+This special label is triggered when a purchase is made on a trader NPC object
+that is NST_CUSTOM. Receives @price, total cost and @points, secondary input
+field for cash windows. It is used to remove items that are set as currency.
+Should be used along with OnCountFunds, see /doc/sample/npc_trader_sample.txt
+for more information.
+
+On<label name>:
+
+These special labels are used with Mob scripts mostly, and script commands
+that requires you to point/link a command to a mob or another NPC, giving
+a label name to start from. The label name can be any of your liking, but
+must be started with "On".
+
+Example:
+
+monster "prontera",123,42,"Poringz0rd",2341,23,"Master::OnThisMobDeath";
+
+amatsu,13,152,4 script Master 767,{
+ mes "Hi there";
+ close;
+
+OnThisMobDeath:
+ announce "Hey, "+strcharinfo(0)+" just killed a Poringz0rd!",bc_blue|bc_all;
+ end;
+}
+
+Each time you kill one, that announce will appear in blue to everyone.
+
+"Global" labels
+
+There's a catch with labels and doevent. If you call a label (using
+doevent) and called label is in NPC that has trigger area, that label must
+end with "Global" to work globally (i.e. if RID is outside of the trigger
+area, which usually happens since otherwise there would be no point
+calling the label with doevent, because OnTouch would do the job). For
+further reference look for npc_event in npc.c.
+
+Scripting commands and functions
+--------------------------------
+
+The commands and functions are listed here in no particular order. There's
+a difference between commands and functions - commands leave no 'return
+value' which might be used in a conditional statement, as a command
+argument, or stored in a variable. Calling commands as if they were
+functions will sometimes work, but is not advised, as this can lead to
+some hard to track errors. Calling functions as if they were commands will
+mess up the stack, so 'return' command will not return correctly after
+this happens in a particular script.
+
+All commands must end with a ';'. Actually, you may expect to have
+multiple commands on one line if you properly terminate them with a ';',
+but it's better if you don't, since it is not certain just whether the
+scripting engine will behave nicely if you do.
+
+Please note that command and function names are case sensitive.
+
+-------------------------
+
+
+From here on, we will have the commands sorted as followed:
+
+1 - Basic Commands
+2 - Information-Retrieving Commands
+ -- 2.1 - Item-Related Commands
+ -- 2.2 - Guild-Related Commands
+3 - Checking Commands
+ -- 3.1 - Checking Item-Related Commands
+4 - Player-Related Commands
+ -- 4.1 - Player Item-Related Commands
+ -- 4.2 - Guild-Related Commands
+ -- 4.3 - Marriage-Related Commands
+5 - Mob / NPC Related commands
+ -- 5.1 - Time-Related Commands
+ -- 5.2 - Guild-Related Commands
+6 - Other Commands
+7 - Instance-Related Commands
+8 - Quest Log Commands
+9 - Battleground Commands
+10 - Mercenary Commands
+11 - Queue Commands
+12 - NPC Trader Commands
+
+
+---------------------------------------
+//=====================================
+1 - Basic Commands
+//=====================================
+---------------------------------------
+
+*mes "<string>"{,"<string>"..."<string>"};
+
+This command will displays a box on the screen for the invoking character,
+if no such box is displayed already, and will print the string specified
+into that box. There is normally no 'close' or 'next' button on this box,
+unless you create one with 'close' or 'next', and while it's open the
+player can't do much else, so it's important to create a button later. If
+the string is empty, it will show up as an empty line.
+
+ mes "Text that will appear in the box";
+
+Inside the string you may put color codes, which will alter the color of
+the text printed after them. The color codes are all '^<R><G><B>' and
+contain three hexadecimal numbers representing colors as if they were
+HTML colors - ^FF0000 is bright red, ^00FF00 is bright green, ^0000FF is
+bright blue, ^000000 is black. ^FF00FF is a pure magenta, but it's also
+a color that is considered transparent whenever the client is drawing
+windows on screen, so printing text in that color will have kind of a
+weird effect. You may also use C_ constants accompany with "F_MesColor"
+function for the color effect, see the full list of the available ones
+in 'db/constants.conf'
+under 'C_'. Once you've set a text's color to something, you have to set
+it back to black unless you want all the rest of the text be in that color:
+
+ mes "This is ^FF0000 red ^000000 and this is ^00FF00 green, ^000000 so.";
+ mes callfunc("F_MesColor", C_BLUE) +"This message is now in BLUE";
+
+Notice that the text coloring is handled purely by the client. If you use
+non-English characters, the color codes might get screwed if they stick to
+letters with no intervening space. Separating them with spaces from the
+letters on either side solves the problem.
+
+To display multiple lines of message while only using a single mes;
+command, use the script command in the following format:
+
+ mes "Line 1", "Line 2", "Line 3";
+
+This will display 3 different lines while only consuming a single line in
+the relevant script file.
+
+If you're using a client from 2011-10-10aRagexe.exe onwards, you can also
+use automatic navigation and open URLs in browser by using some HTML-like
+labels. For example:
+
+ mes "go to <NAVI>[Hat Maker]<INFO>izlude,131,148,</INFO></NAVI> to make hats";
+
+Will make the [Hat Maker] text clickable in the client and start a navigation
+to that point.
+
+ mes "You can <URL>Google<INFO>http://www.google.com/</INFO></URL> anything";
+
+Clicking Google will open the browser and point to Google website.
+
+---------------------------------------
+
+*next;
+
+This command will display a 'next' button in the message window for the
+invoking character. Clicking on it will cause the window to clear and
+display a new one. Used to segment NPC-talking, next is often used in
+combination with 'mes' and 'close'.
+
+If no window is currently on screen, one will be created, but once the
+invoking character clicks on it, a warning is thrown on the server console
+and the script will terminate.
+
+ mes "[Woman]";
+ mes "This would appear on the page";
+ next;
+ // This is needed since it is a new page and the top will now be blank
+ mes "[Woman]";
+ mes "This would appear on the 2nd page";
+
+---------------------------------------
+
+*close;
+
+This command will create a 'close' button in the message window for the
+invoking character. If no window is currently on screen, the script
+command 'end;' must be used. This is one of the ways to end a speech from
+an NPC. Once the button is clicked, the NPC script execution will end, and
+the message box will disappear.
+
+ mes "[Woman]";
+ mes "I am finished talking to you, click the close button.";
+ close;
+ mes "This command will not run at all, since the script has ended.";
+
+---------------------------------------
+
+*close2;
+
+This command will create a 'close' button in the message window for the
+invoking character. WARNING: If no window is currently on screen, the
+script execution will halt indefinitely! See 'close'. There is one
+important difference, though - even though the message box will have
+closed, the script execution will not stop, and commands after 'close2'
+will still run, meaning an 'end' has to be used to stop the script, unless
+you make it stop in some other manner.
+
+ mes "[Woman]";
+ mes "I will warp you now.";
+ close2;
+ warp "place",50,50;
+ end;
+
+Don't expect things to run smoothly if you don't make your scripts 'end'.
+
+---------------------------------------
+
+*end;
+
+This command will stop the execution for this particular script.
+It is required for any script not using 'mes'.
+
+ if (BaseLevel <= 10) {
+ npctalk "Look at that you are still a n00b";
+ end;
+ }
+ if (BaseLevel <= 20) {
+ npctalk "Look at that you are getting better, but still a n00b";
+ end;
+ }
+ if (BaseLevel <= 30) {
+ npctalk "Look at that you are getting there, you are almost 2nd profession now right???";
+ end;
+ }
+ if (BaseLevel <= 40) {
+ npctalk "Look at that you are almost 2nd profession";
+ end;
+ }
+
+Without the use of 'end' it would travel through the ifs until the end
+of the script. If you were lvl 10 or less, you would see all the speech
+lines, the use of 'end' stops this, and ends the script.
+
+---------------------------------------
+
+*set <variable>,<expression>;
+*set(<variable>,<expression>)
+
+This command will set a variable to the value that the expression results
+in. This isn't the only way to set a variable directly: you can set them
+much like any other programming language as stated before (refer to the
+'Assigning variables' section).
+
+This command is deprecated and it shouldn't be used in new scripts, except
+some special cases (mostly, set getvariableofnpc). Use direct value
+assignment instead.
+
+---------------------------------------
+
+*setd "<variable name>",<value>;
+
+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>;
+
+Examples:
+
+ setd ".@var$", "Poporing";
+ mes .@var$; // Displays "Poporing".
+
+ setd ".@" + .@var$ + "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.
+
+This can also be used to set an array dynamically:
+ setarray getd(".array[0]"), 1, 2, 3, 4, 5;
+
+Examples:
+
+ mes "The value of $varReference is: " + getd("$varRefence");
+ set .@i, getd("$" + "pikachu");
+
+---------------------------------------
+
+*getvariableofnpc(<variable>,"<npc name>")
+
+Returns a reference to a NPC variable (. prefix) from the target NPC.
+This can only be used to get . variables.
+
+Examples:
+
+//This will return the value of .var, note that this can't be used, since
+//the value isn't caught.
+ getvariableofnpc(.var,"TargetNPC");
+
+//This will set the .v variable to the value of the TargetNPC's .var
+//variable.
+ .v = getvariableofnpc(.var,"TargetNPC");
+
+//This will set the .var variable of TargetNPC to 1.
+ set getvariableofnpc(.var,"TargetNPC"), 1;
+
+Note: even though function objects can have .variables, getvariableofnpc
+will not work on them.
+
+---------------------------------------
+
+*goto <label>;
+
+This command will make the script jump to a label, usually used in
+conjunction with other command, such as "if", but often used on it's own.
+
+ ...
+ goto Label;
+ mes "This will not be seen";
+Label:
+ mes "This will be seen";
+
+Gotos are considered to be harmful and should be avoided whenever possible.
+
+---------------------------------------
+
+*menu "<option_text>",<target_label>{,"<option_text>",<target_label>,...};
+
+This command will create a selectable menu for the invoking character.
+Only one menu can be on screen at the same time.
+
+Depending on what the player picks from the menu, the script execution
+will continue from the corresponding label. It's string-label pairs, not
+label-string.
+
+This command is deprecated and it should not be used in new scripts, as it
+is likely to be removed at a later time. Please consider using select() or
+prompt() instead.
+
+Options can be grouped together, separated by the character ':'.
+
+ menu "A:B",L_Wrong,"C",L_Right;
+
+It also sets a special temporary character variable @menu, which contains
+the number of option the player picked. Numbering of options starts at 1.
+This number is consistent with empty options and grouped options.
+
+ menu "A::B",L_Wrong,"",L_Impossible,"C",L_Right;
+ L_Wrong:
+ // If they click "A" or "B" they will end up here
+ // @menu == 1 if "A"
+ // @menu == 2 will never happen because the option is empty
+ // @menu == 3 if "B"
+ L_Impossible:
+ // Empty options are not displayed and therefore can't be selected
+ // this label will never be reached from the menu command
+ L_Right:
+ // If they click "C" they will end up here
+ // @menu == 5
+
+If a label is '-', the script execution will continue right after the menu
+command if that option is selected, this can be used to save you time, and
+optimize big scripts.
+
+ menu "A::B:",-,"C",L_Right;
+ // If they click "A" or "B" they will end up here
+ // @menu == 1 if "A"
+ // @menu == 3 if "B"
+ L_Right:
+ // If they click "C" they will end up here
+ // @menu == 5
+
+Both these examples will perform the exact same task.
+
+If you give an empty string as a menu item, the item will not display.
+This can effectively be used to script dynamic menus by using empty string
+for entries that should be unavailable at that time.
+
+You can do it by using arrays, but watch carefully - this trick isn't high
+wizardry, but minor magic at least. You can't expect to easily duplicate
+it until you understand how it works.
+
+Create a temporary array of strings to contain your menu items, and
+populate it with the strings that should go into the menu at this
+execution, making sure not to leave any gaps. Normally, you do it with a
+loop and an extra counter, like this:
+
+ setarray .@possiblemenuitems$[0],<list of potential menu items>;
+ .@j = 0; // That's the menu lines counter.
+
+ // We loop through the list of possible menu items.
+ // .@i is our loop counter.
+ for (.@i = 0; .@i < getarraysize(.@possiblemenuitems$); ++.@i) {
+ // That 'condition' is whatever condition that determines whether
+ // a menu item number .@i actually goes into the menu or not.
+
+ if (<condition>)
+ {
+ // We record the option into the list of options actually
+ // available.
+
+ set .@menulist$[.@j],.@possiblemenuitems$[.@i];
+
+ // We just copied the string, we do need it's number for later
+ // though, so we record it as well.
+
+ set .@menureference[.@j],.@i;
+
+ // Since we've just added a menu item into the list, we
+ // increment the menu lines counter.
+
+ ++.@j;
+ }
+
+ // We go on to the next possible menu item.
+ }
+
+This will create you an array .@menulist$ which contains the text of all
+items that should actually go into the menu based on your condition, and
+an array .@menureference, which contains their numbers in the list of
+possible menu items. Remember, arrays start with 0. There's less of them
+than the possible menu items you've defined, but the menu command can
+handle the empty lines - only if they are last in the list, and if it's
+made this way, they are. Now comes a dirty trick:
+
+ // X is whatever the most menu items you expect to handle.
+ menu .@menulist$[0],-,.@menulist$[1],-,...,.@menulist$[<X>],-;
+
+This calls up a menu of all your items. Since you didn't copy some of the
+possible menu items into the list, it's end is empty and so no menu items
+will show up past the end. But this menu call doesn't jump anywhere, it
+just continues execution right after the menu command. (And it's a good
+thing it doesn't, cause you can only explicitly define labels to jump to,
+and how do you know which ones to define if you don't know beforehand
+which options will end up where in your menu?)
+But how do you figure out which option the user picked? Enter the @menu.
+
+@menu contains the number of option that the user selected from the list,
+starting with 1 for the first option. You know now which option the user
+picked and which number in your real list of possible menu items it
+translated to:
+
+ mes "You selected "+.@possiblemenuitems$[.@menureference[@menu-1]]+"!";
+
+@menu is the number of option the user picked.
+@menu-1 is the array index for the list of actually used menu items that
+we made.
+.@menureference[@menu-1] is the number of the item in the array of possible
+menu items that we've saved just for this purpose.
+
+And .@possiblemenuitems$[.@menureference[@menu-1]] is the string that we
+used to display the menu line the user picked. (Yes, it's a handful, but
+it works.)
+
+You can set up a bunch of 'if (.@menureference[@menu-1]==X) goto Y'
+statements to route your execution based on the line selected and still
+generate a different menu every time, which is handy when you want to, for
+example, make users select items in any specific order before proceeding,
+or make a randomly shuffled menu.
+
+Kafra code bundled with the standard distribution uses a similar
+array-based menu technique for teleport lists, but it's much simpler and
+doesn't use @menu, probably since that wasn't documented anywhere.
+
+See also 'select', which is probably better in this particular case.
+Instead of menu, you could use 'select' like this:
+
+ .@dummy = select(.@menulist$[0],.@menulist$[1],...,.@menulist$[<X>]);
+
+For the purposes of the technique described above these two statements are
+perfectly equivalent.
+
+---------------------------------------
+
+*select("<option>"{,"<option>",...})
+*prompt("<option>"{,"<option>",...})
+
+This function is a handy replacement for 'menu' that doesn't use a complex
+label structure. It will return the number of menu option picked,
+starting with 1. Like 'menu', it will also set the variable @menu to
+contain the option the user picked.
+
+ if (select("Yes:No") == 1)
+ mes "You said yes, I know.";
+
+And like 'menu', the selected option is consistent with grouped options
+and empty options.
+
+'prompt' works almost the same as select, except that when a character
+clicks the Cancel button, this function will return 255 instead.
+
+---------------------------------------
+
+*input(<variable>{,<min>{,<max>}})
+
+This command will make an input box pop up on the client connected to the
+invoking character, to allow entering of a number or a string. This has
+many uses, one example would be a guessing game, also making use of the
+'rand' function:
+
+ mes "[Woman]";
+ mes "Try and guess the number I am thinking of.";
+ mes "The number will be between 1 and 10.";
+ next;
+ .@number = rand(1,10);
+ input .@guess;
+ if (.@guess == .@number) {
+ mes "[Woman]";
+ mes "Well done that was the number I was thinking of";
+ close;
+ } else {
+ mes "[Woman]";
+ mes "Sorry, that wasn't the number I was thinking of.";
+ close;
+ }
+
+If you give the input command a string variable to put the input in, it
+will allow the player to enter text. Otherwise, only numbers will be
+allowed.
+
+ mes "[Woman]";
+ mes "Please say HELLO";
+ next;
+ input .@var$;
+ if (.@var$ == "HELLO") {
+ mes "[Woman]";
+ mes "Well done you typed it correctly";
+ close;
+ } else {
+ mes "[Woman]";
+ mes "Sorry you got it wrong";
+ close;
+ }
+
+Normally you may not input a negative number with this command.
+This is done to prevent exploits in badly written scripts, which would let
+people, for example, put negative amounts of Zeny into a bank script and
+receive free Zeny as a result.
+
+The command has two optional arguments and a return value.
+The default value of 'min' and 'max' can be set with 'input_min_value' and
+'input_max_value' in script.conf.
+For numeric inputs the value is capped to the range [min,max]. Returns 1
+if the value was higher than 'max', -1 if lower than 'min' and 0 otherwise.
+For string inputs it returns 1 if the string was longer than 'max', -1 is
+shorter than 'min' and 0 otherwise.
+
+---------------------------------------
+
+*callfunc "<function>"{,<argument>,...<argument>};
+*callfunc("<function>"{,<argument>,...<argument>})
+
+This command lets you call up a function NPC. A function NPC can be called
+from any script on any map server. Using the 'return' command it will come
+back to the place that called it.
+
+ place,50,50,6%TAB%script%TAB%Woman%TAB%115,{
+ mes "[Woman]"
+ mes "Lets see if you win";
+ callfunc "funcNPC";
+ mes "Well done you have won";
+ close;
+ }
+ function%TAB%script%TAB%funcNPC%TAB%{
+ .@win = rand(2);
+ if (.@win == 0)
+ return;
+ mes "Sorry you lost";
+ end;
+ }
+
+You can pass arguments to your function - values telling it what exactly
+to do - which will be available there with getarg() (see 'getarg').
+Notice that returning is not mandatory, you can end execution right there.
+
+If you want to return a real value from inside your function NPC, it is
+better to write it in the function form, which will also work and will
+make the script generally cleaner:
+
+ place,50,50,6%TAB%script%TAB%Man%TAB%115,{
+ mes "[Man]"
+ mes "Gimme a number!";
+ next;
+ input .@number;
+ if (callfunc("OddFunc",.@number)) mes "It's Odd!";
+ close;
+ }
+ function%TAB%script%TAB%OddFunc%TAB%{
+ if (getarg(0)%2==0) return 0;// it's even
+ return 1;// it's odd
+ }
+
+Alternately, user-defined functions may be called directly without the use
+of the 'callfunc' script command.
+
+ function<TAB>script<TAB>SayHello<TAB>{
+ mes "Hello " + getarg(0);
+ return 0;
+ }
+
+ place,50,50,6<TAB>script<TAB>Man<TAB>115,{
+ mes "[Man]";
+ SayHello strcharinfo(0);
+ close;
+ }
+
+Note:
+
+ !! A user-defined function must be declared /before/ a script attempts to
+ !! call it. That is to say, any functions should be placed above scripts
+ !! or NPCs (or loaded in a separate file first) before attempting to call
+ !! them directly.
+
+---------------------------------------
+
+*callsub <label>{,<argument>,...<argument>};
+*callsub(<label>{,<argument>,...<argument>})
+
+This command will go to a specified label within the current script (do
+NOT use quotes around it) coming in as if it were a 'callfunc' call, and
+pass it arguments given, if any, which can be recovered there with
+'getarg'. When done there, you should use the 'return' command to go back
+to the point from where this label was called. This is used when there is
+a specific thing the script will do over and over, this lets you use the
+same bit of code as many times as you like, to save space and time,
+without creating extra NPC objects which are needed with 'callfunc'. A
+label is not callable in this manner from another script.
+
+Example 1: callsub for checking (if checks pass, return to script)
+ callsub S_CheckFull, "guild_vs2",50;
+ switch( rand(4) ) {
+ case 0: warp "guild_vs2",9,50; end;
+ case 1: warp "guild_vs2",49,90; end;
+ case 2: warp "guild_vs2",90,50; end;
+ case 3: warp "guild_vs2",49,9; end;
+ }
+
+...
+
+S_CheckFull:
+ if (getmapusers(getarg(0)) >= getarg(1)) {
+ mes "I'm sorry, this arena is full. Please try again later.";
+ close;
+ }
+ return;
+
+Example 2: callsub used repeatedly, with different arguments
+// notice how the Zeny check/delete is reused, instead of copy-pasting for
+// every warp.
+ switch(select("Abyss Lake:Amatsu Dungeon:Anthell:Ayothaya Dungeon:Beacon Island, Pharos") {
+ case 1: callsub S_DunWarp,"hu_fild05",192,207;
+ case 2: callsub S_DunWarp,"ama_in02",119,181;
+ case 3: callsub S_DunWarp,"moc_fild20",164,145;
+ case 4: callsub S_DunWarp,"ayo_fild02",279,150;
+ case 5: callsub S_DunWarp,"cmd_fild07",132,125;
+ // etc
+ }
+
+...
+
+S_DunWarp:
+// getarg(0) = "mapname"
+// getarg(1) = x
+// getarg(2) = y
+ if (Zeny >= 100) {
+ Zeny -= 100;
+ warp getarg(0),getarg(1),getarg(2);
+ } else {
+ mes "Dungeon warp costs 100 Zeny.";
+ }
+ close;
+
+---------------------------------------
+
+*getarg(<index>{,<default_value>})
+
+This function is used when you use the 'callsub' or 'callfunc' commands.
+In the call you can specify variables that will make that call different
+from another one. This function will return an argument the function or
+subroutine was called with, and is the normal way to get them.
+This is another thing that can let you use the same code more than once.
+
+Argument numbering starts with 0, i.e. the first argument you gave is
+number 0. If no such argument was given, a zero is returned.
+
+ place,50,50,6%TAB%script%TAB%Woman1%TAB%115,{
+ mes "[Woman]";
+ mes "Lets see if you win";
+ callfunc "funcNPC",2;
+ mes "Well done you have won";
+
+ ...
+
+ place,52,50,6%TAB%script%TAB%Woman2%TAB%115,{
+ mes "[Woman]";
+ mes "Lets see if you win";
+ callfunc "funcNPC",5;
+ mes "Well done you have won";
+
+ ...
+
+ function%TAB%script%TAB%funcNPC%TAB%{
+ .@win = rand(getarg(0));
+ if(.@win==0) return;
+ mes "Sorry you lost";
+
+"woman1" NPC object calls the funcNPC. The argument it gives in this call
+is stated as 2, so when the random number is generated by the 'rand'
+function, it can only be 0 or 1. Whereas "woman2" gives 5 as the argument
+number 0 when calling the function, so the random number could be 0, 1, 2,
+3 or 4, this makes "woman2" less likely to say the player won.
+
+You can pass multiple arguments in a function call:
+
+ callfunc "funcNPC",5,4,3;
+
+getarg(0) would be 5, getarg(1) would be 4 and getarg(2) would be 3.
+
+Getarg also has an optional argument:
+If the target argument exists, it is returned.
+Otherwise, if <default_value> is present it is returned instead, if not
+the script terminates immediately.
+
+In previous example getarg(2,-1) would be 3 and getarg(3,-1) would be -1.
+
+---------------------------------------
+
+*getargcount()
+
+This function is used when you use the 'callsub' or 'callfunc' commands.
+In the call you can specify arguments. This function will return the
+number of arguments provided.
+
+Example:
+ callfunc "funcNPC",5,4,3;
+ ...
+ function%TAB%script%TAB%funcNPC%TAB%{
+ .@count = getargcount(); // 3
+ ...
+ }
+
+---------------------------------------
+
+*return {<value>};
+
+This command causes the script execution to leave previously called
+function with callfunc or script with callsub and return to the location,
+where the call originated from. Optionally a return value can be supplied,
+when the call was done using the function form.
+
+Using this command outside of functions or scripts referenced by callsub
+will result in error and termination of the script.
+
+ callfunc "<your function>";// when nothing is returned
+ <variable> = callfunc("<your function>");
+ // when a value is being returned
+
+---------------------------------------
+
+*function <function name>;
+*<function name>{(<argument>,...<argument>)};
+*function <function name> {
+<code>
+}
+
+This works like callfunc, and is used for cleaner and faster scripting.
+The function must be defined and used within a script, and works like a
+label with arguments.
+Note that the name may only contain alphanumeric characters and underscore.
+
+Usage:
+
+ 1. Declare the function.
+ function <function name>;
+ 2. Call the function anywhere within the script.
+ It can also return a value when used with parentheses.
+ <function name>;
+ 3. Define the function within the script.
+ <function name> {<code>}
+
+Example:
+
+prontera,154,189,4 script Item Seller 767,{
+ /* Function declaration */
+ function SF_Selling;
+
+ if (Zeny > 50) {
+ mes "Welcome!";
+ /* Function call */
+ SF_Selling;
+ }
+ else mes "You need 50z, sorry!";
+ close;
+
+ /* Function definition */
+ function SF_Selling {
+ mes "Would you like to buy a phracon for 50z?";
+ next;
+ if(select("Yes","No, thanks") == 1) {
+ Zeny -= 50;
+ getitem 1010,1;
+ mes "Thank you!";
+ }
+ return;
+ }
+}
+
+Example with parameters and return value:
+
+prontera,150,150,0 script TestNPC 123,{
+ /* Function declaration */
+ function MyAdd;
+
+ mes "Enter two numbers.";
+ next;
+ input .@a;
+ input .@b;
+ /* Function call */
+ mes .@a+" + "+.@b+" = "+MyAdd(.@a,.@b);
+ close;
+
+ /* Function definition */
+ function MyAdd {
+ return getarg(0)+getarg(1);
+ }
+}
+
+
+---------------------------------------
+
+*is_function("<function name>")
+
+This command checks whether a function exists.
+It returns 1 if function is found, or 0 if it isn't.
+
+Example:
+
+ function script try {
+ dothat;
+ }
+
+ - script test FAKE_NPC,{
+ .@try = is_function("try"); // 1
+ .@not = is_function("not"); // 0
+ }
+
+---------------------------------------
+
+*if (<condition>) <statement>;
+
+This is the basic conditional statement command, and just about the only
+one available in this scripting language.
+
+The condition can be any expression. All expressions resulting in a
+non-zero value will be considered True, including negative values. All
+expressions resulting in a zero are false.
+
+If the expression results in True, the statement will be executed. If it
+isn't true, nothing happens and we move on to the next line of the script.
+
+ if (1) mes "This will always print.";
+ if (0) mes "And this will never print.";
+ if (5) mes "This will also always print.";
+ if (-1) mes "Funny as it is, this will also print just fine.";
+
+For more information on conditional operators see the operators section
+above.
+Anything that is returned by a function can be used in a condition check
+without bothering to store it in a specific variable:
+
+ if (strcharinfo(0)=="Daniel Jackson") mes "It is true, you are Daniel!";
+
+More examples of using the 'if' command in the real world:
+
+Example 1:
+
+ .@var1 = 1;
+ input .@var2;
+ if (.@var1 == .@var2)
+ close;
+ mes "Sorry that is wrong";
+ close;
+
+Example 2:
+
+ .@var1 = 1;
+ input .@var2;
+ if (.@var1 != .@var2)
+ mes "Sorry that is wrong";
+ close;
+
+(Notice examples 1 and 2 have the same effect.)
+
+Example 3:
+
+ ++.@var1;
+ mes "[Forgetfull Man]";
+ if (.@var == 1) mes "This is the first time you have talked to me";
+ if (.@var == 2) mes "This is the second time you have talked to me";
+ if (.@var == 3) mes "This is the third time you have talked to me";
+ if (.@var == 4) mes "This is the forth time you have talked to me, but I think I am getting amnesia, I have forgotten about you";
+ if (.@var == 4) .@var = 0;
+ close;
+
+Example 4:
+
+ mes "[Quest Person]";
+ // The (AegisName) constant Apple comes from item_db, it is the item number 512.
+ if (countitem(Apple) >= 1) {
+ mes "Oh an apple, I didn't want it, I just wanted to see one";
+ close;
+ }
+ mes "Can you please bring me an apple?";
+ close;
+
+Example 5: Using complex conditions.
+
+ mes "[Multi Checker]";
+ if ((queststarted == 1) && (countitem(Apple) >= 5)) {
+ // Executed only if the quest has been started AND You have 5 apples
+ mes "[Multi Checker]";
+ mes "Well done you have started the quest of got me 5 apples";
+ mes "Thank you";
+ queststarted = 0;
+ delitem Apple, 5;
+ close;
+ }
+ mes "Please get me 5 apples";
+ queststarted = 1;
+ close;
+
+If the condition doesn't meet, it'll do the action following the else.
+We can also group several actions depending on a condition, this way:
+
+if (<condition) {
+ dothis1;
+ dothis2;
+ dothis3;
+} else {
+ dothat1;
+ dothat2;
+ dothat3;
+ dothat4;
+}
+
+Example 6:
+
+ mes "[Person Checker]";
+ if ($name$ == "") {
+ mes "Please tell me someone's name";
+ next;
+ input $name$;
+ $name2$ = strcharinfo(0);
+ mes "[Person Checker]";
+ mes "Thank you";
+ close;
+ }
+ if ($name$ == strcharinfo(0)) {
+ mes "You are the person that " +$name2$+ " just mentioned";
+ mes "nice to meet you";
+ } else {
+ mes "You are not the person that " +$name2$+ " mentioned";
+ }
+ $name$ = "";
+ $name2$ = "";
+ close;
+
+See 'strcharinfo' for explanation of what this function does.
+
+Remember that if you plan to do several actions upon the condition being
+false, and you forget to use the curly braces (the { } ), the second
+action will be executed regardless the output of the condition, unless of
+course, you stop the execution of the script if the condition is true
+(that is, in the first grouping using a return; , and end; or a close; ).
+
+Also, you can have multiple conditions nested or chained, and don't worry
+about limits as to how many nested if you can have, there is no spoon ;).
+
+...
+if (<condition 1>)
+ dothis;
+else if (<condition 2>) {
+ dotheother;
+ do that;
+ end;
+} else
+ do this;
+...
+
+---------------------------------------
+
+*while (<condition>) <statement>;
+
+This is probably the simplest and most frequently used loop structure. The
+'while' statement can be interpreted as "while <condition> is true,
+perform <statement>". It is a pretest loop, meaning the conditional
+expression is tested before any of the statements in the body of the loop
+are performed. If the condition evaluates to false, the statement(s) in
+the body of the loop is/are never executed. If the condition evaluates to
+true, the statement(s) are executed, then control transfers back to the
+conditional expression, which is reevaluated and the cycle continues.
+
+Multiple statements can be grouped with { }, curly braces, just like with
+the 'if' statement.
+
+Example 1:
+ while (switch(select("Yes:No") == 2 ))
+ mes "You picked no.";
+
+Example 2: multiple statements
+ while (switch(select("Yes:No") == 2 )) {
+ mes "Why did you pick no?";
+ mes "You should pick yes instead!";
+ }
+
+Example 3: counter-controlled loop
+ .@i = 1;
+ while (.@i <= 5) {
+ mes "This line will print 5 times.";
+ ++.@i;
+ }
+
+Example 4: sentinel-controlled loop
+ mes "Input 0 to stop";
+ input .@num;
+ while (.@num != 0) {
+ mes "You entered " + .@num;
+ input .@num;
+ }
+ close;
+
+---------------------------------------
+
+*for (<variable initialization>; <condition>; <variable update>) <statement>;
+
+Another pretest looping structure is the 'for' statement. It is considered
+a specialized form of the 'while' statement, and is usually associated
+with counter-controlled loops. Here are the steps of the 'for' statement:
+the initialize statement is executed first and only once. The condition
+test is performed. When the condition evaluates to false, the rest of the
+for statement is skipped. When the condition evaluates to true, the body
+of the loop is executed, then the update statement is executed (this
+usually involves incrementing a variable). Then the condition is
+reevaluated and the cycle continues.
+
+Example 1:
+ for (.@i = 0; .@i < 5; ++.@i)
+ mes "This line will print 5 times.";
+
+Example 2:
+ mes "This will print the numbers 1 - 5.";
+ for (.@i = 1; .@i <= 5; ++.@i)
+ mes .@i;
+
+---------------------------------------
+
+*do { <statement>; } while (<condition>);
+
+The 'do...while' is the only post-test loop structure available in this
+script language. With a post-test, the statements are executed once before
+the condition is tested. When the condition is true, the statement(s) are
+repeated. When the condition is false, control is transferred to the
+statement following the 'do...while' loop expression.
+
+Example 1: sentinel-controlled loop
+ mes "This menu will keep appearing until you pick Cancel";
+ do {
+ .@choice = select("One:Two:Three:Cancel");
+ } while (.@choice != 4);
+
+Example 2: counter-controlled loop
+ mes "This will countdown from 10 to 1.";
+ .@i = 10;
+ do {
+ mes .@i--;
+ } while (.@i > 0);
+
+---------------------------------------
+
+*freeloop(<toggle>)
+
+Toggling this to enabled (1) allows the script instance to bypass the
+infinite loop protection, allowing your script to loop as much as it may
+need. Disabling (0) may warn you if an infinite loop is detected if your
+script is looping too many times.
+
+Please note, once again, that this isn't a solution to all problems, and by
+disabling this protection your Hercules server may become laggy or
+unresponsive if the script it is used in is performing lenghty loop
+operations.
+
+Example:
+ freeloop(1); // enable script to loop freely
+
+ //Be aware with what you do here.
+ for (.@i = 0; .@i < .@bigloop; ++.@i) {
+ dothis;
+ // will sleep the script for 1ms when detect an infinity loop to
+ // let Hercules do what it need to do (socket, timer, process,
+ // etc.)
+ }
+
+ freeloop(0); // disable
+
+ for (.@i = 0; .@i < .@bigloop; ++.@i) {
+ dothis;
+ // throw an infinity loop error
+ }
+
+---------------------------------------
+
+*setarray <array name>[<first value>],<value>{,<value>...<value>};
+
+This command will allow you to quickly fill up an array in one go. Check
+the Kafra scripts in the distribution to see this used a lot.
+
+ setarray .@array[0], 100, 200, 300, 400, 500, 600;
+
+The index of the first element of the array to alter can be omitted if
+zero. For example:
+
+ setarray .@array, 200, 200, 200;
+ setarray .@array[1], 300, 150;
+
+will produce:
+
+ .@array[0] = 200
+ .@array[1] = 300
+ .@array[2] = 150
+
+---------------------------------------
+
+*cleararray <array name>[<first value to alter>],<value>,<number of values to set>;
+
+This command will change many array values at the same time to the same
+value.
+
+ setarray .@array, 100, 200, 300, 400, 500, 600;
+ // This will make all 6 values 0
+ cleararray .@array[0], 0, 6;
+ // This will make array element 0 change to 245
+ cleararray .@array[0], 245, 1;
+ // This is equivalent to the above
+ cleararray .@array, 245, 1;
+ // This will make elements 1 and 2 change to 345
+ cleararray .@array[1], 345, 2;
+
+See 'setarray'.
+
+---------------------------------------
+
+*copyarray <destination array>[<first value>],<source array>[<first value>],<amount of data to copy>;
+
+This command lets you quickly shuffle a lot of data between arrays, which
+is in some cases invaluable.
+
+ setarray .@array, 100, 200, 300, 400, 500, 600;
+ // So we have made .@array[]
+ copyarray .@array2[0],.@array[2],2;
+
+ // Now, .@array2[0] will be equal to .@array[2] (300) and
+ // .@array2[1] will be equal to .@array[3].
+
+So using the examples above:
+ .@array[0] = 100
+ .@array[1] = 200
+ .@array[2] = 300
+ .@array[3] = 400
+ .@array[4] = 500
+ .@array[5] = 600
+
+New Array:
+ .@array2[0] = 300
+ .@array2[1] = 400
+ .@array2[2] = 0
+ .@array2[3] = 0
+
+Notice that .@array[4] and .@array[5] won't be copied to the second array,
+and it will return a 0.
+
+---------------------------------------
+
+*deletearray <array name>[<first value>],<how much to delete>;
+
+This command will delete a specified number of array elements totally from
+an array, shifting all the elements beyond this towards the beginning.
+
+ // This will delete array element 0, and move all the other array
+ // elements up one place.
+ deletearray .@array[0],1
+
+ // This would delete array elements numbered 1, 2 and 3, leave element 0
+ // in its place, and move the other elements ups, so there are no gaps.
+ deletearray .@array[1],3
+
+If the amount of items to delete is not specified, all elements of the
+array starting from the specified one to the end, are deleted. If no
+starting element is specified either, the the entire array will be
+deleted.
+
+ // This would delete all elements of the array starting from 2, leaving
+ // element 0 and 1
+ deletearray .@array[2];
+
+ // This would delete all elements of the array
+ deletearray .@array;
+
+---------------------------------------
+//=====================================
+1 - End of Basic-Related Commands
+//=====================================
+---------------------------------------
+
+
+---------------------------------------
+//=====================================
+2 - Information-retrieving Related Commands
+//=====================================
+---------------------------------------
+
+*strcharinfo(<type>)
+
+This function will return either the name, party name or guild name for
+the invoking character. Whatever it returns is determined by type.
+(0) PC_NAME - Character's name.
+(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 a character is not a member of any party or guild, an empty string will
+be returned when requesting that information.
+
+Note: Numbers can also be used in <type>, but their usage is disncouraged as
+using only numbers reduces script readability
+
+---------------------------------------
+
+*strnpcinfo(<type>)
+
+This function will return the various parts of the name of the calling NPC.
+Whatever it returns is determined by type.
+
+ 0 - The NPC's display name (visible#hidden)
+ 1 - The visible part of the NPC's display name
+ 2 - The hidden part of the NPC's display name
+ 3 - The NPC's unique name (::name)
+ 4 - The name of the map the NPC is in.
+
+---------------------------------------
+
+*charid2rid(<char id>)
+
+This function returns the RID of the character with the given character ID.
+
+If the character is offline or doesn't exist, 0 is returned.
+
+---------------------------------------
+
+*getarraysize(<array name>)
+
+This function returns highest index of the array that is filled.
+Notice that zeros and empty strings at the end of this array are not
+counted towards this number.
+
+For example:
+
+ setarray .@array, 100, 200, 300, 400, 500, 600;
+ .@arraysize = getarraysize(.@array);
+
+This will make .@arraysize == 6. But if you try this:
+
+ setarray .@array, 100, 200, 300, 400, 500, 600, 0;
+ .@arraysize = getarraysize(.@array);
+
+.@arraysize will still equal 6, even though you've set 7 values.
+
+If you do this:
+
+ .@array[1000] = 1;
+ .@arraysize = getarraysize(.@array);
+
+.@arraysize will be 1000, even though only one element has been set.
+
+---------------------------------------
+
+*getelementofarray(<array name>,<index>)
+
+This command retrieves the value of the element of given array at given
+index. This is equivalent to using:
+
+ <array name>[<index>]
+
+The reason for this is, that this short form is internally converted into
+a call to getelementofarray, when the script is loaded.
+
+Also useful when passing arrays to functions or accessing another npc's
+arrays:
+ getelementofarray(getarg(0),<index>)
+ getelementofarray(getvariableofnpc(.var, "testNPC"),<index>)
+
+---------------------------------------
+
+*readparam(<parameter number>)
+
+This function will return the basic stats of an invoking character,
+referred to by the parameter number. Instead of a number, you can use a
+parameter name if it is defined in 'db/constants.conf'.
+
+Example parameters:
+
+StatusPoint, BaseLevel, SkillPoint, Class, Upper, Zeny, Sex, Weight,
+MaxWeight, JobLevel, BaseExp, JobExp, NextBaseExp, NextJobExp, Hp, MaxHp,
+Sp, MaxSp, BaseJob, Karma, Manner, bVit, bDex, bAgi, bStr, bInt, bLuk
+
+All of these also behave as variables, but don't expect to be able to just
+'set' them - some will not work for various internal reasons.
+
+Example 1:
+
+ // Returns how many status points you haven't spent yet.
+ mes "Unused status points: "+readparam(9);
+
+Using this particular information as a function call is not required.
+Typing this will return the same result:
+
+ mes "Unused status points: "+StatusPoint;
+
+Example 2:
+
+You can also use this command to get stat values.
+
+ if (readparam(bVit) > 77)
+ mes "Only people with over 77 Vit are reading this!";
+
+Example 3:
+
+ // Display your current weight
+ mes "Your current weight is "+( Weight/10 )+"/"+( MaxWeight/10 );
+
+---------------------------------------
+
+*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 player.
+
+Type is the kind of associated ID number required:
+
+ 0 - Character ID number.
+ 1 - Party ID number.
+ 2 - Guild ID number.
+ 3 - Account ID number.
+ 4 - Battle ground ID
+
+For most purposes other than printing it, a number is better to have than
+a name (people do horrifying things to their character names).
+
+If the character is not in a party or not in a guild, the function will
+return 0 if guild or party number is requested. If a name is specified and
+the character is not found, 0 is returned.
+
+If getcharid(0) returns a zero, the script got called not by a character
+and doesn't have an attached RID. Note that this will cause the map server
+to print "player not attached!" error messages, so it is preferred to use
+"playerattached" to check for the character attached to the script.
+
+if( getcharid(2) == 0 ) mes "Only members of a guild are allowed here!";
+
+---------------------------------------
+
+*getnpcid(<type>{,"<npc name>"});
+
+Retrieves IDs of the currently invoked NPC. If a unique npc name is given,
+IDs of that NPC are retrieved instead. Type specifies what ID to retrieve
+and can be one of the following:
+
+ 0 - Unit ID (GID)
+
+If an invalid type is given or the NPC does not exist, 0 is returned.
+
+---------------------------------------
+
+*getchildid()
+*getmotherid()
+*getfatherid()
+
+These functions return the character ID of the attached player's child,
+mother, mother, or father, respectively. It returns 0 if no ID is found.
+
+ if (getmotherid()) mes "Your mother's ID is: "+getmotherid();
+
+---------------------------------------
+
+*ispartneron()
+
+This function returns 1 if the invoking character's marriage partner is
+currently online and 0 if they are not or if the character has no partner.
+
+---------------------------------------
+
+*getpartnerid()
+
+This function returns the character ID of the invoking character's
+marriage partner, if any. If the invoking character is not married, it
+will return 0, which is a quick way to see if they are married:
+
+ if (!getpartnerid()) mes "I'm not going to be your girlfriend!";
+ if (getpartnerid()) mes "You're married already!";
+
+---------------------------------------
+
+*getpartyname(<party id>)
+
+This function will return the name of a party that has the specified ID
+number. If there is no such party ID, "null" will be returned.
+
+Lets say the ID of a party was saved as a global variable:
+
+ // This would return the name of the party from the ID stored in a
+ // variable
+ mes "You're in the '"+getpartyname($@var)+"' party, I know!";
+
+---------------------------------------
+
+*getpartymember <party id>{,<type>};
+
+This command will find all members of a specified party and returns their
+names (or character id or account id depending on the value of "type")
+into an array of temporary global variables. There's actually quite a few
+commands like this which will fill a special variable with data upon
+execution and not do anything else.
+
+Upon executing this,
+
+$@partymembername$[] is a global temporary string array which contains all
+ the names of these party members.
+ (only set when type is 0 or not specified)
+
+$@partymembercid[] is a global temporary number array which contains the
+ character id of these party members.
+ (only set when type is 1)
+
+$@partymemberaid[] is a global temporary number array which contains the
+ account id of these party members.
+ (only set when type is 2)
+
+$@partymembercount is the number of party members that were found.
+
+The party members will (apparently) be found regardless of whether they
+are online or offline. Note that the names come in no particular order.
+
+Be sure to use $@partymembercount to go through this array, and not
+'getarraysize', because it is not cleared between runs of 'getpartymember'.
+If someone with 7 party members invokes this script, the array would have
+7 elements. But if another person calls up the NPC, and he has a party of
+5, the server will not clear the array for you, overwriting the values
+instead. So in addition to returning the 5 member names, the 6th and 7th
+elements from the last call remain, and you will get 5+2 members, of which
+the last 2 don't belong to the new guy's party. $@partymembercount will
+always contain the correct number, (5) unlike 'getarraysize()' which will
+return 7 in this case.
+
+Example 1: list party member names
+
+ // get the party member names
+ getpartymember getcharid(1),0;
+
+ // It's a good idea to copy the global temporary $@partymember*****
+ // variables to your own scope variables because if you have pauses in
+ // this script (sleep, sleep2, next, close2, input, menu, select, or
+ // prompt), another player could click this NPC, trigger
+ // 'getpartymember', and overwrite the $@partymember***** variables.
+ .@count = $@partymembercount;
+ copyarray .@name$[0], $@partymembername$[0], $@partymembercount;
+
+ // list the party member names
+ for (.@i = 0; .@i < .@count; ++.@i) {
+ mes (.@i +1) + ". ^0000FF" + .@name$[.@i] + "^000000";
+ }
+ close;
+
+
+Example 2: check party count (with a 'next' pause), before warping to event
+
+ .register_num = 5; // How many party members are required?
+
+ // get the charID and accountID of character's party members
+ getpartymember getcharid(1), 1;
+ getpartymember getcharid(1), 2;
+
+ if ($@partymembercount != .register_num) {
+ mes "Please form a party of "+ .register_num +" to continue";
+ close;
+ }
+
+ // loop through both and use 'isloggedin' to count online party members
+ for (.@i = 0; .@i < $@partymembercount; ++.@i)
+ if (isloggedin($@partymemberaid[.@i], $@partymembercid[.@i]))
+ .@count_online++;
+ // We search accountID & charID because a single party can have
+ // multiple characters from the same account. Without searching
+ // through the charID, if a player has 2 characters from the same
+ // account inside the party but only 1 char online, it would count
+ // their online char twice.
+
+ if (.@count_online != .register_num) {
+ mes "All your party members must be online to continue";
+ close;
+ }
+
+ // copy the array to prevent players cheating the system
+ copyarray .@partymembercid, $@partymembercid, .register_num;
+
+ mes "Are you ready?";
+ next; // careful here
+ select "Yes";
+
+ // When a script hits a next, menu, sleep or input that pauses the
+ // script, players can invite or /leave and make changes in their
+ // party. To prevent this, we call getpartymember again and compare
+ // with the original values.
+
+ getpartymember getcharid(1), 1;
+ if ($@partymembercount != .register_num) {
+ mes "You've made changes to your party !";
+ close;
+ }
+ for (.@i = 0; .@i < $@partymembercount; ++.@i) {
+ if (.@partymembercid[.@i] != $@partymembercid[.@i]) {
+ mes "You've made changes to your party !";
+ close;
+ }
+ }
+
+ // Finally, it's safe to start the event!
+ warpparty "event_map", 0,0, getcharid(1);
+
+---------------------------------------
+
+*getpartyleader(<party id>{,<type>})
+
+This function returns some information about the given party-id's leader.
+When type is omitted, the default information retrieved is the leader's
+name. Possible types are:
+
+ 1: Leader account id
+ 2: Leader character id
+ 3: Leader's class
+ 4: Leader's current map name
+ 5: Leader's current level as stored on the party structure (may not be
+ current level if leader leveled up recently).
+
+If retrieval fails (leader not found or party does not exist), this
+function returns "null" instead of the character name, and -1 for the
+other types.
+
+---------------------------------------
+
+*getlook(<type>)
+
+This function will return the number for the current character look value
+specified by type. See 'setlook' for valid look types.
+
+This can be used to make a certain script behave differently for
+characters dressed in black. :)
+
+---------------------------------------
+
+*getsavepoint(<information type>)
+
+This function will return information about the invoking character's save
+point. You can use it to let a character swap between several recorded
+save points. Available information types are:
+
+ 0 - Map name (a string)
+ 1 - X coordinate
+ 2 - Y coordinate
+
+---------------------------------------
+
+*getcharip({"<character name>"|<account id>|<char id>})
+
+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.
+
+Examples:
+
+// Outputs IP address of attached player.
+ mes "Your IP: " + getcharip();
+
+// Outputs IP address of character "Silver".
+ mes "Silver's IP: " + getcharip("Silver");
+
+---------------------------------------
+
+*sit({"<character name>"})
+*stand({"<character name>"})
+
+This function will force a character to sit/stand if it is standing/sitting.
+If no player is specified, the attached player will be used.
+
+---------------------------------------
+
+*issit({"<character name>"})
+
+This function will return a number depending on the character's sitting state.
+If the character is sitting, it will return 1, otherwise (standing) it will return 0.
+In case no player is specified, the function will return the state of the attached player.
+
+---------------------------------------
+//=====================================
+2.1 - Item-Related Commands
+//=====================================
+---------------------------------------
+
+*getequipid(<equipment slot>)
+
+This function returns the item ID of the item equipped in the equipment
+slot specified on the invoking character. If nothing is equipped there, it
+returns -1. Valid equipment slots are:
+
+EQI_HEAD_TOP (1) - Upper head gear
+EQI_ARMOR (2) - Armor (Where you keep your Jackets and Robes)
+EQI_HAND_L (3) - What is in your Left hand.
+EQI_HAND_R (4) - What is in your Right hand.
+EQI_GARMENT (5) - The garment slot (Mufflers, Hoods, Manteaus)
+EQI_SHOES (6) - What foot gear the player has on.
+EQI_ACC_L (7) - Accessory 1.
+EQI_ACC_R (8) - Accessory 2.
+EQI_HEAD_MID (9) - Middle Headgear (masks and glasses)
+EQI_HEAD_LOW (10) - Lower Headgear (beards, some masks)
+EQI_COSTUME_HEAD_LOW (11) - Lower Costume Headgear
+EQI_COSTUME_HEAD_MID (12) - Middle Costume Headgear
+EQI_COSTUME_HEAD_TOP (13) - Upper Costume Headgear
+EQI_COSTUME_GARMENT (14) - Costume Garment
+EQI_SHADOW_ARMOR (15) - Shadow Armor
+EQI_SHADOW_WEAPON (16) - Shadow Weapon
+EQI_SHADOW_SHIELD (17) - Shadow Shield
+EQI_SHADOW_SHOES (18) - Shadow Shoes
+EQI_SHADOW_ACC_R (19) - Shadow Accessory 2
+EQI_SHADOW_ACC_L (20) - Shadow Accessory 1
+
+Notice that a few items occupy several equipment slots, and if the
+character is wearing such an item, 'getequipid' will return it's ID number
+for either slot.
+
+Can be used to check if you have something equipped, or if you haven't got
+something equipped:
+
+ if(getequipid(EQI_HEAD_TOP) == Tiara) {
+ mes "What a lovely Tiara you have on";
+ close;
+ }
+ mes "Come back when you have a Tiara on";
+ close;
+
+You can also use it to make sure people don't pass a point before removing
+an item totally from them. Let's say you don't want people to wear Legion
+Plate armor, but also don't want them to equip if after the check, you
+would do this:
+
+ if (getequipid(EQI_ARMOR) == Full_Plate_Armor || getequipid(EQI_ARMOR) == Full_Plate_Armor_) {
+ mes "You are wearing some Legion Plate Armor, please drop that in your stash before continuing";
+ close;
+ }
+ if (countitem(Full_Plate_Armor) > 0 || countitem(Full_Plate_Armor_) > 0) {
+ mes "You have some Legion Plate Armor in your inventory, please drop that in your stash before continuing";
+ close;
+ }
+ mes "I will lets you pass";
+ close2;
+ warp "place",50,50;
+ end;
+
+---------------------------------------
+
+*getequipname(<equipment slot>)
+
+Returns the jname of the item equipped in the specified equipment slot on
+the invoking character, or an empty string if nothing is equipped in that
+position.
+Does the same thing as getitemname(getequipid()). Useful for an NPC to
+state what your are wearing, or maybe saving as a string variable.
+See 'getequipid' for a full list of valid equipment slots.
+
+ if( getequipname(EQI_HEAD_TOP) != "" )
+ mes "So you are wearing a "+getequipname(EQI_HEAD_TOP)+" on your head";
+ else
+ mes "You are not wearing a head gear";
+
+---------------------------------------
+
+*getitemname(<item id>)
+
+Given the database ID number of an item, this function will return the
+text stored in the 'japanese name' field (which, in Hercules, stores an
+English name the players would normally see on screen).
+Return "null" if no such item exist.
+
+---------------------------------------
+
+*getbrokenid(<number>)
+
+This function will search the invoking character's inventory for any
+broken items, and will return their item ID numbers. Since the character
+may have several broken items, 1 given as an argument will return the
+first one found, 2 will return the second one, etc. Will return 0 if no
+such item is found.
+
+ // Let's see if they have anything broken:
+ if (getbrokenid(1)==0)
+ mes "You don't have anything broken, quit bothering me.";
+ else // They do, so let's print the name of the first broken item:
+ mes "Oh, I see you have a broken "+getitemname(getbrokenid(1))+" here!";
+
+---------------------------------------
+
+*getbrokencount()
+
+This function will return the total amount of broken equipment on the
+invoking character.
+
+---------------------------------------
+
+*getequipisequiped(<equipment slot>)
+
+This functions will return 1 if there is an equipment placed on the
+specified equipment slot and 0 otherwise. For a list of equipment slots
+see 'getequipid'. Function originally used by the refining NPCs:
+
+ if (getequipisequiped(EQI_HEAD_TOP)) {
+ mes "[Refiner]";
+ mes "That's a fine hat you are wearing there...";
+ close;
+ }
+ mes "[Refiner]";
+ mes "Do you want me to refine your dumb head?";
+ close;
+
+---------------------------------------
+
+*getequipisenableref(<equipment slot>)
+
+Will return 1 if the item equipped on the invoking character in the
+specified equipment slot is refinable, and 0 if it isn't. For a list of
+equipment slots see 'getequipid'.
+
+ if (getequipisenableref(EQI_HEAD_TOP)) {
+ mes "[Refiner]";
+ mes "Ok I can refine this";
+ close;
+ }
+ mes "[Refiner]";
+ mes "I can't refine this hat!...";
+ close;
+
+---------------------------------------
+
+*getequiprefinerycnt(<equipment slot>)
+
+Returns the current number of pluses for the item in the specified
+equipment slot. For a list of equipment slots see 'getequipid'.
+
+Can be used to check if you have reached a maximum refine value, default
+for this is +10:
+
+ if(getequiprefinerycnt(EQI_HEAD_TOP) < 10)
+ mes "I will now upgrade your "+getequipname(EQI_HEAD_TOP);
+ else
+ mes "Sorry, it's not possible to refine hats better than +10";
+ close;
+
+---------------------------------------
+
+*getequipweaponlv(<equipment slot>)
+
+This function returns the weapon level for the weapon equipped in the
+specified equipment slot on the invoking character. For a list of
+equipment slots see 'getequipid'.
+
+Only EQI_HAND_L and EQI_HAND_R normally make sense, since only weapons
+have a weapon level. You can, however, probably, use this field for other
+equippable custom items as a flag or something.
+
+If no item is equipped in this slot, or if it doesn't have a weapon level
+according to the database, 0 will be returned.
+
+Examples:
+
+// Right hand can only contain a weapon.
+ switch (getequipweaponlv(EQI_HAND_R)) {
+ case 1: mes "You are holding a lvl 1 weapon."; break;
+ case 2: mes "You are holding a lvl 2 weapon."; break;
+ case 3: mes "You are holding a lvl 3 weapon."; break;
+ case 4: mes "You are holding a lvl 4 weapon."; break;
+ case 5: mes "You are holding a lvl 5 weapon, hm, must be a custom design..."; break;
+ default: mes "Seems you don't have a weapon on."; break;
+ }
+
+// Left hand can hold either a weapon or shield.
+ if (getequipid(EQI_HAND_R) == 0) {
+ mes "Seems you have nothing equipped here.";
+ close;
+ }
+ switch (getequipweaponlv(EQI_HAND_L)) {
+ case 0: mes "You are holding a shield, so it doesn't have a level."; break;
+ case 1: mes "You are holding a lvl 1 weapon."; break;
+ case 2: mes "You are holding a lvl 2 weapon."; break;
+ case 3: mes "You are holding a lvl 3 weapon."; break;
+ case 4: mes "You are holding a lvl 4 weapon."; break;
+ case 5: mes "You are holding a lvl 5 weapon, hm, must be a custom design..."; break;
+ }
+
+---------------------------------------
+
+*getequippercentrefinery(<equipment slot>)
+
+This function calculates and returns the percent value chance to
+successfully refine the item found in the specified equipment slot of the
+invoking character by +1. There is no actual formula, the success rate for
+a given weapon level of a certain refine level is found in the
+db/refine_db.txt file. For a list of equipment slots see 'getequipid'.
+
+These values can be displayed for the player to see, or used to calculate
+the random change of a refine succeeding or failing and then going through
+with it (which is what the official NPC refinery scripts use it for).
+
+// This will find a random number from 0 - 99 and if that is equal to or
+// more than the value recovered by this command it will show a message
+ if (getequippercentrefinery(EQI_HAND_L) <= rand(100))
+ mes "Aww";
+
+---------------------------------------
+
+*getareadropitem("<map name>",<x1>,<y1>,<x2>,<y2>,<item>)
+
+This function will count all the items with the specified ID number lying
+on the ground on the specified map within the x1/y1-x2/y2 square on it and
+return that number.
+
+This is the only function around where a parameter may be either a string
+or a number! If it's a number, it means that only the items with that item
+ID number will be counted. If it is a string, it is assumed to mean the
+'english name' field from the item database. If you give it an empty
+string, or something that isn't found from the item database, it will
+count items number '512' (apples).
+
+---------------------------------------
+
+*getequipcardcnt(<equipment slot>)
+
+This function will return the number of cards that have been compounded
+onto a specific equipped item for the invoking character. See 'getequipid'
+for a list of possible equipment slots.
+
+---------------------------------------
+
+*getinventorylist;
+
+This command sets a bunch of arrays with a complete list of whatever the
+invoking character has in its inventory, including all the data needed to
+recreate these items perfectly if they are destroyed. Here's what you get:
+
+@inventorylist_id[] - array of item ids.
+@inventorylist_amount[] - their corresponding item amounts.
+@inventorylist_equip[] - will return the slot the item is equipped on, if at all.
+@inventorylist_refine[] - for how much it is refined.
+@inventorylist_identify[] - whether it is identified.
+@inventorylist_attribute[] - whether it is broken.
+@inventorylist_card1[] - These four arrays contain card data for the
+@inventorylist_card2[] items. These data slots are also used to store
+@inventorylist_card3[] names inscribed on the items, so you can
+@inventorylist_card4[] explicitly check if the character owns an item
+ made by a specific craftsman.
+@inventorylist_expire[] - expire time (Unix time stamp). 0 means never
+ expires.
+@inventorylist_bound - whether it is an account bounded item or not.
+@inventorylist_count - the number of items in these lists.
+
+This could be handy to save/restore a character's inventory, since no
+other command returns such a complete set of data, and could also be the
+only way to correctly handle an NPC trader for carded and named items who
+could resell them - since NPC objects cannot own items, so they have to
+store item data in variables and recreate the items.
+
+Notice that the variables this command generates are all temporary,
+attached to the character, and integer.
+
+Be sure to use @inventorylist_count to go through these arrays, and not
+'getarraysize', because the arrays are not automatically cleared between
+runs of 'getinventorylist'.
+
+---------------------------------------
+
+*getcartinventorylist;
+
+This command sets a bunch of arrays with a complete list of whatever the
+invoking character has in its cart_inventory, including all the data needed to
+recreate these items perfectly if they are destroyed. Here's what you get:
+
+@cartinventorylist_id[] - array of item ids.
+@cartinventorylist_amount[] - their corresponding item amounts.
+@cartinventorylist_refine[] - for how much it is refined.
+@cartinventorylist_identify[] - whether it is identified.
+@cartinventorylist_attribute[] - whether it is broken.
+@cartinventorylist_card1[] - These four arrays contain card data for the
+@cartinventorylist_card2[] items. These data slots are also used to store
+@cartinventorylist_card3[] names inscribed on the items, so you can
+@cartinventorylist_card4[] explicitly check if the character owns an item
+ made by a specific craftsman.
+@cartinventorylist_expire[] - expire time (Unix time stamp). 0 means never
+ expires.
+@cartinventorylist_bound - whether it is an account bounded item or not.
+@cartinventorylist_count - the number of items in these lists.
+
+This could be handy to save/restore a character's cart_inventory, since no
+other command returns such a complete set of data, and could also be the
+only way to correctly handle an NPC trader for carded and named items who
+could resell them - since NPC objects cannot own items, so they have to
+store item data in variables and recreate the items.
+
+Notice that the variables this command generates are all temporary,
+attached to the character, and integer.
+
+Be sure to use @cartinventorylist_count to go through these arrays, and not
+'getarraysize', because the arrays are not automatically cleared between
+runs of 'getcartinventorylist'.
+
+---------------------------------------
+
+*cardscnt()
+
+This function will return the number of cards inserted into the weapon
+currently equipped on the invoking character.
+While this function was meant for item scripts, it will work outside them:
+
+ if (cardscnt()==4) mes "So you've stuck four cards into that weapon, think you're cool now?";
+
+---------------------------------------
+
+*getrefine()
+
+This function will return the refine count of the equipment from which
+the function is called. This function is intended for use in item scripts.
+
+ if (getrefine()==10) mes "Wow. That's a murder weapon.";
+
+---------------------------------------
+
+*getnameditem(<item id>,"<name to inscribe>");
+*getnameditem("<item name>","<name to inscribe>");
+
+This function is equivalent to using 'getitem', however, it will not just
+give the character an item object, but will also inscribe it with a
+specified character's name. You may not inscribe items with arbitrary
+strings, only with names of characters that actually exist. While this
+isn't said anywhere specifically, apparently, named items may not have
+cards in them, slots or no - these data slots are taken by the character
+ID who's name is inscribed. Only one remains free and it's not quite clear
+if a card may be there.
+
+This function will return 1 if an item was successfully created and 0 if
+it wasn't for whatever reason. Like 'getitem', this function will also
+accept an 'english name' from the item database as an item name and will
+return 0 if no such item exists.
+
+---------------------------------------
+
+*getitemslots(<item ID>)
+
+This function will look up the item with the specified ID number in the
+database and return the number of slots this kind of items has - 0 if they
+are not slotted. It will also be 0 for all non-equippable items,
+naturally, unless someone messed up the item database. It will return -1
+if there is no such item.
+
+Example:
+
+//.@slots now has the amount of slots of the item with ID 1205.
+ .@slots = getitemslots(1205);
+
+---------------------------------------
+
+*getiteminfo(<item ID>,<type>)
+
+This function will look up the item with the specified ID number in the
+database and return the info set by TYPE argument.
+It will return -1 if there is no such item.
+
+Valid types are:
+ 0 - Buy Price; 1 - Sell Price; 2 - Item Type;
+ 3 - maxchance (Max drop chance of this item e.g. 1 = 0.01% , etc..
+ if = 0, then monsters don't drop it at all (rare or a quest item)
+ if = 10000, then this item is sold in NPC shops only
+ 4 - sex; 5 - equip; 6 - weight; 7 - atk; 8 - def; 9 - range;
+ 10 - slot; 11 - look; 12 - elv; 13 - wlv; 14 - view id
+
+ If RENEWAL is defined, 15 - matk
+
+Check sample in doc/sample/getiteminfo.txt
+
+---------------------------------------
+
+*getequipcardid(<equipment slot>,<card slot>)
+
+Returns value for equipped item slot in the indicated slot (0, 1, 2, or 3).
+
+This function returns CARD ID, 255,254,-255 (for card 0, if the item is
+produced). It's useful for when you want to check whether an item contains
+cards or if it's signed.
+
+---------------------------------------
+//=====================================
+2.1 - End of Item-Related Commands
+//=====================================
+---------------------------------------
+
+*getmapxy("<variable for map name>",<variable for x>,<variable for y>,<type>{,"<search parameter>"})
+
+This function will locate a character object, NPC object or pet's
+coordinates and place their coordinates into the variables specified when
+calling it. It will return 0 if the search was successful, and -1 if the
+parameters given were not variables or the search was not successful.
+
+Type is the type of object to search for:
+
+ UNITTYPE_PC - Character object
+ UNITTYPE_NPC - NPC object
+ UNITTYPE_PET - Pet object
+ UNITTYPE_MOB - Monster object
+ UNITTYPE_HOM - Homunculus object
+ UNITTYPE_MER - Mercenary object
+ UNITTYPE_ELEM - Elemental object
+
+To look for a monster object, monster GID is required. The function will
+always return -1 when search using string.
+
+The search parameter is optional. If it is not specified, the location of the
+invoking character will always be returned for UNITTYPE_PC, the location of the
+NPC running this function for UNITTYPE_NPC. If a search parameter is specified,
+for UNITTYPE_PC and UNITTYPE_NPC, the character or NPC with the specified name
+or GID will be located.
+
+If type is UNITTYPE_PET, UNITTYPE_HOM, UNITTYPE_MER or UNITTYPE_ELEM the search
+will locate the owner's pet/homun/mercenary/elementals if the search parameter
+is not provided. It will NOT locate these object by name, but can be done if GID
+is provided.
+
+What a mess. Example, a working and tested one now:
+
+ prontera,164,301,3%TAB%script%TAB%Meh%TAB%730,{
+ mes "My name is Meh. I'm here so that Nyah can find me.";
+ close;
+ }
+
+ prontera,164,299,3%TAB%script%TAB%Nyah%TAB%730,{
+ mes "My name is Nyah.";
+ mes "I will now search for Meh all across the world!";
+ if (getmapxy(.@mapname$, .@mapx, .@mapy, UNITTYPE_NPC, "Meh") != 0) {
+ mes "I can't seem to find Meh anywhere!";
+ close;
+ }
+ mes "And I found him on map "+.@mapname$+" at X:"+.@mapx+" Y:"+.@mapy+" !";
+ close;
+ }
+
+Notice that NPC objects disabled with 'disablenpc' will still be located.
+
+---------------------------------------
+
+*getgmlevel()
+
+This function will return the (GM) level of player group the account to
+which the invoking character belongs. If this is somehow executed from a
+console command, 99 will be returned, and 0 will be returned if the
+account has no GM level.
+
+This allows you to make NPC's only accessible for certain GM levels, or
+behave specially when talked to by GMs.
+
+ if (getgmlevel()) mes "What is your command, your godhood?";
+ if (getgmlevel() < 99) end;
+
+---------------------------------------
+
+*setgroupid(<new group id>{,"<character name>"|<account id>})
+
+This function will temporary adjust the id of player group the account to which the
+player specified if the new group id is available.
+Return 1 if success, otherwise it will return 0.
+
+---------------------------------------
+
+*getgroupid()
+
+This function will return the id of player group the account to which the
+invoking player belongs.
+
+---------------------------------------
+
+*gettimetick(<type>)
+
+Valid types are :
+ 0 - server's tick (milleseconds), unsigned int, loops every ~50 days
+ 1 - time since the start of the current day in seconds
+ 2 - UNIX epoch time (number of seconds elapsed since 1st of January 1970)
+
+---------------------------------------
+
+*gettime(<type>)
+
+This function returns specified information about the current system time.
+
+Valid types:
+ 1 - GETTIME_SECOND - Seconds (of a minute)
+ 2 - GETTIME_MINUTE - Minutes (of an hour)
+ 3 - GETTIME_HOUR - Hour (of a day)
+ 4 - GETTIME_WEEKDAY - Week day (0 for Sunday, 6 is Saturday)
+ - Additional: SUNDAY, MONDAY, TUESDAY, WEDNESDAY, THURSDAY, FRIDAY, SATURDAY
+ 5 - GETTIME_DAYOFMONTH - Day of the month.
+ 6 - GETTIME_MONTH - Number of the month.
+ - Additional: JANUARY, FEBRUARY, MARCH, APRIL, MAY, JUNE, JULY, AUGUST, SEPTEMBER, OCTOBER, NOVEMBER, DECEMBER
+ 7 - GETTIME_YEAR - Year
+ 8 - GETTIME_DAYOFYEAR - Day of the year.
+
+It will only return numbers based on types.
+Example :
+ if (gettime(GETTIME_WEEKDAY) == SATURDAY) {
+ mes "It's a Saturday. I don't work on Saturdays.";
+ } else if (gettime(GETTIME_MONTH) == JANUARY) {
+ mes "It's January. I don't work on January.";
+ } else if (gettime(GETTIME_MONTH) == OCTOBER && gettime(GETTIME_DAYOFMONTH) == 31) {
+ mes "It's Halloween.";
+ }
+
+---------------------------------------
+
+*gettimestr(<format string>,<max length>)
+
+This function will return a string containing time data as specified by
+the format string.
+
+This uses the C function 'strfmtime', which obeys special format
+characters. For a full description see, for example, the description of
+'strfmtime' at http://www.delorie.com/gnu/docs/glibc/libc_437.html
+All the format characters given in there should properly work.
+Max length is the maximum length of a time string to generate.
+
+The example given in Hercules sample scripts works like this:
+
+ mes gettimestr("%Y-%m/%d %H:%M:%S",21);
+
+This will print a full date and time like 'YYYY-MM/DD HH:MM:SS'.
+
+---------------------------------------
+
+*getusers(<type>)
+
+This function will return a number of users on a map or the whole server.
+What it returns is specified by Type.
+
+Type can be one of the following values, which control what is returned:
+
+ 0 - Count of all characters on the map of the invoking character.
+ 1 - Count of all characters in the entire server.
+ 8 - Count of all characters on the map of the NPC the script is
+ running in.
+
+---------------------------------------
+
+*getmapusers("<map name>")
+
+This function will return the number of users currently located on the
+specified map.
+
+Currently being used in the PVP scripts to check if a PVP room is full of
+not, if the number returned it equal to the maximum allowed it will not
+let you enter.
+
+Return -1 if the map name is invalid.
+
+---------------------------------------
+
+*getareausers({"<map name>",}{<x1>,<y1>,<x2>,<y2>})
+*getareausers({"<map name>",}{<radius>})
+
+This function will return the count of connected characters which are
+located within the specified area. Area can be x1/y1-x2/y2 square,
+or radius from npc position. If map name missing, used attached player map.
+
+This is useful for maps that are split into many buildings, such as all
+the "*_in" maps, due to all the shops and houses.
+
+Examples:
+ // return players in area npc area on current map.
+ .@num = getareausers();
+ // return players in square (1, 1) - (10, 10)
+ .@num = "players: " + getareausers(1, 1, 10, 10);
+
+---------------------------------------
+
+*getusersname;
+
+This command will give the invoking character a list of names of the
+connected characters (including themselves) into an NPC script message
+window (see 'mes') paging it by 10 names as if with the 'next' command.
+
+You need to put a 'close' after that yourself.
+
+---------------------------------------
+//=====================================
+2.2 - Guild-Related Commands
+//=====================================
+---------------------------------------
+
+*getguildname(<guild id>)
+
+This function returns a guild's name given an ID number. If there is no
+such guild, "null" will be returned;
+
+ // Would print whatever guild 10007 name is.
+ mes "The guild "+getguildname(10007)+" are all nice people.";
+
+ // This will do the same as above:
+ .@var = 10007;
+ mes "We have some friends in "+getguildname(.@var)+", you know.";
+
+This is used all over the WoE controlling scripts. You could also use it
+for a guild-based event.
+
+---------------------------------------
+
+*getguildmaster(<guild id>)
+
+This function return the name of the master of the guild which has the
+specified ID number. If there is no such guild, "null" will be returned.
+
+// Would return the guild master of guild 10007, whatever that might be.
+ mes getguildmaster(10007)+" runs "+getguildname(10007);
+
+Can be used to check if the character is the guild master of the specified
+guild.
+
+Maybe you want to make a room only guild masters can enter:
+
+ .@GID = getcharid(2);
+ if (.@GID == 0) {
+ mes "Sorry you are not in a guild";
+ close;
+ }
+ if (strcharinfo(0) == getguildmaster(.@GID)) {
+ mes "Welcome guild master of "+GetGuildName(.@GID);
+ close;
+ }
+ mes "Sorry you don't own the guild you are in";
+ close;
+
+---------------------------------------
+
+*getguildmasterid(<guild id>)
+
+This function will return the character ID number of the guild master of
+the guild specified by the ID. 0 if the character is not a guild master of
+any guild.
+
+---------------------------------------
+
+*getcastlename("<map name>")
+
+This function returns the name of the castle when given the map name for
+that castle. The data is read from 'db/castle_db.txt'.
+
+---------------------------------------
+
+*getcastledata("<map name>",<type of data>)
+*setcastledata "<map name>",<type of data>,<value>;
+
+This function returns the castle ownership information for the castle
+referred to by its map name. Castle information is stored in
+`guild_castle` SQL table.
+
+Types of data correspond to `guild_castle` table columns:
+
+ 1 - `guild_id` - Guild ID.
+ 2 - `economy` - Castle Economy score.
+ 3 - `defense` - Castle Defense score.
+ 4 - `triggerE` - Number of times the economy was invested in today.
+ 5 - `triggerD` - Number of times the defense was invested in today.
+ 6 - `nextTime` - unused
+ 7 - `payTime` - unused
+ 8 - `createTime` - unused
+ 9 - `visibleC` - Is 1 if a Kafra was hired for this castle, 0 otherwise.
+10 - `visibleG0` - Is 1 if the 1st guardian is present (Soldier Guardian)
+11 - `visibleG1` - Is 1 if the 2nd guardian is present (Soldier Guardian)
+12 - `visibleG2` - Is 1 if the 3rd guardian is present (Soldier Guardian)
+13 - `visibleG3` - Is 1 if the 4th guardian is present (Archer Guardian)
+14 - `visibleG4` - Is 1 if the 5th guardian is present (Archer Guardian)
+15 - `visibleG5` - Is 1 if the 6th guardian is present (Knight Guardian)
+16 - `visibleG6` - Is 1 if the 7th guardian is present (Knight Guardian)
+17 - `visibleG7` - Is 1 if the 8th guardian is present (Knight Guardian)
+
+All types of data have their meaning determined by War of Emperium
+scripts, with exception of:
+ - `guild_id` that is always the ID of the guild that owns the castle,
+ - `defense` that is used in Guardians & Emperium HP calculations,
+ - `visibleG` that is always considered to hold guardian presence bits.
+
+The 'setcastledata' command will behave identically, but instead of
+returning values for the specified types of accessible data, it will alter
+them and cause them to be sent to the char-server for storage.
+
+Changing Guild ID or Castle Defense will trigger additional actions, like
+recalculating guardians' HP.
+
+---------------------------------------
+
+*getgdskilllv(<guild id>,<skill id>)
+*getgdskilllv(<guild id>,"<skill name>")
+
+This function returns the level of the skill <skill id> of the guild
+<guild id>.
+If the guild does not have that skill, 0 is returned.
+If the guild does not exist, -1 is returned.
+Refer to 'db/(pre-)re/skill_db.txt' for the full list of skills.
+GD_* are guild skills
+
+---------------------------------------
+
+*requestguildinfo <guild id>{,"<event label>"};
+
+This command requests the guild data from the char server and merrily
+continues with the execution. Whenever the guild information becomes
+available (which happens instantly if the guild information is already in
+memory, or later, if it isn't and the map server has to wait for the char
+server to reply) it will run the specified event as in a 'doevent' call.
+
+---------------------------------------
+
+*getmapguildusers(<mapname>,<guild id>)
+
+Returns the amount of characters from the specified guild on the given map.
+
+Example:
+
+mes "You have "+getmapguildusers("prontera",getcharid(2))+" guild members in Prontera.";
+
+---------------------------------------
+
+*getguildmember <guild id>{,<type>};
+
+This command will find all members of a specified guild and returns their names
+(or character id or account id depending on the value of "type") into an array
+of temporary global variables.
+
+Upon executing this,
+
+$@guildmembername$[] is a global temporary string array which contains all the
+ names of these guild members.
+ (only set when type is 0 or not specified)
+
+$@guildmembercid[] is a global temporary number array which contains the
+ character id of these guild members.
+ (only set when type is 1)
+
+$@guildmemberaid[] is a global temporary number array which contains the
+ account id of these guild members.
+ (only set when type is 2)
+
+$@guildmembercount is the number of guild members that were found.
+
+The guild members will be found regardless of whether they are online or offline.
+Note that the names come in no particular order.
+
+Be sure to use $@guildmembercount to go through this array, and not
+'getarraysize', because it is not cleared between runs of 'getguildmember'.
+
+For usage examples, see 'getpartymember'.
+
+---------------------------------------
+//=====================================
+2.2 - End of Guild-Related Commands
+//=====================================
+---------------------------------------
+
+*getskilllv(<skill id>)
+*getskilllv("<skill name>")
+
+This function returns the level of the specified skill that the invoking
+character has. If they don't have the skill, 0 will be returned. The full
+list of character skills is available in 'db/(pre-)re/skill_db.txt'.
+
+There are two main uses for this function, it can check whether the
+character has a skill or not, and it can tell you if the level is high
+enough.
+
+Example 1:
+
+ if (getskilllv(TF_THROWSTONE)) {
+ // TF_THROWSTONE is defined in skill_db.txt and its value is 152
+ mes "You have got the skill Throw Stone";
+ close;
+ }
+ mes "You don't have Throw Stone";
+ close;
+
+Example 2:
+
+ if (getskilllv(AL_HEAL) == 10) {
+ mes "Your heal lvl has been maxed";
+ close;
+ }
+ if (getskilllv(AL_HEAL) >= 5) {
+ mes "Your heal lvl is 5 or more";
+ close;
+ }
+ mes "You heal skill is below lvl 5";
+ close;
+
+---------------------------------------
+
+*getskilllist;
+
+This command sets a bunch of arrays with a complete list of skills the
+invoking character has. Here's what you get:
+
+@skilllist_id[] - skill ids.
+@skilllist_lv[] - skill levels.
+@skilllist_flag[] - see 'skill' for the meaning of skill flags.
+@skilllist_count - number of skills in the above arrays.
+
+While 'getskillv' is probably more useful for most situations, this is the
+easiest way to store all the skills and make the character something else
+for a while. Advanced job for a day? :) This could also be useful to see
+how many skills a character has.
+
+---------------------------------------
+
+*getpetinfo(<type>)
+
+This function will return pet information for the pet the invoking
+character currently has active. Valid types are:
+
+ 0 - Unique pet ID number as stored by the char server and distinguishing
+ it from all other pets the characters actually have. This value is
+ currently useless, at most you can use it to tell pets apart reliably.
+ 1 - Pet class number as per 'db/pet_db.txt' - will tell you what kind of
+ a pet it is.
+ 2 - Pet name. Will return "null" if there's no pet.
+ 3 - Pet friendly level (intimacy score). 1000 is full loyalty.
+ 4 - Pet hungry level. 100 is completely full.
+ 5 - Pet rename flag. 0 means this pet has not been named yet.
+
+If the invoking player doesn't own a pet, this command will return
+"null" for type 2, and return 0 for other types.
+
+---------------------------------------
+
+*petstat(<flag>)
+
+Returns current pet status, all are integers except name.
+Returns 0 or "" if the player doesn't have pets.
+
+Flags usable:
+PET_CLASS
+PET_NAME
+PET_LEVEL
+PET_HUNGRY
+PET_INTIMATE
+
+Example:
+ .@i = petstat(PET_CLASS);
+
+---------------------------------------
+
+*getmonsterinfo(<mob ID>,<type>)
+
+This function will look up the monster with the specified ID number in the
+mob database and return the info set by TYPE argument.
+It will return -1 if there is no such monster (or the type value is
+invalid), or "null" if you requested the monster's name.
+
+Valid types are listed in constants.conf:
+ MOB_NAME 0
+ MOB_LV 1
+ MOB_MAXHP 2
+ MOB_BASEEXP 3
+ MOB_JOBEXP 4
+ MOB_ATK1 5
+ MOB_ATK2 6
+ MOB_DEF 7
+ MOB_MDEF 8
+ MOB_STR 9
+ MOB_AGI 10
+ MOB_VIT 11
+ MOB_INT 12
+ MOB_DEX 13
+ MOB_LUK 14
+ MOB_RANGE 15
+ MOB_RANGE2 16
+ MOB_RANGE3 17
+ MOB_SIZE 18
+ MOB_RACE 19
+ MOB_ELEMENT 20
+ MOB_MODE 21
+ MOB_MVPEXP 22
+
+Check sample in doc/sample/getmonsterinfo.txt
+
+---------------------------------------
+
+*addmonsterdrop(<mob id or name>, <item id>, <rate>)
+
+This command will temporarily add a drop to an existing monster. If the
+monster already drops the specified item, its drop rate will be updated to the
+given value.
+
+Both the monster and the item must be valid. Acceptable values for the drop
+rate are in the range [1:10000].
+
+Return value will be 1 in case of success (the item was added or its drop rate
+was updated), and 0 otherwise (there were no free item drop slots).
+
+Example:
+ // Add Poring Doll (741) to the Poring's (1002) drops, with 1% (100) rate
+ addmonsterdrop(1002, 741, 100);
+
+---------------------------------------
+
+*delmonsterdrop(<mob id or name>, <item id>)
+
+This command will temporarily remove a drop from an existing monster.
+
+Both the monster and the item must be valid.
+
+Return value will be 1 in case of success (the item was removed), and 0
+otherwise (the monster didn't have the specified item in its drop list).
+
+Example:
+ // Remove Jellopy (909) from the Poring's (1002) drops
+ delmonsterdrop(1002, 909);
+
+---------------------------------------
+
+*getmobdrops(<mob id>)
+
+This command will find all drops of the specified mob and return the item
+IDs and drop percentages into arrays of temporary global variables.
+'getmobdrops' returns 1 if successful and 0 if the mob ID doesn't exist.
+
+Upon executing this,
+
+$@MobDrop_item[] is a global temporary number array which contains the
+ item IDs of the monster's drops.
+
+$@MobDrop_rate[] is a global temporary number array which contains the
+ drop percentages of each item. (1 = .01%)
+
+$@MobDrop_count is the number of item drops found.
+
+Be sure to use $@MobDrop_count to go through the arrays, and not
+'getarraysize', because the temporary global arrays are not cleared
+between runs of 'getmobdrops'. If a mob with 7 item drops is looked up,
+the arrays would have 7 elements. But if another mob is looked up and it
+only has 5 item drops, the server will not clear the arrays for you,
+overwriting the values instead. So in addition to returning the 5 item
+drops, the 6th and 7th elements from the last call remain, and you will
+get 5+2 item drops, of which the last 2 don't belong to the new mob.
+$@MobDrop_count will always contain the correct number (5), unlike
+'getarraysize()' which would return 7 in this case.
+
+Example:
+
+ // get a Mob ID from the user
+ input .@mob_id;
+
+ if (getmobdrops(.@mob_id)) { // 'getmobdrops' returns 1 on success
+ // immediately copy global temporary variables into scope
+ // variables, since we don't know when 'getmobdrops' will get
+ // called again for another mob, overwriting your global temporary
+ // variables.
+ .@count = $@MobDrop_count;
+ copyarray .@item[0],$@MobDrop_item[0],.@count;
+ copyarray .@rate[0],$@MobDrop_rate[0],.@count;
+
+ mes getmonsterinfo(.@mob_id,MOB_NAME) + " - " + .@count + " drops found:";
+ for (.@i = 0; .@i < .@count; ++.@i) {
+ mes .@item[.@i] + " (" + getitemname(.@item[.@i]) + ") " + .@rate[.@i]/100 + ((.@rate[.@i]%100 < 10) ? ".0":".") + .@rate[.@i]%100 + "%";
+ }
+ } else {
+ mes "Unknown monster ID.";
+ }
+ close;
+
+---------------------------------------
+
+*skillpointcount()
+
+Returns the total amount of skill points a character possesses
+(SkillPoint+SP's used in skills) This command can be used to check the
+currently attached characters total amount of skill points. This means the
+skill points used in skill are counted, and added to SkillPoints (number
+of skill points not used).
+
+Example:
+
+//This will set the temp character variable @skill_points to the amount of
+//skill points, and then tell the player the value.
+ @skill_points = skillpointcount();
+ mes "You have "+@skill_points+" skill points in total!";
+
+//Self-explanatory... :P
+ if (skillpointcount() > 20)
+ mes "Wow, you have more then 20 Skill Points in total!";
+
+This command does not count skills which are set as flag 3 (permamently
+granted) (e.g. ALL_BUYING_STORE/ALL_INCCARRY).
+---------------------------------------
+
+*getscrate(<effect type>,<base rate>{,<GID>})
+
+This function will return the chance of a status effect affecting the
+invoking character, in percent, modified by the their current defense
+against said status. The 'base rate' is the base chance of the status
+effect being inflicted, in percent.
+
+ if (rand(100) > getscrate(Eff_Blind, 50)) {
+ // do something
+ }
+
+You can see the full list of available effect types you can possibly
+inflict in 'db/constants.conf' under 'Eff_'.
+
+---------------------------------------
+//=====================================
+3 - Checking-Related Commands
+//=====================================
+---------------------------------------
+
+*playerattached()
+
+Returns the ID of the player currently attached to the script. It will
+return 0 if no one is attached, or if the attached player no longer exists
+on the map server. It is wise to check for the attached player in script
+functions that deal with timers as there's no guarantee the player will
+still be logged on when the timer triggers. Note that the ID of a player
+is actually their account ID.
+
+---------------------------------------
+
+*isloggedin(<account id>{,<char id>})
+
+This function returns 1 if the specified account is logged in and 0 if
+they aren't. You can also pass the char_id to check for both account and
+char id.
+
+---------------------------------------
+
+*checkweight(<item id>,<amount>{,<item id>,<amount>,<item id>,<amount>,...});
+*checkweight("<item name>",<amount>{,"<item name>",<amount>,"<item name>",<amount>,...});
+*checkweight2(<id_array>,<amount_array>);
+
+These functions will compute and return 1 if the total weight of the
+specified number of specific items does not exceed the invoking
+character's carrying capacity, and 0 otherwise. It is important to see if
+a player can carry the items you expect to give them, failing to do that
+may open your script up to abuse or create some very unfair errors.
+
+The second function will check an array of items and amounts, and also
+returns 1 on success and 0 on failure.
+
+The functions, in addition to checking to see if the player is capable of
+holding a set amount of items, also ensure the player has room in their
+inventory for the item(s) they will be receiving.
+
+Like 'getitem', this function will also accept an 'english name' from the
+database as an argument.
+
+Example 1:
+
+ if (checkweight(512,10)) {
+ getitem 512,10;
+ } else {
+ mes "Sorry, you cannot hold this amount of apples!";
+ }
+
+Example 2:
+
+ setarray .@item[0],512,513,514;
+ setarray .@amount[0],10,5,5;
+ if (!checkweight(.@item,.@amount)) {
+ mes "Sorry, you cannot hold this amount of fruit!";
+ }
+
+---------------------------------------
+
+*basicskillcheck()
+
+This function will return the state of the configuration option
+'basic_skill_check' in 'battle.conf'. Returns 1 if the option is enabled
+and 0 if it isn't. If the 'basic_skill_check' option is enabled, which it
+is by default, characters must have a certain number of basic skill levels
+to sit, request a trade, use emotions, etc. Making your script behave
+differently depending on whether the characters must actually have the
+skill to do all these things might in some cases be required.
+
+---------------------------------------
+
+*checkoption(<option number>)
+*checkoption1(<option number>)
+*checkoption2(<option number>)
+*setoption <option number>{,<flag>};
+
+The 'setoption' series of functions check for a so-called option that is
+set on the invoking character. 'Options' are used to store status
+conditions and a lot of other non-permanent character data of the yes-no
+kind. For most common cases, it is better to use 'checkcart',
+'checkfalcon', 'checkpeco' and other similar functions, but there are some
+options which you cannot get at this way. They return 1 if the option is
+set and 0 if the option is not set.
+
+Option numbers valid for the first (option) version of this command are:
+
+0x000001 - Sight in effect.
+0x000002 - Hide in effect.
+0x000004 - Cloaking in effect.
+0x000008 - Cart number 1 present.
+0x000010 - Falcon present.
+0x000020 - Peco Peco present.
+0x000040 - GM Perfect Hide in effect.
+0x000080 - Cart number 2 present.
+0x000100 - Cart number 3 present.
+0x000200 - Cart number 4 present.
+0x000400 - Cart number 5 present.
+0x000800 - Orc head present.
+0x001000 - The character is wearing a wedding sprite.
+0x002000 - Ruwach is in effect.
+0x004000 - Chasewalk in effect.
+0x008000 - Flying or Xmas suit.
+0x010000 - Sighttrasher.
+0x100000 - Warg present.
+0x200000 - The character is riding a warg.
+
+Option numbers valid for the second version (opt1) of this command are:
+
+1 - Petrified.
+2 - Frozen.
+3 - Stunned.
+4 - Sleeping.
+6 - Petrifying (the state where you can still walk)
+
+Option numbers valid for the third version (opt2) of this command are:
+
+0x01 - Poisoned.
+0x02 - Cursed.
+0x04 - Silenced.
+0x08 - Signum Crucis (plays a howl-like sound effect, but otherwise no
+ visible effects are displayed)
+0x10 - Blinded.
+0x80 - Deadly poisoned.
+
+Option numbers (except for opt1) are bit-masks - you can add them up to
+check for several states, but the functions will return true if at least
+one of them is in effect.
+
+'setoption' will set options on the invoking character. There are no
+second and third versions of this command, so you can only change the
+values in the first list (cloak, cart, ruwach, etc). If flag is 1 (default
+when omitted), the option will be added to what the character currently
+has; if 0, the option is removed.
+
+This is definitely not a complete list of available option flag numbers.
+Ask a core developer (or read the source: src/map/status.h) for the full
+list.
+
+---------------------------------------
+
+*setcart {<type>};
+*checkcart()
+
+If <type> is 0 this command will remove the cart from the character.
+Otherwise it gives the invoking character a cart. The cart given will be
+cart number <type> and will work regardless of whether the character is a
+merchant class or not.
+Note: the character needs to have the skill MC_PUSHCART to gain a cart.
+
+The accompanying function will return 1 if the invoking character has a
+cart (any kind of cart) and 0 if they don't.
+
+ if (checkcart()) mes "But you already have a cart!";
+
+---------------------------------------
+
+*setfalcon {<flag>};
+*checkfalcon()
+
+If <flag> is 0 this command will remove the falcon from the character.
+Otherwise it gives the invoking character a falcon. The falcon will be
+there regardless of whether the character is a hunter or not. It will
+(probably) not have any useful effects for non-hunters though.
+Note: the character needs to have the skill HT_FALCON to gain a falcon.
+
+The accompanying function will return 1 if the invoking character has a
+falcon and 0 if they don't.
+
+ if (checkfalcon()) mes "But you already have a falcon!";
+
+---------------------------------------
+
+*setmount {<flag>};
+*checkmount()
+
+If <flag> is MOUNT_NONE (or 0) this command will remove the mount from the
+character.
+
+Otherwise it gives the invoking character the desired combat mount, where
+allowed by their class and skills.
+
+If no flag is specified, the mount is automatically chosen according to the
+character's class and skills.
+
+The following flag values are accepted:
+
+ MOUNT_NONE:
+ - Dismount
+ MOUNT_PECO:
+ - PecoPeco (Knight series class)
+ - GrandPeco (Crusader series class)
+ - Gryphon (Royal Guard)
+ MOUNT_WUG:
+ - Warg (Ranger)
+ MOUNT_MADO:
+ - Mado Gear (Mechanic)
+ MOUNT_DRAGON:
+ MOUNT_DRAGON_GREEN:
+ MOUNT_DRAGON_BROWN:
+ MOUNT_DRAGON_GRAY:
+ MOUNT_DRAGON_BLUE:
+ MOUNT_DRAGON_RED:
+ - Dragon (Rune Knight)
+ if MOUNT_DRAGON is specified, a the default (green) dragon will be used.
+
+Unlike 'setfalcon' and 'setcart' this will not work at all if they aren't of a
+class which can ride a mount.
+
+The accompanying function will return 0 if the invoking character is not on a
+mount, and a non-zero value (according to the above constants) if they are.
+Note: in case of dragons, the returned value will always be MOUNT_DRAGON,
+regardless of color.
+
+ if (checkmount())
+ mes "Leave your mount outside! No riding mounts on the floor here!";
+
+ if (checkmount() == MOUNT_DRAGON)
+ mes "Wow, your dragon is cool! Can I pet it?";
+
+---------------------------------------
+
+*setcashmount;
+*hascashmount()
+
+The 'setcashmount' function toggles cash mount for the invoking character.
+It will return 1 if successful, 0 otherwise.
+
+Note: Character must not be mounting a non-cash mount (eg. dragon, peco,
+ wug, etc.)
+
+The accompanying function will return 1 if the invoking character has a
+cash mount and 0 if they don't.
+
+---------------------------------------
+
+*checkwug()
+
+This function will return 1 if the invoking character has a warg and 0 if
+they don't.
+
+---------------------------------------
+
+*checkvending({"<Player Name>"})
+*checkchatting({"<Player Name>"})
+
+Checks if the player is vending or in a chatroom.
+Name is optional, and defaults to the attached player if omitted.
+
+Return values for 'checkvending' are
+ 0 = not vending
+ 1 = normal vending
+ 2 = vending using @autotrade
+
+'checkchatting' returns 1 if they are in a chat room, 0 if they are not.
+
+Examples:
+ //This will check if Aaron is vending, and if so, put a message in
+ //front of the attached player saying Aaron is vending.
+ if (checkvending("Aaron"))
+ mes "Aaron is currently vending!";
+
+ //This will check if the attached player in a chat room or not.
+ if (checkchatting())
+ mes "You are currently in a chat room!";
+
+---------------------------------------
+
+*checkidle({"<Player Name>"})
+
+Returns the time, in seconds, that the specified player has been idle.
+Name is optional, and defaults to the attached player if omitted.
+
+---------------------------------------
+
+*agitcheck()
+*agitcheck2()
+
+These function will let you check whether the server is currently in WoE
+mode (or WoE SE mode if the second function is called) and will return 1
+if War of Emperium is on and 0 if it isn't.
+
+---------------------------------------
+
+*isnight()
+
+This functions will return true or false depending on whether the server is in
+night mode or day mode:
+
+ if (!isnight()) mes "I only prowl in the night.";
+
+---------------------------------------
+//=====================================
+3.1 - Checking Item-Related Commands
+//=====================================
+---------------------------------------
+
+*isequipped(<item id>{,<item id>{,<item id>{,<item id>}}})
+
+This function will return 1 if the invoking character has all of the item
+IDs given equipped (if card IDs are passed, then it checks if the cards
+are inserted into slots in the equipment they are currently wearing).
+Theoretically there is no limit to the number of items that may be tested
+for at the same time.
+If even one of the items given is not equipped, 0 will be returned.
+
+ // (Poring,Santa Poring,Poporing,Marin)
+ if (isequipped(4001,4005,4033,4196)) mes "Wow! You're wearing a full complement of possible poring cards!";
+ // (Poring)
+ if (isequipped(4001)) mes "A poring card is useful, don't you think?";
+ // (Earring)
+ if (isequipped(2622)) mes "You got a pair of nice Earring.";
+
+The function was meant for item scripts to support the cards released by
+Gravity in February 2005, but it will work just fine in normal NPC scripts.
+
+---------------------------------------
+
+*isequippedcnt(<item id>{,<item id>{,<item id>{,<item id>}}})
+
+This function is similar to 'isequipped', but instead of 1 or 0, it will
+return the number of equipped items/cards in the list given that were found on the
+invoking character.
+
+ if (isequippedcnt(4001,4005,4033,4196) == 4) mes "Finally got all four poring cards?";
+ if (isequippedcnt(5353,2622) == 2) mes "You equipped both Helm of Sun and Earring.";
+
+---------------------------------------
+
+*checkequipedcard(<card id>)
+
+This function will return 1 if the card specified by it's item ID number
+is inserted into any equipment they have in their inventory, currently
+equipped or not.
+
+---------------------------------------
+
+*getequipisidentify(<equipment slot>)
+
+This function will return 1 if an item in the specified equipment slot is
+identified and 0 if it isn't. Since you can't even equip unidentified
+equipment, there's a question of whether it can actually end up there, and
+it will normally return 1 all the time if there is an item in this
+equipment slot, which makes this script command kinda pointless.
+For a list of equipment slots see 'getequipid'.
+
+---------------------------------------
+//=====================================
+3.0 & 3.1 - End of Checking/Item-Related Commands
+//=====================================
+---------------------------------------
+
+---------------------------------------
+//=====================================
+4 - Player-Related Commands
+//=====================================
+---------------------------------------
+
+*attachrid(<account ID>)
+*detachrid;
+
+These commands allow the manipulation of the script's currently attached
+player. While attachrid allows attaching of a different player by using
+its account id for the parameter rid, detachrid makes the following
+commands run as if the script was never invoked by a player.
+
+In case, that the player cannot be attached, such as, when the player went
+offline in the mean time, attachrid returns 0, otherwise 1.
+
+---------------------------------------
+
+*rid2name(<rid>)
+
+Converts rid to name. Note: The player/monster/NPC must be online/enabled.
+Good for PCKillEvent where you can convert 'killedrid' to the name of the
+player.
+
+Note: rid2name may not produce correct character names since rid means
+ account id.
+ It will return the current online character of the account only.
+
+---------------------------------------
+
+*message <account ID>,"<message>";
+*message "<character name>","<message>";
+
+That command will send a message to the chat window of the character
+specified by account ID or name. The text will also appear above the head
+of that character. It will not be seen by anyone else.
+
+---------------------------------------
+
+*dispbottom "<message>"{,<color>};
+
+This command will send the given message into the invoking character's
+chat window. The color format is in RGB (0xRRGGBB), and default to green
+if <color> field is left out.
+
+---------------------------------------
+
+*showscript "<message>"{,<GID>};
+
+Makes attached player or GID says a message like shouting a skill name, the message
+will be seen to everyone around but not in chat window.
+
+---------------------------------------
+
+*warp "<map name>",<x>,<y>{,<flag>};
+
+This command will take the invoking character to the specified map, and if
+wanted, specified coordinates too, but these can be random.
+
+ warp "place",50,55;
+
+This would take them to X 50 Y 55 on the map called "place". If your X and
+Y coordinates land on an unwalkable map square, it will send the warped
+character to a random place. Same will happen if they are both zero:
+
+ warp "place",0,0;
+
+Notice that while warping people to coordinates 0,0 will normally get them
+into a random place, it's not certain to always be so. Darned if I know
+where this is actually coded, it might be that this happens because square
+0,0 is unwalkable on all official maps. Beware if you're using custom maps.
+
+There are also three special 'map names' you can use:
+
+"Random" will warp the player randomly on the current map.
+"Save" and "SavePoint" will warp the player back to their save point.
+
+If flag parameter is set to 0, after player warped will be not stopped
+currend running npc script. Running script after warp can be issue for
+Gravity client if warp to other maps.
+
+---------------------------------------
+
+*areawarp "<from map name>",<x1>,<y1>,<x2>,<y2>,"<to map name>",<x3>,<y3>{,<x4>,<y4>};
+
+This command is similar to 'warp', however, it will not refer to the
+invoking character, but instead, all characters within a specified area,
+defined by the x1/y1-x2/y2 square, will be warped. Nobody outside the area
+will be affected, including the activating character, if they are outside
+the area.
+
+ areawarp "place",10,10,120,120,"place2",150,150;
+
+Everyone that is in the area between X 10 Y 10 and X 120 Y 120, in a
+square shape, on the map called "place", will be affected, and warped to
+"place2" X 150 Y 150.
+
+ areawarp "place",10,10,120,120,"place2",0,0;
+
+By using ,0,0; as the destination coordinates it will take all the
+characters in the affected area to a random set of co-ordinates on the
+"place2" map.
+
+ areawarp "place",10,10,120,120,"place2",150,150,200,200;
+
+By using the optional x4 and y4 parameters, the destination coordinates
+will be a random place within the defined x3/y3-x4/y4 square.
+
+Like 'warp', areawarp will also explicitly warp characters randomly into
+the current map if you give the 'to map name' as "Random".
+
+See also 'warp'.
+
+---------------------------------------
+
+*warpparty "<to_mapname>",<x>,<y>,<party_id>,{"<from_mapname>"};
+
+Warps a party to specified map and coordinate given the party ID, which
+you can get with getcharid(1). You can also request another party id given
+a member's name with getcharid(1,<player_name>).
+
+You can use the following "map names" for special warping behavior:
+Random: All party members are randomly warped in their current map
+ (as if they all used a fly wing).
+SavePointAll: All party members are warped to their respective save point.
+SavePoint: All party members are warped to the save point of the
+ currently attached player (will fail if there's no player
+ attached).
+Leader: All party members are warped to the leader's position. The
+ leader must be online and in the current map-server for this
+ to work.
+
+If you specify a from_mapname, warpparty will only affect those on that
+map.
+
+Example:
+
+ mes "[Party Warper]";
+ mes "Here you go!";
+ close2;
+ .@id = getcharid(1);
+ warpparty "prontera",150,100,.@id;
+ close;
+
+---------------------------------------
+
+*warpchar "<mapname>",<x>,<y>,<char_id>;
+
+Warps another player to specified map and coordinate given the char id,
+which you can get with getcharid(0,<player_name>). Obviously this is
+useless if you want to warp the same player that is executing this script,
+unless it's some kind of "chosen" script.
+
+Example:
+
+warpchar "prontera",150,100,150001;
+
+---------------------------------------
+
+*warpguild "<mapname>",<x>,<y>,<guild_id>;
+
+Warps a guild to specified map and coordinate given the guild id, which
+you can get with getcharid(2). You can also request another guild id given
+the member's name with getcharid(2,<player_name>).
+
+You can use the following "map names" for special warping behavior:
+Random: All guild members are randomly warped in their current map
+ (as if they all used a fly wing)
+SavePointAll: All guild members are warped to their respective save point.
+SavePoint: All guild members are warped to the save point of the
+ currently attached player (will fail if there's no player
+ attached).
+
+Example:
+
+warpguild "prontera",x,y,Guild_ID;
+
+---------------------------------------
+
+*warppartner("<map name>",<x>,<y>);
+
+This function will find the invoking character's marriage partner, if any,
+and warp them to the map and coordinates given. Go kidnap that spouse. :)
+It will return 1 upon success and 0 if the partner is not online, the
+character is not married, or if there's no invoking character (no RID).
+0,0 will, as usual, normally translate to random coordinates.
+
+---------------------------------------
+
+*savepoint "<map name>",<x>,<y>;
+
+This command saves where the invoking character will return to upon
+'return to save point', if dead or in some other cases. The two versions
+are equivalent. Map name, X coordinate and Y coordinate should be
+perfectly obvious. This ignores any and all map flags, and can make a
+character respawn where no teleportation is otherwise possible.
+
+ savepoint "place",350,75;
+
+---------------------------------------
+
+*heal <hp>,<sp>;
+
+This command will heal a set amount of HP and/or SP on the invoking
+character.
+
+ heal 30000,0; // This will heal 30,000 HP
+ heal 0,30000; // This will heal 30,000 SP
+ heal 300,300; // This will heal 300 HP and 300 SP
+
+This command just alters the hit points and spell points of the invoking
+character and produces no other output whatsoever.
+
+---------------------------------------
+
+*itemheal <hp>,<sp>;
+
+This command heals given relative amounts of HP and/or SP on the invoking
+character. Unlike heal, this command is intended for use in item scripts.
+It applies potion-related bonuses, such as alchemist ranking, cards,
+status changes.
+It also applies a sp/vit-related bonus that is calculated by:
+ heal = heal*[(100+STATUS*2)/100]
+So if a player has 99 vit and the script is 'itemheal 5,0':
+ heal(hp) = 5*[(100+99*2)/100]
+ heal(hp) = 14,9
+ heal(hp) = 14
+ heal(sp) = 0
+
+When used inside an NPC script, potion-related bonuses are omitted.
+
+There is also a nice example on using this with the 'rand' function, to
+give you a random amount of healing.
+
+ // If the player has 50 vit and no bonuses this will heal
+ // anything from 200 to 300 HP and 5 SP
+ itemheal rand(100,150),5;
+
+---------------------------------------
+
+*percentheal <hp>,<sp>;
+
+This command will heal the invoking character. It heals the character, but
+not by a set value - it adds percent of their maximum HP/SP.
+
+ percentheal 100,0; // This will heal 100% HP
+ percentheal 0,100; // This will heal 100% SP
+ percentheal 50,50; // This will heal 50% HP and 50% SP
+
+So the amount that this will heal will depend on the total amount of HP or
+SP you have maximum. Like 'heal', this will not call up any animations or
+effects.
+
+---------------------------------------
+
+*recovery;
+
+This command will revive and restore full HP and SP to all characters
+currently connected to the server.
+
+---------------------------------------
+
+*jobchange <job number>{,<upper flag>};
+
+This command will change the job class of the invoking character.
+
+ jobchange 1; // This would change your player into a Swordman
+ jobchange 4002; // This would change your player into a Swordman High
+
+This command does work with numbers, but you can also use job names. The
+full list of job names and the numbers they correspond to can be found in
+'db/constants.conf'.
+
+ // This would change your player into a Swordman
+ jobchange Job_Swordman;
+ // This would change your player into a Swordman High
+ jobchange Job_Swordman_High;
+
+'upper flag' can alternatively be used to specify the type of job one
+changes to. For example, jobchange Job_Swordman,1; will change the
+character to a high swordsman. The upper values are:
+-1 (or when omitted): preserves the current job type.
+0: Normal/standard classes
+1: High/Advanced classes
+2: Baby classes
+
+This command will also set a permanent character-based variable
+'jobchange_level' which will contain the job level at the time right
+before changing jobs, which can be checked for later in scripts.
+
+---------------------------------------
+
+*jobname (<job number>)
+
+This command retrieves the name of the given job using the messages.conf
+entries 550 to 650.
+
+ mes "[Kid]";
+ mes "I never thought I'd met a "+jobname(Class)+" here of all places.";
+ close;
+
+---------------------------------------
+
+*eaclass ({<job number>})
+
+This commands returns the "eA job-number" corresponding to the given
+class, and uses the invoking player's class if none is given. The eA
+job-number is also a class number system, but it's one that comes with
+constants which make it easy to convert among classes. The command will
+return -1 if you pass it a job number which doesn't have an eA job-number
+equivalent.
+
+ .@eac = eaclass();
+ if ((.@eac&EAJ_BASEMASK) == EAJ_SWORDMAN)
+ mes "Your base job is Swordman.";
+ if (.@eac&EAJL_UPPER)
+ mes "You are a rebirth job.";
+ if ((.@eac&EAJ_UPPERMASK) == EAJ_SWORDMAN)
+ mes "You must be a Swordman, Baby Swordman or High Swordman.";
+
+For more information on the eA Job System, see the docs/ea_job_system.txt
+file.
+
+---------------------------------------
+*roclass <job number> {,<gender>}
+
+Does the opposite of eaclass. That is, given an eA job-number, it returns
+the corresponding RO class number. A gender is required because both Bard
+and Dancers share the same eA job-number (EAJ_BARDDANCER), and uses the
+invoking player's gender if none is given (if no player is attached,
+male will be used by default). The command will return -1 if there is no
+valid class to represent the specified job (for example, if you try to get
+the baby version of a Taekwon class).
+
+ .@eac = eaclass();
+ //Check if class is already rebirth
+ if (.@eac&EAJL_UPPER) {
+ mes "You look strong.";
+ close;
+ }
+ .@eac = roclass(.@eac|EAJL_UPPER);
+ //Check if class has a rebirth version
+ if (.@eac != -1) {
+ mes "Bet you can't wait to become a "+jobname(.@eac)+"!";
+ close;
+ }
+
+---------------------------------------
+
+*changebase <job ID number>;
+
+This command will change the appearance of the invoking character to that
+of a specified job class. Nothing but appearance will change.
+
+Examples:
+
+ /* This example is an item script in the item db */
+ {
+ Id: 2338
+ AegisName: "Wedding_Dress"
+ Name: "Wedding Dress"
+ Type: 5
+ Buy: 43000
+ Weight: 500
+ Job: 0xFFFFFFFE
+ Loc: 16
+ Script: <"
+ bonus bMdef,15;
+ changebase Job_Wedding;
+ ">
+ },
+
+changebase Job_Novice; // Changes player to Novice sprite.
+
+changebase Class; // Changes player back to default sprite.
+
+---------------------------------------
+
+*classchange <view id>,<type>;
+
+This command is very ancient, it's origins are clouded in mystery.
+It will send a 'display id change' packet to everyone in the immediate
+area of the NPC object, which will supposedly make the NPC look like a
+different sprite, an NPC sprite ID, or a monster ID. This effect is not
+stored anywhere and will not persist (Which is odd, cause it would be
+relatively easy to make it do so) and most importantly, will not work at
+all since this command was broken with the introduction of advanced
+classes. The code is written with the assumption that the lowest sprite
+IDs are the job sprites and the anything beyond them is monster and NPC
+sprites, but since the advanced classes rolled in, they got the ID numbers
+on the other end of the number pool where monster sprites float.
+
+As a result it is currently impossible to call this command with a valid
+view id. It will do nothing whatsoever if the view ID is below 4047.
+Getting it to run will actually just crash the client.
+
+It could be a real gem if it can be gotten to actually do what it's
+supposed to do, but this will only happen in a later Git revision.
+
+---------------------------------------
+
+*changesex;
+
+This command will change the gender for the attached character's account.
+If it was male, it will become female, if it was female, it will become
+male. The change will be written to the character server, the player will
+receive the message: "Need disconnection to perform change-sex request..."
+and the player will be immediately kicked to the login screen. When they
+log back in, they will be the opposite sex.
+
+If there are any Dancer/Gypsy or Bard/Clown characters on the account,
+they will also have their skills reset upon 'changesex'.
+
+---------------------------------------
+
+*changecharsex;
+
+This command is exactly same as changesex, with an exception that,
+character sex will be changed instead of account sex.
+Requires client 2014-10-22 or greater.
+
+---------------------------------------
+
+*getexp <base xp>,<job xp>;
+
+This command will give the invoking character a specified number of base
+and job experience points. Should be used as a quest reward. Negative values
+won't work.
+Is subject to EXP bonuses and to the `quest_exp_rate` config option.
+
+ getexp 10000,5000;
+
+You can also assign directly to the parameters defined in
+'db/constants.conf':
+
+ BaseExp += 10000;
+ JobExp += 5000;
+
+You can also reduce the amount of experience points:
+
+ BaseExp -= 10000;
+
+When setting the parameters directly no bonuses or config options are applied.
+
+---------------------------------------
+
+*setlook <look type>,<look value>;
+*changelook <look type>,<look value>;
+
+'setlook' will alter the look data for the invoking character. It is used
+mainly for changing the palette used on hair and clothes: you specify
+which look type you want to change, then the palette you want to use. Make
+sure you specify a palette number that exists/is usable by the client you
+use. 'changelook' works the same, but is only client side (it doesn't save
+the look value).
+
+ // This will change your hair(6), so that it uses palette 8, what ever
+ // your palette 8 is, your hair will use that color.
+
+ setlook LOOK_HAIR_COLOR, 8;
+
+ // This will change your clothes(7), so they are using palette 1,
+ // whatever your palette 1 is, your clothes will then use that set of
+ // colors.
+
+ setlook LOOK_CLOTHES_COLOR, 1;
+
+Here are the possible look types:
+
+ 0 - LOOK_BASE Base sprite
+ 1 - LOOK_HAIR Hairstyle
+ 2 - LOOK_WEAPON Weapon
+ 3 - LOOK_HEAD_BOTTOM Head bottom
+ 4 - LOOK_HEAD_TOP Head top
+ 5 - LOOK_HEAD_MID Head mid
+ 6 - LOOK_HAIR_COLOR Hair color
+ 7 - LOOK_CLOTHES_COLOR Clothes color
+ 8 - LOOK_SHIELD Shield
+ 9 - LOOK_SHOES Shoes
+ 10 - LOOK_BODY Body(N/A)
+ 11 - LOOK_FLOOR FLOOR(N/A)
+ 12 - LOOK_ROBE Robe
+
+Whatever 'shoes' means is anyone's guess, ask Gravity - the client does
+nothing with this value. It still wants it from the server though, so it
+is kept, but normally doesn't do a thing.
+
+Only the look data for hairstyle, hair color and clothes color are saved
+to the char server's database and will persist. The rest freely change as
+the character puts on and removes equipment, changes maps, logs in and out
+and otherwise you should not expect to set them. In fact, messing with
+them is generally hazardous, do it at your own risk, it is not tested
+what will this actually do - it won't cause database corruption and
+probably won't cause a server crash, but it's easy to crash the client
+with just about anything unusual.
+
+However, it might be an easy way to quickly check for empty view IDs for
+sprites, which is essential for making custom headgear.
+
+Since a lot of people have different palettes for hair and clothes, it's
+impossible to tell you what all the color numbers are. If you want a
+serious example, there is a Stylist script inside the default Hercules
+installation that you can look at: 'npc/custom/stylist.txt'
+
+---------------------------------------
+
+*pushpc <direction>,<cells>;
+
+This command will push the currently attached player to given direction by
+given amount of square cells. Direction is the same as used when declaring
+NPCs, and can be specified by using one of the DIR_* constants
+(db/constants.conf).
+
+The knock-back is not restricted by items or map flags, only obstacles are
+taken into account. If there is not enough space to perform the push (e.g.
+due to a wall), the character is pushed only up to the obstacle.
+
+ // pushes the character 5 cells in 3 o'clock direction from it's
+ // current position.
+ pushpc DIR_EAST, 5;
+
+---------------------------------------
+
+*get_version()
+
+This command will return the SVN revision number or Git SHA-1 hash the
+server is currently running on (depends on whether you used a SVN or Git
+client for getting Hercules).
+
+ if ( get_version() >= 15000 )
+ mes "Welcome to Hercules!";
+
+---------------------------------------
+
+*montransform <monster id>,<duration>{,<sc_type>{,<val1>{,<val2>{,<val3>{,<val4>}}}}};
+*montransform "<monster name>",<duration>{,<sc_type>{,<val1>{,<val2>{,<val3>{,<val4>}}}}};
+
+This command can transform your character into monster and you can still
+use all your skills like a normal character.
+Can only be removed when your killed or if you die or if duration is over.
+
+for sc_type,val1,val2,val3,val4, see 'sc_start','sc_start2','sc_start4' commands.
+
+---------------------------------------
+//=====================================
+4.1 - Player Item-Related Commands
+//=====================================
+---------------------------------------
+
+*getitem <item id>,<amount>{,<account ID>};
+*getitem "<item name>",<amount>{,<account ID>};
+
+This command will give a specific amount of specified items to the target
+character. If the character is not online, nothing will happen.
+If <account ID> is not specified, items will be created in the invoking
+character inventory instead.
+
+In the first and most commonly used version of this command, items are
+referred to by their database ID number found in 'db/(pre-)re/item_db.txt'.
+
+ getitem 502,10 // The person will receive 10 apples
+ getitem 617,1 // The person will receive 1 Old Violet Box
+
+Giving an item ID of -1 will give a specified number of random items from
+the list of those that fall out of Old Blue Box. Unlike in all other
+cases, these will be unidentified, if they turn out to be equipment. This
+is exactly what's written in the Old Blue Box's item script.
+
+Other negative IDs also correspond to other random item generating item
+tables:
+
+Giving an item ID of -2 will produce the effects of Old Violet Box.
+Giving an item ID of -3 will produce the effects of Old Card Album.
+Giving an item ID of -4 will produce the effects of Gift Box.
+Giving an item ID of -5 will produce the effects of Worn Out Scroll,
+which, in current Git, drops only Jellopies anyway.
+
+This transaction is logged if the log script generated transactions option
+is enabled.
+
+You may also create an item by it's name in the 'english name' field in
+the item database:
+
+ getitem "RED_POTION",10;
+
+Which will do what you'd expect. If it can't find that name in the
+database, apples will be created anyway. It is often a VERY GOOD IDEA to
+use it like this.
+
+This is used in pretty much all NPC scripts that have to do with items and
+quite a few item scripts. For more examples check just about any official
+script.
+
+---------------------------------------
+
+*getitem2 <item id>,<amount>,<identify>,<refine>,<attribute>,<card1>,<card2>,<card3>,<card4>{,<account ID>};
+*getitem2 "<item name>",<amount>,<identify>,<refine>,<attribute>,<card1>,<card2>,<card3>,<card4>{,<account ID>};
+
+This command will give an amount of specified items to the invoking
+character. If an optional account ID is specified, and the target
+character is currently online, items will be created in their inventory
+instead. If they are not online, nothing will happen. It works essentially
+the same as 'getitem' (it even works for negative ID numbers the same way)
+but is a lot more flexible.
+
+Those parameters that are different from 'getitem' are:
+
+identify - Whether you want the item to be identified (1) or not (0).
+refine - For how many pluses will it be refined. It will not let you
+ refine an item higher than the max refine.
+attribute - Whether the item is broken (1) or not (0).
+card1,2,3,4 - If you want a card compound to it, place the card ID number
+ into the specific card slot.
+
+Card1-card4 values are also used to store name information for named
+items, as well as the elemental property of weapons and armor. You can
+create a named item in this manner, however, if you just need a named
+piece of standard equipment, it is much easier to the 'getnameditem'
+function instead.
+
+You will need to keep these values if you want to destroy and then
+perfectly recreate a named item, for this see 'getinventorylist'.
+
+If you still want to try creating a named item with this command because
+'getnameditem' won't do it for you cause it's too limited, you can do it
+like this. Careful, minor magic ahead.
+
+ // First, let's get an ID of a character who's name will be on the
+ // item. Only an existing character's name may be there.
+ // Let's assume our character is 'Adam' and find his ID.
+
+ .@charid = getcharid(0,"Adam");
+
+ // Now we split the character ID number into two portions with a
+ // binary shift operation. If you don't understand what this does,
+ // just copy it.
+
+ .@card3 = .@charid & 65535;
+ .@card4 = .@charid >> 16;
+
+ // If you're inscribing non-equipment, .@card1 must be 254.
+ // Arrows are also not equipment. :)
+ .@card1 = 254;
+
+ // For named equipment, card2 means the Star Crumbs and elemental
+ // crystals used to make this equipment. For everything else, it's 0.
+
+ .@card2 = 0;
+
+ // Now, let's give the character who invoked the script some
+ // Adam's Apples:
+
+ getitem2 512,1,1,0,0,.@card1,.@card2,.@card3,.@card4;
+
+This wasn't tested with all possible items, so I can't give any promises,
+experiment first before relying on it.
+
+To create equipment, continue this example it like this:
+
+ // We've already have card3 and card4 loaded with correct
+ // values so we'll just set up card1 and card2 with data
+ // for an Ice Stiletto.
+
+ // If you're inscribing equipment, .@card1 must be 255.
+ .@card1 = 255;
+
+ // That's the number of star crumbs in a weapon.
+ .@sc = 2;
+
+ // That's the number of elemental property of the weapon.
+ .@ele = 1;
+
+ // And that's the wacky formula that makes them into
+ // a single number.
+ .@card2 = .@ele+((.@sc*5)<<8);
+
+ // That will make us an Adam's +2 VVS Ice Stiletto:
+
+ getitem2 1216,1,1,2,0,.@card1,.@card2,.@card3,.@card4;
+
+Experiment with the number of star crumbs - I'm not certain just how much
+will work most and what it depends on. The valid element numbers are:
+
+ 1 - Ice, 2 - Earth 3 - Fire 4 - Wind.
+
+You can, apparently, even create duplicates of the same pet egg with this
+command, creating a pet which is the same, but simultaneously exists in
+two eggs, and may hatch from either, although, I'm not sure what kind of a
+mess will this really cause.
+
+---------------------------------------
+*getitembound <item id>,<amount>,<bound type>{,<account ID>};
+*getitembound "<item name>",<amount>,<bound type>{,<account ID>};
+
+This command behaves identically to 'getitem', but the items created will be
+bound to the target character as specified by the bound type. All items created
+in this manner cannot be dropped, sold, vended, auctioned, or mailed, and in
+some cases cannot be traded or stored.
+
+Valid bound types are:
+ 1 - Account Bound
+ 2 - Guild Bound
+ 3 - Party Bound
+ 4 - Character Bound
+
+---------------------------------------
+
+*getitembound2 <item id>,<amount>,<identify>,<refine>,<attribute>,<card1>,<card2>,<card3>,<card4>,<bound type>;
+*getitembound2 "<item name>",<amount>,<identify>,<refine>,<attribute>,<card1>,<card2>,<card3>,<card4>,<bound type>;
+
+This command behaves identically to 'getitem2', but the items created will be
+bound to the target character as specified by the bound type. All items created
+in this manner cannot be dropped, sold, vended, auctioned, or mailed, and in
+some cases cannot be traded or stored.
+
+For a list of bound types see 'getitembound'.
+
+---------------------------------------
+
+*countbound({<bound type>})
+
+This function will return the number of bounded items in the character's
+inventory, and sets an array @bound_items[] containing all item IDs of the
+counted items. If a bound type is specified, only those items will be counted.
+
+For a list of bound types see 'getitembound'.
+
+Example:
+ mes "You currently have "+countbound()+" bounded items.";
+ next;
+ mes "The list of bounded items include:";
+ for (.@i = 0; .@i < getarraysize(@bound_items); ++.@i)
+ mes getitemname(@bound_items[.@i]);
+ close;
+
+---------------------------------------
+
+*checkbound(<item_id>{,<bound_type>{,<refine>{,<attribute>{,<card_1>{,<card_2>{,<card_3>{,<card_4>}}}}}}});
+
+This command allows you to check whether or not the attached player has the specified bound item in their inventory.
+If a bound type is not specified or a bound type of 0 is used, it will search the player's inventory for a bound item
+of any type, so long as the other parameters match. In all cases, this command will return the bound type of the
+item found, or 0 if the specified item was not found.
+
+Valid bound types are:
+ 0 - All Bound types.
+ 1 - Account Bound
+ 2 - Guild Bound
+ 3 - Party Bound
+ 4 - Character Bound
+
+Optional Parameters:
+ bound_type - checks to see if the item has the specified bound type.
+ refine - checks to see if the item is refined to the given number.
+ attribute - whether the item is broken (1) or not (0).
+ card 1,2,3,4 - checks to see if the specified cards are compounded on the item as well.
+
+Example:
+ // This will check if you have a bound (any type) 1205 (Cutter).
+ if (checkbound(1205)) {
+ mes "You have a bound Cutter";
+ } else {
+ mes "You do not have a bound Cutter";
+ }
+ close;
+
+ // This will also check if you have a bound (any type) 1205 (Cutter).
+ if (checkbound(1205,0)) {
+ mes "You have a bound Cutter";
+ } else {
+ mes "You do not have a bound Cutter";
+ }
+ close;
+
+ // This will check if the player doesn't have a bound 1205 (Cutter).
+ if (!checkbound(1205)) {
+ mes "You do not have a bound Cutter";
+ } else {
+ mes "You do have a bound Cutter";
+ }
+ close;
+
+ // This will check if the item found, has a bound type of 2 (guild_bound)
+ if (checkbound(1205) == 2) {
+ mes "You have a guild_bound Cutter";
+ } else {
+ mes "You do not have a guild_bound Cutter.";
+ }
+ close;
+
+ // This will check if you have a 'guild_bound' +7 1205 (Cutter).
+ if (checkbound(1205, 2, 7)) {
+ mes "You have a +7 guild_bound Cutter.";
+ } else {
+ mes "You don't have the required item.";
+ }
+ close;
+---------------------------------------
+
+*getnameditem <item id>,<character name|character ID>;
+*getnameditem "<item name>",<character name|character ID>;
+
+Create an item signed with the given character's name.
+
+The command returns 1 when the item is created successfully, or 0 if it
+fails. Failure occurs when:
+- There is no player attached.
+- Item name or ID is not valid.
+- The given character ID/name is offline.
+
+Example:
+
+//This will give the currently attached player a Aaron's Apple (if Aaron
+//is online).
+ getnameditem "Apple","Aaron";
+
+//Self-explanatory (I hope).
+ if (getnameitem("Apple","Aaron")) {
+ mes "You now have a Aaron's Apple!";
+ }
+
+---------------------------------------
+
+*rentitem <item id>,<time>;
+*rentitem "<item name>",<time>;
+
+Creates a rental item in the attached character's inventory. The item will
+expire in <time> seconds and be automatically deleted. When receiving a
+rental item, the character will receive a message in their chat window.
+The character will also receive warning messages in their chat window
+before the item disappears.
+
+This command can not be used to rent stackable items. Rental items cannot
+be dropped, traded, sold to NPCs, or placed in guild storage (i.e. trade
+mask 75).
+Note: 'delitem' in an NPC script can still remove rental items.
+
+---------------------------------------
+
+*makeitem <item id>,<amount>,"<map name>",<X>,<Y>;
+*makeitem "<item name>",<amount>,"<map name>",<X>,<Y>;
+
+This command will create an item lying around on a specified map in the
+specified location.
+
+ itemid - Found in 'db/(pre-)re/item_db.txt'
+ amount - Amount you want produced
+ map name - The map name
+ X - The X coordinate
+ Y - The Y coordinate.
+
+This item will still disappear just like any other dropped item. Like
+'getitem', it also accepts an 'english name' field from the database and
+creates apples if the name isn't found.
+If the map name is given as "this", the map the invoking character is on
+will be used.
+
+---------------------------------------
+
+*cleanarea "<map name>",<x1>,<y1>,<x2>,<y2>;
+*cleanmap "<map name>";
+
+These commands will clear all items lying on the ground on the specified
+map, either within the x1/y1-x2/y2 rectangle or across the entire map.
+
+---------------------------------------
+
+*searchitem <array name>,"<item name>";
+
+This command will fill the given array with the ID of items whose name
+matches the given one. It returns the number of items found. For
+performance reasons, the results array is limited to 10 items.
+
+ mes "What item are you looking for?";
+ input .@name$;
+ .@qty = searchitem(.@matches[0],.@name$);
+ mes "I found "+.@qty+" items:";
+ for (.@i = 0; .@i < .@qty; ++.@i)
+ //Display name (eg: "Apple[0]")
+ mes getitemname(.@matches[.@i])+"["+getitemslots(.@matches[.@i])+"]";
+
+---------------------------------------
+
+*delitem <item id>,<amount>{,<account ID>};
+*delitem "<item name>",<amount>{,<account ID>};
+
+This command will remove a specified amount of items from the invoking or
+target character. Like all the item commands, it uses the item ID found
+inside 'db/(pre-)re/item_db.txt'.
+
+ delitem 502,10; // The person will lose 10 apples
+ delitem 617,1; // The person will lose 1 Old Violet Box
+
+It is always a good idea to check if the player actually has the items
+before you delete them. If you try to delete more items that the player
+has, the player will lose the ones he/she has and the script will be
+terminated with an error.
+
+Like 'getitem' this command will also accept an 'english name' field from
+the database. If the name is not found, nothing will be deleted.
+
+---------------------------------------
+
+*delitem2 <item id>,<amount>,<identify>,<refine>,<attribute>,<card1>,<card2>,<card3>,<card4>{,<account ID>};
+*delitem2 "<item name>",<amount>,<identify>,<refine>,<attribute>,<card1>,<card2>,<card3>,<card4>{,<account ID>};
+
+This command will remove a specified amount of items from the invoking or
+target character.
+Check 'getitem2' to understand its expanded parameters.
+
+---------------------------------------
+
+*countitem(<item id>)
+*countitem("<item name>")
+
+This function will return the number of items for the specified item ID
+that the invoking character has in the inventory.
+
+ mes "[Item Checker]";
+ mes "Hmmm, it seems you have "+countitem(502)+" apples";
+ close;
+
+Like 'getitem', this function will also accept an 'english name' from the
+database as an argument.
+
+If you want to state the number at the end of a sentence, you can do it by
+adding up strings:
+
+ mes "[Item Checker]";
+ mes "Hmmm, the total number of apples you are holding is "+countitem("APPLE");
+ close;
+
+---------------------------------------
+
+*countitem2(<item id>,<identify>,<refine>,<attribute>,<card1>,<card2>,<card3>,<card4>)
+*countitem2("<item name>",<identify>,<refine>,<attribute>,<card1>,<card2>,<card3>,<card4>)
+
+Expanded version of 'countitem' function, used for created/carded/forged
+items.
+
+This function will return the number of items for the specified item ID
+and other parameters that the invoking character has in the inventory.
+Check 'getitem2' to understand the arguments of the function.
+
+---------------------------------------
+
+*groupranditem <item_id/constant>;
+
+Returns the item_id of a random item picked from the item container specified. There
+are different item containers and they are specified in 'db/(pre-)re/item_group.conf'.
+
+Example:
+ getitem groupranditem(603),1;
+ getitem groupranditem(Old_Blue_Box),1;
+
+---------------------------------------
+
+*getrandgroupitem <item_id/constant>,<quantity>;
+
+Similar to the above example, this command allows players to obtain the specified
+quantity of a random item from the container. The different containers
+are specified in 'db/(pre-)re/item_group.conf'.
+
+Example:
+ getrandgroupitem Old_Blue_Box,1;
+ getrandgroupitem 603,1;
+
+---------------------------------------
+
+*packageitem
+
+This command has only 1 param which is optional. If the package item_id is not provided, it
+will try to use the item id from the item it is being used from (if called from an item script).
+It runs a item package and grants the items accordingly to the attached player.
+
+Example:
+
+/* This example is an item script from the item db */
+ {
+ Id: 12477
+ AegisName: "Gift_Bundle"
+ Name: "Gift Bundle"
+ Type: 2
+ Buy: 0
+ Script: <" packageitem(); ">
+ },
+
+---------------------------------------
+
+*enable_items;
+*disable_items;
+
+These commands enable/disable changing of equipments while an NPC is
+running. When disable_items is run, equipments cannot be changed during
+scripts until enable_items is called or the script has terminated. To
+avoid possible exploits, when disable_items is invoked, it will only
+disable changing equips while running that script in particular. Note that
+if a different script also calls disable_items, it will override the last
+call (so you may want to call this command at the start of your script
+without assuming the effect is still in effect).
+If 'item_enabled_npc' option is set to Yes in 'items.conf' all NPC are
+allowing changing of equipment by default except for those have been set
+with 'disable_items'.
+
+---------------------------------------
+
+*itemskill <skill id>,<skill level>,{flag};
+*itemskill "<skill name>",<skill level>,{flag};
+
+This command meant for item scripts to replicate single-use skills in
+usable items. It will not work properly if there is a visible dialog
+window or menu.
+If the skill is self or auto-targeting, it will be used immediately.
+Otherwise, a target cursor is shown.
+Flag is a optional param and, when present, the command will not check for
+skill requirements.
+
+// When Anodyne is used, it will cast Endure (8), Level 1, as if the
+// actual skill has been used from skill tree.
+605,Anodyne,Anodyne,11,2000,0,100,,,,,10477567,2,,,,,{ itemskill 8,1; },{}
+
+---------------------------------------
+
+*itemeffect <item id>;
+*itemeffect "<item name>";
+*consumeitem is an alias of itemeffect (added for compatibility)
+
+This command will run the item script of the specified item on the
+invoking character. The character does not need to posess the item, and
+the item will not be deleted. While this command is intended for usable
+items, it will run for any item type.
+
+---------------------------------------
+
+*produce <item level>;
+
+This command will open a crafting window on the client connected to the
+invoking character. The 'item level' is a number which determines what
+kind of a crafting window will pop-up.
+
+You can see the full list of such item levels in 'db/produce_db.txt' which
+determines what can actually be produced. The window will not be empty
+only if the invoking character can actually produce the items of that type
+and has the appropriate raw materials in their inventory.
+
+The success rate to produce the item is the same as the success rate of
+the skill associated with the item level. If there is no skill id, the
+success rate will be 50%.
+
+Valid item levels are:
+
+ 1 - Level 1 Weapons
+ 2 - Level 2 Weapons
+ 3 - Level 3 Weapons
+ 21 - Blacksmith's Stones and Metals
+ 22 - Alchemist's Potions, Holy Water, Assassin Cross's Deadly Poison
+ 23 - Elemental Converters
+
+---------------------------------------
+
+*cooking <dish level>;
+
+This command will open a produce window on the client connected to the
+invoking character. The 'dish level' is the number which determines what
+kind of dish level you can produce. You can see the full list of dishes
+that can be produced in 'db/produce_db.txt'.
+
+The window will be shown empty if the invoking character does not have
+enough of the required incredients to cook a dish.
+
+Valid dish levels are:
+
+11 - Level 1 Dish
+12 - Level 2 Dish
+13 - Level 3 Dish
+14 - Level 4 Dish
+15 - Level 5 Dish
+16 - Level 6 Dish
+17 - Level 7 Dish
+18 - Level 8 Dish
+19 - Level 9 Dish
+20 - Level 10 Dish
+
+Although it's required to set a dish level, it doesn't matter if you set
+it to 1 and you want to cook a level 10 dish, as long as you got the
+required ingredients to cook the dish the command works.
+
+---------------------------------------
+
+*makerune <% success bonus>;
+
+This command will open a rune crafting window on the client connected to
+the invoking character. Since this command is officially used in rune
+ores, a bonus success rate must be specified (which adds to the base
+formula).
+
+You can see the full list of runes that can be produced in
+'db/produce_db.txt'. The window will not be empty only if the invoking
+character can actually produce a rune and has the appropriate raw
+materials in their inventory.
+
+---------------------------------------
+
+*successremovecards <equipment slot>;
+
+This command will remove all cards from the item found in the specified
+equipment slot of the invoking character, create new card items and give
+them to the character. If any cards were removed in this manner, it will
+also show a success effect.
+
+---------------------------------------
+
+*failedremovecards <equipment slot>,<type>;
+
+This command will remove all cards from the item found in the specified
+equipment slot of the invoking character. 'type' determines what happens
+to the item and the cards:
+
+ 0 - will destroy both the item and the cards.
+ 1 - will keep the item, but destroy the cards.
+ 2 - will keep the cards, but destroy the item.
+
+Whatever the type is, it will also show a failure effect on screen.
+
+---------------------------------------
+
+*repair <broken item number>;
+
+This command repairs a broken piece of equipment, using the same list of
+broken items as available through 'getbrokenid'.
+
+The official scripts seem to use the repair command as a function instead:
+'repair(<number>)' but it returns nothing on the stack. Probably only
+Valaris, who made it, can answer why is it so.
+
+---------------------------------------
+
+*repairall;
+
+This command repairs all broken equipment in the attached player's
+inventory. A repair effect will be shown if any items are repaired, else
+the command will end silently.
+
+---------------------------------------
+
+*successrefitem <equipment slot>{,<upgrade_count>};
+
+This command will refine an item in the specified equipment slot of the
+invoking character by +1 (unless <upgrade_count> is specified).
+For a list of equipment slots see 'getequipid'.
+This command will also display a 'refine success'
+effect on the character and put appropriate messages into their chat
+window. It will also give the character fame points if a weapon reached
++10 this way, even though these will only take effect for blacksmith who
+will later forge a weapon.
+
+---------------------------------------
+
+*failedrefitem <equipment slot>;
+
+This command will fail to refine an item in the specified equipment slot
+of the invoking character. The item will be destroyed. This will also
+display a 'refine failure' effect on the character and put appropriate
+messages into their chat window.
+
+---------------------------------------
+
+*downrefitem <equipment slot>{,<downgrade_count>};
+
+This command will downgrade an item by - 1 (unless optional <downgrade_count> is provided)
+in the specified equipment slot of the invoking character.
+So the item will not be destroyed unlike in the
+failedrefitem script command. This will also display a 'refine failure'
+effect on the character and put appropriate messages into their chat
+window.
+
+---------------------------------------
+
+*unequip <equipment slot>;
+
+This command will unequip whatever is currently equipped in the invoking
+character's specified equipment slot. For a full list of possible
+equipment slots see 'getequipid'.
+
+If an item occupies several equipment slots, it will get unequipped from
+all of them.
+
+---------------------------------------
+
+*clearitem;
+
+This command will destroy all items the invoking character has in their
+inventory (including equipped items). It will not affect anything else,
+like storage or cart.
+
+---------------------------------------
+
+*equip <item id>;
+*equip2 <item id>,<refine>,<attribute>,<card1>,<card2>,<card3>,<card4>;
+*autoequip <item id>,<option>;
+
+These commands are to equip a equipment on the attached character.
+The equip function will equip the item ID given when the player has this
+item in his/her inventory, while the autoequip function will equip the
+given item ID when this is looted. The option parameter of the autoequip
+is 1 or 0, 1 to turn it on, and 0 to turn it off.
+
+Examples:
+
+//This will equip a 1104 (falchion) on the character if this is in the
+//inventory.
+ equip 1104;
+
+//This will equip a +10 1104 (falchion) on the character if this is in the
+//inventory.
+ equip2 1104,10,0,0,0,0,0;
+
+//The invoked character will now automatically equip a falchion when it's
+//looted.
+ autoequip 1104,1;
+
+//The invoked character will no longer automatically equip a falchion.
+ autoequip 1104,0;
+
+---------------------------------------
+
+*buyingstore <slots>;
+
+Invokes buying store preparation window like the skill 'Open Buying
+Store', without the item requirement. Amount of slots is limited by the
+server to a maximum of 5 slots by default.
+
+Example:
+
+ // Gives the player opportunity to buy 4 different kinds of items.
+ buyingstore 4;
+
+---------------------------------------
+
+*searchstores <uses>,<effect>;
+
+Invokes the store search window, which allows to search for both vending
+and buying stores. Parameter uses indicates, how many searches can be
+started, before the window has to be reopened. Effect value affects what
+happens when a result item is double-clicked and can be one of the
+following:
+
+ 0 = Shows the store's position on the mini-map and highlights the shop
+ sign with yellow color, when the store is on same map as the
+ invoking player.
+ 1 = Directly opens the shop, regardless of distance.
+
+Example:
+
+ // Item Universal_Catalog_Gold (10 uses, effect: open shop)
+ searchstores 10,1;
+
+---------------------------------------
+
+*mergeitem;
+
+mergeitem opens the item merge window,
+The Item merge window shows all stackable item(same ItemID) with different
+serial, that can be merged into one stack.
+Check sample: npc/other/item_merge.txt
+
+---------------------------------------
+
+*delequip <equipment slot>;
+
+This command will destroy whatever is currently equipped in the invoking
+character's specified equipment slot. For a full list of possible equipment
+slots see 'getequipid'.
+
+It is always a good idea to check if the player actually has the item you want
+before you use this command. If you try to delete in a position that the player
+has no gear, script will be terminated with an error.
+
+---------------------------------------
+//=====================================
+4.1 - End of Player Item-Related Commands
+//=====================================
+---------------------------------------
+
+*openstorage;
+
+This will open character's Kafra storage window on the client connected to
+the invoking character. It can be used from any kind of NPC or item
+script, not just limited to Kafra Staff.
+
+The storage window opens regardless of whether there are open NPC dialogs
+or not, but it is preferred to close the dialog before displaying the
+storage window, to avoid any disruption when both windows overlap.
+
+ mes "I will now open your stash for you";
+ close2;
+ openstorage;
+ end;
+
+---------------------------------------
+
+*openmail;
+
+This will open a character's Mail window on the client connected to the
+invoking character.
+
+ mes "Close this window to open your mail inbox.";
+ close2;
+ openmail;
+ end;
+
+---------------------------------------
+
+*openauction;
+
+This will open the Auction window on the client connected to the invoking
+character.
+
+ mes "Close this window to open the Auction window.";
+ close2;
+ openauction;
+ end;
+
+---------------------------------------
+//=====================================
+4.2 - Guild-Related Commands
+//=====================================
+---------------------------------------
+
+*guildopenstorage()
+
+This function works the same as 'openstorage' but will open a guild
+storage window instead for the guild storage of the guild the invoking
+character belongs to. This is a function because it returns a value - 0 if
+the guild storage was opened successfully and 1 if it wasn't. (Notice,
+it's a ZERO upon success.)
+Since guild storage is only accessible to one character at one time, it
+may fail if another character is accessing the guild storage at the same
+time.
+
+This will also fail and return 2 if the attached character does not belong
+to any guild.
+
+---------------------------------------
+
+*guildchangegm(<guild id>,<new master's name>)
+
+This function will change the Guild Master of a guild. The ID is the
+guild's id, and the new guild master's name must be passed.
+
+Returns 1 on success, 0 otherwise.
+
+---------------------------------------
+
+*guildgetexp <amount>;
+
+This will give the specified amount of guild experience points to the
+guild the invoking character belongs to. It will silently fail if they do
+not belong to any guild.
+
+---------------------------------------
+
+*guildskill <skill id>,<level>
+*guildskill "<skill name>",<level>
+
+This command will bump up the specified guild skill by the specified
+number of levels. This refers to the invoking character and will only work
+if the invoking character is a member of a guild AND it's guild master,
+otherwise no failure message will be given and no error will occur, but
+nothing will happen. The full list of guild skills is available in
+'db/(pre-)re/skill_db.txt', these are all the GD_ skills at the end.
+If a level higher than the maximum is given as parameter the skill will be
+leveled to the maximum and not above.
+
+// This would give your character's guild one level of Approval
+// (GD_APPROVAL ID 10000). Notice that if you try to add two levels of
+// Approval, or add Approval when the guild already has it, it will only
+// have one level of Approval afterwards.
+ guildskill 10000,1;
+
+You might want to make a quest for getting a certain guild skill, make it
+hard enough that all the guild needs to help or something. Doing this for
+the Glory of the Guild skill, which allows your guild to use an emblem, is
+a good idea for a fun quest. (Wasting a level point on that is really
+annoying :D)
+
+---------------------------------------
+//=====================================
+4.2 - End of Guild-Related Commands
+//=====================================
+---------------------------------------
+
+*resetlvl <action type>;
+
+This is a character reset command, meant mostly for rebirth script
+supporting Advanced jobs, which will reset the invoking character's stats
+and level depending on the action type given. Valid action types are:
+
+ 1 - Base level 1, Job level 1, 0 skill points, 0 base exp, 0 job exp,
+ wipes the status effects (only the ones settable by 'setoption'),
+ sets all stats to 1. If the new job is 'Novice High', give 100 status
+ points, give First Aid and Play Dead skills.
+ 2 - Base level 1, Job level 1, 0 skill points, 0 base exp, 0 job exp.
+ Skills and attribute values are not altered.
+ 3 - Base level 1, base exp 0. Nothing else is changed.
+ 4 - Job level 1, job exp 0. Nothing else is changed.
+
+In all cases everything the character has on will be unequipped.
+
+Even though it doesn't return a value, it is used as a function in the
+official rebirth scripts.
+
+---------------------------------------
+
+*resetstatus;
+
+This is a character reset command, which will reset the stats on the
+invoking character and give back all the stat points used to raise them
+previously. Nothing will happen to any other numbers about the character.
+
+Used in reset NPC's (duh!).
+
+---------------------------------------
+
+*resetskill;
+
+This command takes off all the skill points on the invoking character, so
+they only have Basic Skill blanked out (lvl 0) left, and returns the
+points for them to spend again. Nothing else will change but the skills.
+Quest skills will also reset if 'quest_skill_reset' option is set to Yes
+in 'battle.conf'. If the 'quest_skill_learn' option is set in there, the
+points in the quest skills will also count towards the total.
+
+Used in reset NPC's (duh!).
+
+---------------------------------------
+
+*sc_start <effect type>,<ticks>,<value 1>{,<rate>,<flag>{,<GID>}};
+*sc_start2 <effect type>,<ticks>,<value 1>,<value 2>{,<rate>,<flag>{,<GID>}};
+*sc_start4 <effect type>,<ticks>,<value 1>,<value 2>,<value 3>,<value 4>{,<rate>,<flag>{,<GID>}};
+*sc_end <effect type>{,<GID>};
+
+These commands will bestow a status effect on a character.
+
+The <effect type> determines which status is invoked. This can be either a number
+or constant, with the common statuses (mostly negative) found in
+'db/constants.conf' with the 'SC_' prefix. A full list is located in
+'src/map/status.h', though they are not currently documented.
+
+The duration of the status is given in <ticks>, or milleseconds.
+
+Certain status changes take an additional parameter <value 1>, which typically
+modifies player stats by the given number or percentage. This differs for each
+status, and is sometimes zero.
+
+Optional value <rate> is the chance that the status will be invoked (10000 = 1%).
+This is used primarily in item scripts. When used in an NPC script, a flag MUST
+be defined for the rate to work.
+
+Optional value <flag> is how the status change start will be handled (a bitmask).
+ SCFLAG_NONE = 0x00: No special behavior.
+ SCFLAG_NOAVOID = 0x01: Status change cannot be avoided.
+ SCFLAG_FIXEDTICK = 0x02: Tick cannot be reduced by stats (default).
+ SCFLAG_LOADED = 0x04: sc_data was loaded, no value will be altered.
+ SCFLAG_FIXEDRATE = 0x08: Rate cannot be reduced.
+ SCFLAG_NOICON = 0x10: Status icon (SI) won't be shown.
+
+If a <GID> is given, the status change will be invoked on the specified character
+instead of the one attached to the script. This can only be defined after setting
+a rate and flag.
+
+'sc_start2' and 'sc_start4' allow extra parameters to be passed, and are used only
+for effects that require them. The meaning of the extra values vary depending on the
+effect type.
+
+'sc_end' will remove a specified status effect. If SC_ALL (-1) is given, it will
+perform a complete removal of all statuses (although permanent ones will re-apply).
+
+Examples:
+ // This will poison the invoking character for 10 minutes at 50% chance.
+ sc_start SC_POISON,600000,0,5000;
+
+ // This will bestow the effect of Level 10 Blessing.
+ sc_start 10,240000,10;
+
+ // Elemental armor defense takes the following four values:
+ // val1 is the first element, val2 is the resistance to the element val1.
+ // val3 is the second element, val4 is the resistance to the element val3.
+ sc_start4 SC_DefEle,60000,Ele_Fire,20,Ele_Water,-15;
+
+ // This will end the Freezing status for the invoking character.
+ sc_end SC_FREEZE;
+
+Note: to use SC_NOCHAT you should alter Manner
+ Manner = -5; // Will mute a user for 5 minutes
+ Manner = 0; // Will unmute a user
+ Manner = 5; // Will unmute a user and prevent the next use of 'Manner'
+
+---------------------------------------
+
+*getstatus <effect type>{,<type>};
+
+Retrieve information about a specific status effect when called. Depending
+on <type> specified the function will return different information.
+
+Possible <type> values:
+ - 0 or undefined: whether the status is active
+ - 1: the val1 of the status
+ - 2: the val2 of the status
+ - 3: the val3 of the status
+ - 4: the val4 of the status
+ - 5: the amount of time in milliseconds that the status has remaining
+
+If <type> is not defined or is set to 0, then the script function will
+either return 1 if the status is active, or 0 if the status is not active.
+If the status is not active when any of the <type> fields are provided,
+this script function will always return 0.
+
+---------------------------------------
+
+*skilleffect <skill id>,<number>;
+*skilleffect "<skill name>",<number>;
+
+This command displays visual and aural effects of given skill on currently
+attached character. The number parameter is for skill whose visual effect
+involves displaying of a number (healing or damaging). Note that this
+command will not actually use the skill: it is intended for scripts which
+simulate skill usage by the NPC, such as buffs, by setting appropriate
+status and displaying the skill's effect.
+
+ mes "Be blessed!";
+ // Heal of 2000 HP
+ heal 2000,0;
+ skilleffect 28,2000;
+ // Blessing Level 10
+ sc_start 10,240000,10;
+ skilleffect 34,0;
+ // Increase AGI Level 5
+ sc_start 12,140000,5;
+ skilleffect 29,0;
+
+This will heal the character with 2000 HP, buff it with Blessing Lv 10 and
+Increase AGI Lv 5, and display appropriate effects.
+
+---------------------------------------
+
+*npcskilleffect <skill id>,<number>,<x>,<y>;
+*npcskilleffect "<skill name>",<number>,<x>,<y>;
+
+This command behaves identically to 'skilleffect', however, the effect
+will not be centered on the invoking character's sprite, nor on the NPC
+sprite, if any, but will be centered at map coordinates given on the same
+map as the invoking character.
+
+---------------------------------------
+
+*specialeffect <effect number>{,<send_target>{,"<NPC Name>"}};
+
+This command will display special effect with the given number, centered
+on the specified NPCs coordinates, if any. For a full list of special
+effect numbers known see 'doc/effect_list.txt'. Some effect numbers are
+known not to work in some client releases. (Notably, rain is absent from
+any client executables released after April 2005.)
+
+<NPC name> parameter will display <effect number> on another NPC. If the
+NPC specified does not exist, the command will do nothing. When specifying
+an NPC, <send_target> must be specified when specifying an <NPC Name>,
+specifying AREA will retain the default behavior of the command.
+
+ // this will make the NPC "John Doe#1"
+ // show the effect "EF_HIT1" specified by
+ // Jane Doe. I wonder what John did...
+ mes "[Jane Doe]";
+ mes "Well, I never!";
+ specialeffect EF_HIT1,AREA,"John Doe#1";
+ close;
+
+---------------------------------------
+
+*specialeffect2 <effect number>{,<send_target>{,"<Player Name>"}};
+
+This command behaves identically to the 'specialeffect', but the effect
+will be centered on the invoking character's sprite.
+
+<Player name> parameter will display <effect number> on another Player
+than the one currently attached to the script. Like with specialeffect,
+when specifying a player, <send_target> must be supplied, specifying AREA
+will retain the default behavior of the command.
+
+---------------------------------------
+
+*statusup <stat>;
+
+This command will bump a specified stat of the invoking character up by
+one permanently using status points to do so, if there aren't enough to perform
+the change nothing will happen.
+Stats are to be given as number, but you can use these constants to replace them:
+
+bStr - Strength
+bVit - Vitality
+bInt - Intelligence
+bAgi - Agility
+bDex - Dexterity
+bLuk - Luck
+
+---------------------------------------
+
+*statusup2 <stat>,<amount>;
+
+This command will bump a specified stat of the invoking character up by
+the specified amount permanently without using status points.
+Amount can be negative. See 'statusup'.
+
+// This will decrease a character's Vit forever.
+ statusup bVit,-1;
+
+---------------------------------------
+
+*bonus <bonus type>,<val1>;
+*bonus2 <bonus type>,<val1>,<val2>;
+*bonus3 <bonus type>,<val1>,<val2>,<val3>;
+*bonus4 <bonus type>,<val1>,<val2>,<val3>,<val4>;
+*bonus5 <bonus type>,<val1>,<val2>,<val3>,<val4>,<val5>;
+
+These commands are meant to be used in item scripts. They will probably
+work outside item scripts, but the bonus will not persist for long. They,
+as expected, refer only to an invoking character.
+
+You can find the full list of possible bonuses and which command to use
+for each kind in 'doc/item_bonus.txt'.
+
+---------------------------------------
+
+*autobonus <bonus script>,<rate>,<duration>{,<flag>,{<other script>}};
+*autobonus2 <bonus script>,<rate>,<duration>{,<flag>,{<other script>}};
+*autobonus3 <bonus script>,<rate>,<duration>,<skill id>,{<other script>};
+*autobonus3 <bonus script>,<rate>,<duration>,"<skill name>",{<other script>};
+
+These commands are meant to be used in item scripts. They will probably
+work outside item scripts, but the bonus will not persist for long. They,
+as expected, refer only to an invoking character.
+
+What these commands do is 'attach' a script to the player which will get
+executed on attack (or when attacked in the case of autobonus2).
+
+Rate is the trigger rate of the script (1000 = 100%).
+
+Duration is the time that the bonus will last for since the script has
+triggered.
+
+Skill ID/skill name the skill which will be used as trigger to start the
+bonus (for autobonus3).
+
+The optional argument 'flag' is used to classify the type of attack where
+the script can trigger (it shares the same flags as the bAutoSpell bonus
+script):
+
+Range criteria:
+ BF_SHORT: Trigger on melee attack
+ BF_LONG: Trigger on ranged attack
+ Default: BF_SHORT+BF_LONG
+Attack type criteria:
+ BF_WEAPON: Trigger on weapon skills
+ BF_MAGIC: Trigger on magic skills
+ BF_MISC: Trigger on misc skills
+ Default: BF_WEAPON
+Skill criteria:
+ BF_NORMAL: Trigger on normal attacks
+ BF_SKILL: Trigger on skills
+ default: If the attack type is BF_WEAPON (only) BF_NORMAL is used,
+ otherwise BF_SKILL+BF_NORMAL is used.
+
+The difference between the optional argument 'other script' and the 'bonus
+script' is that, the former one triggers only when attacking (or attacked)
+and the latter one runs on status calculation as well, which makes sure,
+within the duration, the "bonus" that get lost on status calculation is
+restored. So, 'bonus script' is technically supposed to accept "bonus"
+command only. And we usually use 'other script' to show visual effects.
+
+In all cases, when the script triggers, the attached player will be the
+one who holds the bonus. There is currently no way of knowing within this
+script who was the other character (the attacker in autobonus2, or the
+target in autobonus and autobonus3).
+
+//Grants a 1% chance of starting the state "all stats +10" for 10 seconds
+//when using weapon or misc attacks (both melee and ranged skills) and
+//shows a special effect when the bonus is active.
+ autobonus "{ bonus bAllStats,10; }",10,10000,BF_WEAPON|BF_MISC,"{ specialeffect2 EF_FIRESPLASHHIT; }";
+
+---------------------------------------
+
+*skill <skill id>,<level>{,<flag>};
+*skill "<skill name>",<level>{,<flag>};
+*addtoskill <skill id>,<level>{,<flag>};
+*addtoskill "<skill name>",<level>{,<flag>};
+
+These commands will give the invoking character a specified skill. This is
+also used for item scripts.
+
+Level is obvious. Skill id is the ID number of the skill in question as
+per 'db/(pre-)re/skill_db.txt'. It is not known for certain whether this
+can be used to give a character a monster's skill, but you're welcome to
+try with the numbers given in 'db/(pre-)re/mob_skill_db.txt'.
+
+Flag is 0 if the skill is given permanently (will get written with the
+character data) or 1 if it is temporary (will be lost eventually, this is
+meant for card item scripts usage.). The flag parameter is optional, and
+defaults to 1 in 'skill' and to 2 in 'addtoskill'.
+
+Flag 2 means that the level parameter is to be interpreted as a stackable
+additional bonus to the skill level. If the character did not have that
+skill previously, they will now at 0+the level given.
+
+// This will permanently give the character Stone Throw
+// (TF_THROWSTONE,152), at level 1.
+ skill 152,1,0;
+
+Flag 3 is the same as flag 0 in that it saves to the database. However,
+these skills are ignored when any action is taken that adjusts the skill
+tree (reset/job change).
+
+---------------------------------------
+
+*nude;
+
+This command will unequip anything equipped on the invoking character.
+
+It is not required to do this when changing jobs since 'jobchange' will
+unequip everything not equippable by the new job class anyway.
+
+---------------------------------------
+
+*disguise <Monster ID>;
+*undisguise;
+
+This command disguises the current player with a monster sprite.
+The disguise lasts until 'undisguise' is issued or the player logs out.
+
+Example:
+
+disguise 1002; // Disguise character as a Poring.
+next;
+undisguise; // Return to normal character sprite.
+
+---------------------------------------
+//=====================================
+4.3 - Marriage-Related Commands
+//=====================================
+---------------------------------------
+
+*marriage("<spouse name>");
+
+This function will marry two characters, the invoking character and the
+one referred to by name given, together, setting them up as each other's
+marriage partner. No second function call has to be issued (in current Git
+at least) to make sure the marriage works both ways. The function returns
+1 upon success, or 0 if the marriage could not be completed, either
+because the other character wasn't found or because one of the two
+characters is already married.
+
+This will do nothing else for the marriage except setting up the spouse ID
+for both of these characters. No rings will be given and no effects will
+be shown.
+
+---------------------------------------
+
+*wedding;
+
+This command will call up wedding effects - the music and confetti -
+centered on the invoking character. Example can be found in the wedding
+script.
+
+---------------------------------------
+
+*divorce()
+
+This function will "un-marry" the invoking character from whoever they
+were married to. Both will no longer be each other's marriage partner,
+(at least in current Git, which prevents the cases of multi-spouse
+problems). It will return 1 upon success or 0 if the character was not
+married at all.
+
+This function will also destroy both wedding rings and send a message to
+both players, telling them they are now divorced.
+
+---------------------------------------
+//=====================================
+4.3 - End of Marriage-Related Commands
+//=====================================
+---------------------------------------
+
+*pcfollow <id>,<target id>;
+*pcstopfollow <id>;
+
+Makes a character follow or stop following someone. This command does the
+same as the @follow command. The main difference is that @follow can use
+character names, and this commands needs the Account ID for the target.
+
+Examples:
+
+// 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.
+ pcstopfollow getcharid(3,"Aaron");
+
+---------------------------------------
+
+*pcblockmove <id>,<option>;
+
+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.
+ pcblockmove getcharid(3),1;
+
+// Enables the current char to move again.
+ pcblockmove getcharid(3),0;
+
+
+---------------------------------------
+//=====================================
+4 - End of Player-Related Commands
+//=====================================
+---------------------------------------
+
+---------------------------------------
+//=====================================
+5 - Mob / NPC Related Commands
+//=====================================
+---------------------------------------
+
+*monster "<map name>",<x>,<y>,"<name to show>",<mob id>,<amount>{,"<event label>"{,<size>{,<ai>}}};
+*areamonster "<map name>",<x1>,<y1>,<x2>,<y2>,"<name to show>",<mob id>,<amount>{,"<event label>"{,<size>{,<ai>}}};
+
+This command will spawn a monster on the specified coordinates on the
+specified map. If the script is invoked by a character, a special map
+name, "this", will be recognized to mean the name of the map the invoking
+character is located at. This command works fine in the item scripts.
+
+The same command arguments mean the same things as described above in the
+beginning of this document when talking about permanent monster spawns.
+Monsters spawned in this manner will not respawn upon being killed.
+
+Unlike the permanent monster spawns, if the mob id is -1, a random monster
+will be picked from the entire database according to the rules configured
+in the server for dead branches. This will work for all other kinds of
+non-permanent monster spawns.
+
+The only very special thing about this command is an event label, which is
+an optional parameter. This label is written like
+'<NPC object name>::<label name>' and upon the monster being killed, it
+will execute the script inside of the specified NPC object starting from
+the label given. The RID of the player attached at this execution will be
+the RID of the killing character.
+
+<size> can be:
+ 0 = medium (default)
+ 1 = small
+ 2 = big
+
+<ai> can be:
+ 0 = none (default)
+ 1 = attack/friendly
+ 2 = sphere (Alchemist skill)
+ 3 = flora (Alchemist skill)
+ 4 = zanzou (Kagerou/Oboro skill)
+
+ monster "place",60,100,"Poring",1002,1,"NPCNAME::OnLabel";
+
+The coordinates of 0,0 will spawn the monster on a random place on the
+map. Both 'monster' and 'areamonster' return the GID of the monster
+spawned if there was ONLY ONE monster to be spawned. This is useful for
+controlling each of the spawned mobs with the unit* commands shown below.
+For example:
+
+ // We'll make a poring which will automatically attack invoking player:
+ .@mobGID = monster("prontera",150,150,"Poring",PORING,1); // PORING is defined in the mob db and its value is 1002
+ unitattack .@mobGID, getcharid(3); // Attacker GID, attacked GID
+
+The way you can get the GID of more than only one monster is looping
+through all the summons to get their individual GIDs and do whatever you
+want with them. For example:
+
+ // We want to summon .mobnumber porings which will give us a kiss
+ for (.@i = 0; .@i < .mobnumber; ++.@i) {
+ .@mobGID = monster "map",.x,.y,"Kisser Poring",PORING,1;
+ unitemote .@mobGID, e_kis;
+ }
+
+Refer to the unit* commands below.
+
+The 'areamonster' command works much like the 'monster' command and is not
+significantly different, but spawns the monsters within a square defined
+by x1/y1-x2/y2.
+
+Simple monster killing script:
+
+ <NPC object definition. Let's assume you called him NPCNAME.>
+ mes "[Summon Man]";
+ mes "Want to start the kill?";
+ next;
+ if (select("Yes:No") != 1) {
+ mes "[Summon Man]";
+ mes "Come back later";
+ close;
+ }
+ monster "prontera",0,0,"Quest Poring",PORING,10,"NPCNAME::OnPoringKilled";
+ // By using 0,0 it will spawn them in a random place.
+ mes "[Summon Man]";
+ mes "Now go and kill all the Poring I summoned";
+ // He summoned ten.
+ close;
+ OnPoringKilled:
+ ++$poring_killed;
+ if ($poring_killed == 10) {
+ announce "Summon Man: Well done all the poring are dead",bc_self;
+ $poring_killed = 0;
+ }
+ end;
+
+For more examples see just about any official 2-1 or 2-2 job quest script.
+
+---------------------------------------
+
+*areamobuseskill "<map name>",<x>,<y>,<range>,<mob id>,<skill id>,<skill level>,<cast time>,<cancelable>,<emotion>,<target type>;
+*areamobuseskill "<map name>",<x>,<y>,<range>,<mob id>,"<skill name>",<skill level>,<cast time>,<cancelable>,<emotion>,<target type>;
+
+This command will make all monsters of the specified mob ID in the
+specified area use the specified skill. Map name, x, and y define the
+center of the area, which extending <range> cells in each direction (ex: a
+range of 3 would create a 7x7 square). The skill can be specified by skill
+ID or name. <cast time> is in milliseconds (1000 = 1 second), and the rest
+should be self-explanatory.
+
+<target type> can be:
+ 0 = self
+ 1 = the mob's current target
+ 2 = the mob's master
+ 3 = random target
+
+Example:
+
+ // spawn 1 Shining Plant in the 5x5 area centered on (155,188)
+ areamonster "prontera",153,186,157,190,"Shining Plant",1083,1;
+ // make the plant cast level 10 Cold Bolt on a random target
+ areamobuseskill "prontera",155,188,2,1083,"MG_COLDBOLT",10,3000,1,e_gg,3;
+
+---------------------------------------
+
+*killmonster "<map name>","<event label>"{,<type>};
+
+This command will kill all monsters that were spawned with 'monster' or
+'addmonster' and have a specified event label attached to them. Commonly
+used to get rid of remaining quest monsters once the quest is complete.
+
+If the label is given as "All", all monsters which have their respawn
+times set to -1 (like all the monsters summoned with 'monster' or
+'areamonster' script command, and all monsters summoned with GM commands,
+but no other ones - that is, all non-permanent monsters) on the specified
+map will be killed regardless of the event label value.
+
+killmonster supports an optional argument type. Using 1 for type will make
+the command fire "OnMyMobDead" events from any monsters that do die as a
+result of this command.
+
+---------------------------------------
+
+*killmonsterall "<map name>"{,<type>};
+
+This command will kill all monsters on a specified map name, regardless of
+how they were spawned or what they are without triggering any event label
+attached to them, unless you specify 1 for type parameter. In this case,
+mob death labels will be allowed totrigger when there is no player. Any
+other number for this parameter won't be recognized.
+
+---------------------------------------
+
+*strmobinfo(<type>,<monster id>);
+
+This function will return information about a monster record in the
+database, as per 'db/(pre-)re/mob_db.txt'. Type is the kind of information
+returned. Valid types are:
+
+ 1 - 'english name' field in the database, a string.
+ 2 - 'japanese name' field in the database, a string.
+ All other returned values are numbers:
+ 3 - Level.
+ 4 - Maximum HP.
+ 5 - Maximum SP.
+ 6 - Experience reward.
+ 7 - Job experience reward.
+
+---------------------------------------
+
+*mobcount("<map name>","<event label>")
+
+This function will count all the monsters on the specified map that have a
+given event label and return the number or 0 if it can't find any.
+Naturally, only monsters spawned with 'monster' and 'areamonster' script
+commands can have non-empty event label.
+If you pass this function an empty string for the event label, it will
+return the total count of monster without event label, including
+permanently spawning monsters.
+
+With the dynamic mobs system enabled, where mobs are not kept in memory
+for maps with no actual people playing on them, this will return a 0 for
+any such map.
+
+If the event label is given as "all", all monsters will be counted,
+regardless of having any event label attached.
+
+If the map name is given as "this", the map the invoking character is on
+will be used. If the map is not found, or the invoker is not a character
+while the map is "this", it will return -1.
+
+---------------------------------------
+
+*clone "<map name>",<x>,<y>,"<event>",<char id>{,<master_id>{,<mode>{,<flag>,<duration>}}}
+
+This command creates a monster which is a copy of another player. The
+first four arguments serve the same purpose as in the monster script
+command, The <char id> is the character id of the player to clone (player
+must be online).
+If <master id> is given, the clone will be a 'slave/minion' of it.
+Master_id must be a character id of another online player.
+
+The mode can be specified to determine the behavior of the clone, its
+values are the same as the ones used for the mode field in the mob_db. The
+default mode is aggressive, assists, can move, can attack.
+
+Flag can be either zero or one currently. If zero, the clone is a normal
+monster that'll target players, if one, it is considered a summoned
+monster, and as such, it'll target other monsters. Defaults to zero.
+
+The duration specifies how long the clone will live before it is
+auto-removed. Specified in seconds, defaults to no limit (zero).
+
+Returned value is the monster ID of the spawned clone. If command fails,
+returned value is zero.
+
+---------------------------------------
+
+*summon "Monster name",<monster id>{,<Time Out>{,"event label"}};
+
+This command will summon a monster. (see also 'monster') Unlike monsters
+spawned with other commands, this one will set up the monster to fight to
+protect the invoking character. Monster name and mob id obey the same
+rules as the one given at the beginning of this document for permanent
+monster spawns with the exceptions mentioned when describing 'monster'
+command.
+
+The effect for the skill 'Call Homunculus' will be displayed centered on
+the invoking character.
+
+Timeout is the time in milliseconds the summon lives, and is set default
+to 60000 (1 minute). Note that also the value 0 will set the timer to
+default, and it is not possible to create a spawn that lasts forever.
+If an event label is given, upon the monster being killed, the event label
+will run as if by 'donpcevent'.
+
+// Will summon a poring to fight for the character.
+ summon "--ja--", PORING;
+
+---------------------------------------
+
+*homevolution;
+
+This command will try to evolve the current player's homunculus.
+If it doesn't work, the /swt emotion is shown.
+
+To evolve a homunculus, the invoking player must have a homunculus, the
+homunculus must not be the last evolution and the homunculus must have
+above 91000 intimacy with its owner.
+
+---------------------------------------
+
+*gethominfo(<type>)
+
+This function works as a direct counterpart of 'getpetinfo':
+ 0 - Homunculus unique ID
+ 1 - Homunculus Class
+ 2 - Name
+ 3 - Friendly level (intimacy score). 100000 is full loyalty.
+ 4 - Hungry level. 100 is completely full.
+ 5 - Rename flag. 0 means this homunculus has not been named yet.
+ 6 - Homunculus level
+
+If the attached player doesn't own a homunculus, this command will return
+"null" for type 2, and return 0 for other types.
+
+---------------------------------------
+
+*morphembryo;
+
+This command will try to put the invoking player's Homunculus in an
+uncallable state, required for mutation into a Homunculus S. The player
+will also receive a Strange Embryo (ID 6415) in their inventory if
+successful, which is deleted upon mutation.
+
+The command will fail if the invoking player does not have an evolved
+Homunculus at level 99 or above. The /swt emotion is shown upon failure.
+
+Returns 1 upon success and 0 for all failures.
+
+---------------------------------------
+
+*hommutate {<ID>};
+
+This command will try to mutate the invoking player's Homunculus into
+a Homunculus S. The Strange Embryo (ID 6415) is deleted upon success.
+
+The command will fail if the invoking player does not have an evolved
+Homunculus at level 99 or above, if it is not in the embryo state
+(from the 'morphembryo' command), or if the invoking player does not
+possess a Strange Embryo. The /swt emotion is shown upon failure.
+
+If the optional parameter <ID> is set, the invoking player's Homunculus
+will change into the specified Homunculus ID. Otherwise, a random Homunculus S
+will be chosen. See 'db/homunculus_db.txt' for a full list of IDs.
+
+Returns 1 upon success and 0 for all failures.
+
+---------------------------------------
+
+*checkhomcall()
+
+This function checks if the attached player's Homunculus is active,
+and will return the following values:
+ -1: The player has no Homunculus.
+ 0: The player's Homunculus is active.
+ 1: The player's Homunculus is vaporized.
+ 2: The player's Homunculus is in morph state.
+
+---------------------------------------
+
+*getunittype <GID>;
+
+Returns the type of object from the given Game ID. Returns -1 if the given GID
+does not exist. The return values are :-
+
+ UNITTYPE_PC 0
+ UNITTYPE_NPC 1
+ UNITTYPE_PET 2
+ UNITTYPE_MOB 3
+ UNITTYPE_HOM 4
+ UNITTYPE_MER 5
+ UNITTYPE_ELEM 6
+
+---------------------------------------
+
+*unitwalk <GID>,<x>,<y>;
+*unitwalk <GID>,<target_GID>;
+
+This is one command, but can be used in two ways. If only the first
+argument is given, the unit whose GID is given will start walking towards
+the target whose GID is given.
+
+When 2 arguments are passed, the given unit will walk to the given x,y
+coordinates on the map where the unit currently is.
+
+Examples:
+
+//Will move/walk the poring we made to the coordinates 150,150
+ unitwalk .GID,150,150;
+
+//NPC will move towards the attached player.
+ unitwalk .GID,getcharid(3);//a player's GID is their account ID
+
+---------------------------------------
+
+*unitkill <GID>;
+*unitwarp <GID>,<Mapname>,<x>,<y>;
+*unitattack <GID>,<Target ID>;
+*unitstop <GID>;
+*unittalk <GID>,<Text>;
+*unitemote <GID>,<Emote>;
+
+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 <GID> of zero, which causes the executor of the
+script to be affected. This can be used with OnTouchNPC to warp
+monsters:
+
+OnTouchNPC:
+ unitwarp 0,"this",-1,-1;
+
+---------------------------------------
+
+*disablenpc "<NPC object name>";
+*enablenpc "<NPC object name>";
+
+These two commands will disable and enable, respectively, an NPC object
+specified by name. The disabled NPC will disappear from sight and will no
+longer be triggerable in the normal way. It is not clear whether it will
+still be accessible through 'donpcevent' and other triggering commands,
+but it probably will be. You can disable even warp NPCs if you know their
+object names, which is an easy way to make a map only accessible through
+walking half the time. Then you 'enablenpc' them back.
+
+You can also use these commands to create the illusion of an NPC switching
+between several locations, which is often better than actually moving the
+NPC - create one NPC object with a visible and a hidden part to their
+name, make a few copies, and then disable all except one.
+
+---------------------------------------
+
+*hideonnpc "<NPC object name>";
+*hideoffnpc "<NPC object name>";
+
+These commands will make the NPC object specified display as hidden or
+visible, even though not actually disabled per se. Hidden as in thief Hide
+skill, but unfortunately, not detectable by Ruwach or Sight.
+
+As they are now, these commands are pointless, it is suggested to use
+'disablenpc'/'enablenpc', because these two commands actually unload the
+NPC sprite location and other accompanying data from memory when it is not
+used. However, you can use these for some quest ideas (such as cloaking
+NPCs talking while hidden then revealing... you can wonder around =P).
+
+---------------------------------------
+
+*doevent "<NPC object name>::<event label>";
+
+This command will start a new execution thread in a specified NPC object
+at the specified label. The execution of the script running this command
+will not stop, and the event called by the 'doevent' command will not run
+until the invoking script has terminated. No parameters may be passed with
+a doevent call.
+
+The script of the NPC object invoked in this manner will run as if it's
+been invoked by the RID that was active in the script that issued a
+'doevent'. As such, the command will not work if an RID is not attached.
+
+ place,100,100,1%TAB%script%TAB%NPC%TAB%53,{
+ mes "This is what you will see when you click me";
+ close;
+ OnLabel:
+ mes "This is what you will see if the doevent is activated";
+ close;
+ }
+
+ ....
+
+ doevent "NPC::OnLabel";
+
+---------------------------------------
+
+*donpcevent "<NPC object name>::<event label>";
+
+This command invokes the event label code within an another NPC or NPCs.
+It starts a separate instance of execution, and the invoking NPC will
+resume execution its immediately.
+
+If the supplied event label has the form "NpcName::OnLabel", then only
+given NPC's event label will be invoked (much like 'goto' into another
+NPC). If the form is "::OnLabel" (NPC name omitted), the event code of all
+NPCs with given label will be invoked, one after another. In both cases
+the invoked script will run without an attached RID, whether or not the
+invoking script was attached to a player. The event label name is required
+to start with "On".
+
+This command can be used to make other NPCs act, as if they were
+responding to the invoking NPC's actions, such as using an emotion or
+talking.
+
+ place,100,100,1%TAB%script%TAB%NPC%TAB%53,{
+ mes "Hey NPC2 copy what I do";
+ close2;
+ @emote = rand(1,30);
+ donpcevent "NPC2::OnEmote";
+ OnEmote:
+ emotion @emote;
+ end;
+ }
+
+ place,102,100,1%TAB%script%TAB%NPC2%TAB%53,{
+ mes "Hey NPC copy what I do";
+ close2;
+ @emote = rand(1,30);
+ donpcevent "NPC::OnEmote";
+ OnEmote:
+ emotion @emote;
+ end;
+ }
+
+Whichever of the both NPCs is talked to, both will show a random emotion
+at the same time.
+
+Command returns 1 or 0 on success and failure.
+A debug message also shows on the console when no events are triggered.
+
+---------------------------------------
+
+*npctalk "<message>"{,"<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.
+
+ // This will make everyone in the area see the NPC greet the character
+ // who just invoked it.
+ npctalk "Hello "+strcharinfo(0)+", how are you?";
+ npctalk "Hello "+strcharinfo(0)+", how are you?","Another_NPC_Name";
+
+---------------------------------------
+
+*setnpcdisplay("<npc name>", "<display name>", <class id>, <size>)
+*setnpcdisplay("<npc name>", "<display name>", <class id>)
+*setnpcdisplay("<npc name>", "<display name>")
+*setnpcdisplay("<npc name>", <class id>)
+
+Changes the display name and/or display class of the target NPC.
+Returns 0 is successful, 1 if the NPC does not exist.
+Size is 0 = normal 1 = small 2 = big.
+
+---------------------------------------
+//=====================================
+5.1 - Time-Related Commands
+//=====================================
+---------------------------------------
+
+*addtimer <ticks>,"NPC::OnLabel";
+*deltimer "NPC::OnLabel";
+*addtimercount "NPC::OnLabel",<ticks>;
+
+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.
+When the label is run, it is run as if the player that the timer runs on
+has clicked the NPC.
+
+When this timer runs out, a new execution thread will start in the
+specified NPC object at the specified label.
+
+The ticks are given in 1/1000ths of a second.
+
+One more thing. These timers are stored as part of player data. If the
+player logs out, all of these get immediately deleted, without executing
+the script. If this behavior is undesirable, use some other timer
+mechanism (like 'sleep').
+
+Example:
+<NPC Header> {
+ dispbottom "Starting a 5 second timer...";
+ addtimer 5000, strnpcinfo(3)+"::On5secs";
+ end;
+On5secs:
+ dispbottom "5 seconds have passed!";
+ end;
+}
+
+---------------------------------------
+
+*initnpctimer { "<NPC name>" {, <Attach Flag>} } |
+ { "<NPC name>" | <Attach Flag> };
+*stopnpctimer { "<NPC name>" {, <Detach Flag>} } |
+ { "<NPC name>" | <Detach Flag> };
+*startnpctimer { "<NPC name>" {, <Attach Flag>} } |
+ { "<NPC name>" | <Attach Flag> };
+*setnpctimer <tick>{,"<NPC name>"};
+*getnpctimer (<type of information>{,"<NPC name>"})
+*attachnpctimer {"<character name>"};
+*detachnpctimer {"<NPC name>"};
+
+This set of commands and functions will create and manage an NPC-based
+timer. The NPC name may be omitted, in which case the calling NPC is used
+as target.
+
+Contrary to addtimer/deltimer commands which let you have many different
+timers referencing different labels in the same NPC, each with their own
+countdown, 'initnpctimer' can only have one per NPC object. But it can
+trigger many labels and let you know how many were triggered already and
+how many still remain.
+
+This timer is counting up from 0 in ticks of 1/1000ths of a second each.
+Upon creating this timer, the execution will not stop, but will happily
+continue onward. The timer will then invoke new execution threads at
+labels "OnTimer<time>:" in the NPC object it is attached to.
+
+To create the timer, use the 'initnpctimer', which will start it running.
+'stopnpctimer' will pause the timer, without clearing the current tick,
+while 'startnpctimer' will let the paused timer continue.
+
+By default timers do not have a RID attached, which lets them continue
+even if the player that started them logs off. To attach a RID to a timer,
+you can either use the optional "attach flag" when using
+'initnpctimer/startnpctimer', or do it manually by using 'attachnpctimer'.
+Likewise, the optional flag of stopnpctimer lets you detach any RID after
+stopping the timer, and by using 'detachnpctimer' you can detach a RID at
+any time.
+
+Normally there is only a single timer per NPC, but as an exception, as
+long as you attach a player to the timer, you can have multiple timers
+running at once, because these will get stored on the players instead of
+the NPC.
+NOTE: You need to attach the RID before the timer _before_ you start it to
+get a player-attached timer. Otherwise it'll stay a NPC timer (no effect).
+
+If the player that is attached to the npctimer logs out, the
+"OnTimerQuit:" event label of that NPC will be triggered, so you can do
+the appropriate cleanup (the player is still attached when this event is
+triggered).
+
+The 'setnpctimer' command will explicitly set the timer to a given tick.
+'getnpctimer' provides timer information. Its parameter defines what type:
+
+ 0 - Will return the current tick count of the timer.
+ 1 - Will return 1 if there are remaining "OnTimer<ticks>:" labels in the
+ specified NPC waiting for execution.
+ 2 - Will return the number of times the timer has triggered and will
+ trigger an "OnTimer<tick>:" label in the specified NPC.
+
+Example 1:
+
+ <NPC Header> {
+ // We need to use attachnpctimer because the mes command below
+ // needs RID attach
+ attachnpctimer;
+ initnpctimer;
+ npctalk "I cant talk right now, give me 10 seconds";
+ end;
+ OnTimer5000:
+ npctalk "Ok 5 seconds more";
+ end;
+ OnTimer6000:
+ npctalk "4";
+ end;
+ OnTimer7000:
+ npctalk "3";
+ end;
+ OnTimer8000:
+ npctalk "2";
+ end;
+ OnTimer9000:
+ npctalk "1";
+ end;
+ OnTimer10000:
+ stopnpctimer;
+ mes "[Man]";
+ mes "Ok we can talk now";
+ detachnpctimer;
+ // and remember attachnpctimer and detachnpctimer can only be used
+ // while the NPC timer is not running!
+ }
+
+Example 2:
+
+ OnTimer15000:
+ npctalk "Another 15 seconds have passed.";
+
+ // You have to use 'initnpctimer' instead of 'setnpctimer 0'.
+ // This is equal to 'setnpctimer 0' + 'startnpctimer'.
+ // Alternatively, you can also insert another 'OnTimer15001' label
+ // so that the timer won't stop.
+ initnpctimer;
+ end;
+
+ // This OnInit label will run when the script is loaded, so that the
+ // timer is initialized immediately as the server starts. It is
+ // dropped back to 0 every time the NPC says something, so it will
+ // cycle continuously.
+ OnInit:
+ initnpctimer;
+ end;
+
+Example 3:
+
+ mes "[Man]";
+ mes "I have been waiting "+(getnpctimer(0)/1000)+" seconds for you.";
+ // We divide the timer returned by 1000 to convert milliseconds to
+ // seconds.
+ close;
+
+Example 4:
+
+ mes "[Man]";
+ mes "Ok, I will let you have 30 more seconds...";
+ close2;
+ setnpctimer (getnpctimer(0)-30000);
+ // Notice the 'close2'. If there were a 'next' there the timer would
+ // be changed only after the player pressed the 'next' button.
+ end;
+
+---------------------------------------
+
+*sleep <milliseconds>;
+*sleep2 <milliseconds>;
+*awake "<NPC name>";
+
+These commands are used to control the pause of a NPC.
+sleep and sleep2 will pause the script for the given amount of
+milliseconds.
+Awake is used to cancel a sleep. When awake is called on a NPC it will run
+as if the sleep timer ran out, and thus making the script continue. Sleep
+and sleep2 basically do the same, but the main difference is that sleep
+will not keep the rid, while sleep2 does.
+
+Examples:
+ // This will pause the script for 10 seconds and ditch the RID
+ // (so no player is attached anymore)
+ sleep 10000;
+ // Pauses the script for 5 seconds, and continue with the RID attached.
+ sleep2 5000;
+ //Cancels any running sleep timers on the NPC 'NPC'.
+ awake "NPC";
+
+---------------------------------------
+
+*progressbar "<color>",<seconds>;
+
+This command works almost like sleep2, but displays a progress bar above
+the head of the currently attached character (like cast bar). Once the
+given amount of seconds passes, the script resumes. If the character moves
+while the progress bar progresses, it is aborted and the script ends. The
+color format is in RGB (0xRRGGBB). The color is currently ignored by the
+client and appears always green.
+
+---------------------------------------
+//=====================================
+5.1 - End of Time-related commands
+//=====================================
+---------------------------------------
+
+*announce "<text>",<flag>{,<fontColor>{,<fontType>{,<fontSize>{,<fontAlign>{,<fontY>}}}}};
+
+This command will broadcast a message to all or most players, similar to
+@kami/@kamib GM commands.
+
+ announce "This will be shown to everyone at all in yellow.", bc_all;
+
+The region the broadcast is heard in (target), source of the broadcast and
+the color the message will come up as is determined by the flags.
+
+The flag values are coded as constants in db/constants.conf to make them
+easier to use.
+
+Target flags:
+- bc_all: Broadcast message is sent server-wide (default).
+- bc_map: Message is sent to everyone in the same map as the source of
+ the broadcast (see below).
+- bc_area: Message is sent to players in the vicinity of the source.
+- bc_self: Message is sent only to current player.
+You cannot use more than one target flag.
+
+Source flags:
+- bc_pc: Broadcast source is the attached player (default).
+- bc_npc: Broadcast source is the NPC, not the player attached to the
+ script (useful when a player is not attached or the message
+ should be sent to those nearby the NPC).
+You cannot use more than one source flag.
+
+Special flags:
+- bc_yellow:Broadcast will be displayed in yellow color (default).
+- bc_blue: Broadcast will be displayed in blue color.
+- bc_woe: Indicates that this broadcast is 'WoE Information' that can
+ be disabled client-side.
+Due to the way client handles broadcasts, it is impossible to set both
+bc_blue and bc_woe.
+
+The optional parameters allow usage of broadcasts in custom colors,
+font-weights, sizes etc. If any of the optional parameters is used,
+special flag is ignored. Optional parameters may not work well (or at all)
+depending on a game client used.
+
+The color parameter is a single number which can be in hexadecimal
+notation. C_ constant can also be used for color effects, see the full list
+of the available ones in 'db/constants.conf' under 'C_'.
+
+For example:
+ announce "This announcement will be shown to everyone in green.",bc_all,0x00FF00;
+Will display a global announce in green. The color format is in RGB
+(0xRRGGBB).
+
+Another example:
+ announce "This announcement will shown to everyone in purple.",bc_all,C_PURPLE;
+
+In official scripts only two font-weights (types) are used:
+ - normal (FW_NORMAL = 400, default),
+ - bold (FW_BOLD = 700).
+
+Default font size is 12.
+
+Using this for private messages to players is probably not that good an
+idea, but it can be used instead in NPCs to "preview" an announce.
+
+ // This will be a private message to the player using the NPC that
+ // made the announcement
+ announce "This is my message just for you",bc_blue|bc_self;
+
+ // This will be shown on everyones screen that is in sight of the NPC.
+ announce "This is my message just for you people here",bc_npc|bc_area;
+
+---------------------------------------
+
+*mapannounce "<map name>","<text>",<flag>{,<fontColor>{,<fontType>{,<fontSize>{,<fontAlign>{,<fontY>}}}}}};
+
+This command will work like 'announce' but will only broadcast to
+characters currently residing on the specified map. The flag and optional
+parameters parameters are the same as in 'announce', but target and source
+flags are ignored.
+
+---------------------------------------
+
+*areaannounce "<map name>",<x1>,<y1>,<x2>,<y2>,"<text>",<flag>{,<fontColor>{,<fontType>{,<fontSize>{,<fontAlign>{,<fontY>}}}}}};
+
+This command works like 'announce' but will only broadcast to characters
+residing in the specified x1/y1-x2/y2 rectangle on the map given. The
+flags and optional parameters are the same as in 'announce', but target
+and source flags are ignored.
+
+ areaannounce "prt_church",0,0,350,350,"God's in his heaven, all right with the world",0;
+
+---------------------------------------
+
+*callshop "<name>",<option>;
+
+These are a series of commands used to create dynamic shops.
+The callshop function calls an invisible shop (FAKE_NPC) as if the player
+clicked on it.
+
+For the options on callShop:
+ 0 = The normal window (buy, sell and cancel)
+ 1 = The buy window
+ 2 = The sell window
+
+Example:
+
+//Will call the shop named DaShop and opens the buy menu.
+callshop "DaShop",1;
+
+
+The shop which is called by callshop (as long as an npcshop* command is
+executed from that NPC (see note 1)) will trigger the labels OnBuyItem and
+OnSellitem. These labels can take over handling for relatively the buying
+of items from the shop and selling the items to a shop. Via these labels
+you can customize the way an item is bought or sold by a player.
+
+In the OnBuyItem, two arrays are set (@bought_nameid and
+@bought_quantity), which hold information about the name id (item id) sold
+and the amount sold of it. Same goes for the OnSellItem label, only the
+variables are named different (@sold_nameid, @sold_quantity, @sold_refine,
+@sold_attribute, @sold_identify, @sold_card1, @sold_card2, @sold_card3,
+@sold_card4). An example on a shop comes with Hercules, and can be found
+in the doc/sample/npc_dynamic_shop.txt file.
+
+This example shows how to use the labels and their set variables to create
+a dynamic shop.
+
+Note 1: These labels will only be triggered if a npcshop* command is
+executed, this is because these commands set a special data on the shop
+NPC, named master_nd in the source.
+The OnSellItem and OnBuyItem are triggered in the NPC whose master_nd is
+given in the shop.
+
+---------------------------------------
+
+*npcshopitem "<name>",<item id>,<price>{,<item id>,<price>{,<item id>,<price>{,...}}}
+
+This command lets you override the contents of an existing NPC shop or
+cashshop. The current sell list will be wiped, and only the items
+specified with the price specified will be for sale.
+
+The function returns 1 if shop was updated successfully, or 0 if not found.
+
+Note that you cannot use -1 to specify default selling price!
+
+---------------------------------------
+
+*npcshopadditem "<name>",<item id>,<price>{,<item id>,<price>{,<item id>,<price>{,...}}}
+
+This command will add more items at the end of the selling list for the
+specified NPC shop or cashshop. If you specify an item already for sell,
+that item will appear twice on the sell list.
+
+The function returns 1 if shop was updated successfully, or 0 if not found.
+
+Note that you cannot use -1 to specify default selling price!
+
+---------------------------------------
+
+*npcshopdelitem "<name>",<item id>{,<item id>{,<item id>{,...}}}
+
+This command will remove items from the specified NPC shop or cashshop.
+If the item to remove exists more than once on the shop, all instances
+will be removed.
+
+Note that the function returns 1 even if no items were removed. The return
+value is only to confirm that the shop was indeed found.
+
+---------------------------------------
+
+*npcshopattach "<name>"{,<flag>}
+
+This command will attach the current script to the given NPC shop.
+When a script is attached to a shop, the events "OnBuyItem" and
+"OnSellItem" of your script will be executed whenever a player buys/sells
+from the shop. Additionally, the arrays @bought_nameid[],
+@bought_quantity[] or @sold_nameid[] and @sold_quantity[] will be filled
+up with the items and quantities bought/sold.
+
+The optional parameter specifies whether to attach ("1") or detach ("0")
+from the shop (the default is to attach). Note that detaching will detach
+any NPC attached to the shop, even if it's from another script, while
+attaching will override any other script that may be already attached.
+
+The function returns 0 if the shop was not found, 1 otherwise.
+
+---------------------------------------
+
+*waitingroom "<chatroom name>",<limit>{,<event label>,<trigger>,<required zeny>,<min lvl>,<max lvl>};
+
+This command will create a chat room, owned by the NPC object running this
+script and displayed above the NPC sprite.
+The maximum length of a chat room name is 60 letters.
+
+The limit is the maximum number of people allowed to enter the chat room.
+The attached NPC is included in this count. If the optional event and
+trigger parameters are given, the event label
+("<NPC object name>::<label name>") will be invoked as if with a 'doevent'
+upon the number of people in the chat room reaching the given triggering
+amount.
+
+// The NPC will just show a box above its head that says "Hello World",
+// clicking it will do nothing, since the limit is zero.
+ waitingroom "Hello World",0;
+
+// The NPC will have a box above its head, with "Disco - Waiting Room"
+// written on it, and will have 8 waiting slots. Clicking this will enter
+// the chat room, where 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",7;
+
+// The NPC will have a box above its head, with "Party - Waiting Room"
+// written on it, and will have 8 waiting slots. Clicking this will allow
+// a player who has 5000 zeny and lvl 50~99 to enter the chat room, where
+// 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 "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.
+
+For more examples see the 2-1 and 2-2 job quest scripts which make
+extensive use of waiting rooms.
+
+---------------------------------------
+
+*delwaitingroom {"<NPC object name"};
+
+This command will delete a waiting room. If no parameter is given, it will
+delete a waiting room attached to the NPC object running this command, if
+it is, it will delete a waiting room owned by another NPC object. This is
+the only way to get rid of a waiting room, nothing else will cause it to
+disappear.
+
+It's not clear what happens to a waiting room if the NPC is disabled with
+'disablenpc', by the way.
+
+---------------------------------------
+
+*enablewaitingroomevent {"<NPC object name>"};
+*disablewaitingroomevent {"<NPC object name>"};
+
+This will enable and disable triggering the waiting room event (see
+'waitingroom') respectively. Optionally giving an NPC object name will do
+that for a specified NPC object. The chat room will not disappear when
+triggering is disabled and enabled in this manner and players will not be
+kicked out of it. Enabling a chat room event will also cause it to
+immediately check whether the number of users in it exceeded the trigger
+amount and trigger the event accordingly.
+
+Normally, whenever a waiting room was created to make sure that only one
+character is, for example, trying to pass a job quest trial, and no other
+characters are present in the room to mess up the script.
+
+---------------------------------------
+
+*getwaitingroomstate(<information type>{,"<NPC object name>"})
+
+This function will return information about the waiting room state for the
+attached waiting room or for a waiting room attached to the specified NPC
+if any.
+
+The valid information types are:
+
+ 0 - Number of users currently in the waiting room
+ $@chatmembers[] - list of user account_id
+ 1 - Maximum number of users allowed.
+ 2 - Will return 1 if the waiting room has a trigger set.
+ 0 otherwise.
+ 3 - Will return 1 if the waiting room is currently disabled.
+ 0 otherwise.
+ 4 - The Title of the waiting room (string)
+ 5 - Password of the waiting room, if any. Pointless, since there is no
+ way to set a password on a waiting room right now.
+ 16 - Event name of the waiting room (string)
+ 32 - Whether or not the waiting room is full.
+ 33 - Whether the amount of users in the waiting room is higher than the
+ trigger number.
+ 34 - Minimum Base Level to enter waiting room.
+ 35 - Maximum Base Level to enter waiting room.
+ 36 - Minimum Zeny to enter waiting room.
+
+
+---------------------------------------
+
+*warpwaitingpc "<map name>",<x>,<y>{,<number of people>};
+
+This command will warp the amount of characters equal to the trigger
+number of the waiting room chat attached to the NPC object running this
+command to the specified map and coordinates, kicking them out of the
+chat. Those waiting the longest will get warped first. It can also do a
+random warp on the same map ("Random" instead of map name) and warp to the
+save point ("SavePoint").
+
+The list of characters to warp is taken from the list of the chat room
+members. Those not in the chat room will not be considered even if they
+are talking to the NPC in question. If the number of people is given,
+exactly this much people will be warped.
+
+This command can also keep track of who just got warped. It does this by
+setting special variables:
+
+$@warpwaitingpc[] is an array containing the account_id numbers of the
+ characters who were just warped.
+$@warpwaitingpcnum contains the number of the character it just warped.
+
+See also 'getpartymember' for advice on what to do with those variables.
+
+The obvious way of using this effectively would be to set up a waiting
+room for two characters to be warped onto a random PVP map for a
+one-on-one duel, for example.
+
+---------------------------------------
+
+*kickwaitingroomall {"<NPC object name>"};
+
+This command kicks everybody out of a specified waiting room chat.
+
+---------------------------------------
+
+*setmapflagnosave "<map name>","<alternate map name>",<x>,<y>;
+
+This command sets the 'nosave' flag for the specified map and also gives
+an alternate respawn-upon-relogin point.
+
+It does not make a map impossible to make a save point on as you would
+normally think, 'savepoint' will still work. It will, however, make the
+specified map kick the reconnecting players off to the alternate map given
+to the coordinates specified.
+
+---------------------------------------
+
+*setmapflag "<map name>",<flag>{,<val>};
+
+This command marks a specified map with a map flag given. Map flags alter
+the behavior of the map, you can see the list of the available ones in
+'db/constants.conf' under 'mf_'.
+
+The map flags alter the behavior of the map regarding teleporting
+(mf_nomemo, mf_noteleport, mf_nowarp, mf_nogo), storing location when
+disconnected (mf_nosave), dead branch usage (mf_nobranch), penalties upon
+death (mf_nopenalty, mf_nozenypenalty), PVP behavior (mf_pvp,
+mf_pvp_noparty, mf_pvp_noguild), WoE behavior (mf_gvg,mf_gvg_noparty),
+ability to use skills or open up trade deals (mf_notrade, mf_novending,
+mf_noskill, mf_noicewall), current weather effects (mf_snow, mf_fog,
+mf_sakura, mf_leaves, mf_rain, mf_clouds, mf_fireworks) and whether night
+will be in effect on this map (mf_nightenabled).
+
+The val optional parameter is as the mapflags variable when one exists, it
+may be a number or a string depending on the mapflag in question.
+
+---------------------------------------
+
+*removemapflag "<map name>",<flag>;
+
+This command removes a mapflag from a specified map.
+See 'setmapflag' for a list of mapflags.
+
+---------------------------------------
+
+*getmapflag("<map name>",<flag>)
+
+This command checks the status of a given mapflag and returns the
+mapflag's state.
+0 means OFF, and 1 means ON. See 'setmapflag' for a list of mapflags.
+
+---------------------------------------
+
+*setbattleflag "<battle flag>",<value>;
+*getbattleflag("<battle flag>")
+
+Sets or gets the value of the given battle flag.
+Battle flags are the flags found in the battle/*.conf files and is also
+used in Lupus' variable rates script.
+
+Examples:
+
+// Will set the base experience rate to 20x (2000%)
+ setbattleflag "base_exp_rate",2000;
+
+// Will return the value of the base experience rate (when used after the
+// above example, it would print 2000).
+ mes getbattleflag("base_exp_rate");
+
+---------------------------------------
+
+*warpportal <x>,<y>,"<mapname>",<x>,<y>;
+
+Creates a warp Portal as if a acolyte class character did it.
+The first x and y is the place of the warp portal on the map where the NPC
+is on the mapname and second x and y is the target area of the warp portal.
+
+Examples:
+
+// Will create a warp portal on the NPC's map at 150,150
+// leading to prontera, coords 150,180.
+ warpportal 150,150,"prontera",150,180;
+
+---------------------------------------
+
+*mapwarp "<from map>","<to map>",<x>,<y>{,<type>,<ID>};
+
+This command will collect all characters located on the From map and warp
+them wholesale to the same point on the To map, or randomly distribute
+them there if the coordinates are zero. "Random" is understood as a
+special To map name and will mean randomly shuffling everyone on the same
+map.
+
+Optionally, a type and ID can be specified. Available types are:
+
+ 0 - Everyone
+ 1 - Guild
+ 2 - Party
+
+Example:
+
+// Will warp all members of guild with ID 63 on map prontera to alberta.
+ mapwarp "prontera","alberta",150,150,1,63;
+
+---------------------------------------
+//=====================================
+5.2 - Guild-Related Commands
+//=====================================
+---------------------------------------
+
+*maprespawnguildid "<map name>",<guild id>,<flag>;
+
+This command goes through the specified map and for each player and
+monster found there does stuff.
+
+Flag is a bit-mask (add up numbers to get effects you want)
+ 1 - warp all guild members to their save points.
+ 2 - warp all non-guild members to their save points.
+ 4 - remove all monsters which are not guardian or Emperium.
+
+Flag 7 will, therefore, mean 'wipe all mobs but guardians and the Emperium
+and kick all characters out', which is what the official scripts do upon
+castle surrender. Upon start of WoE, the scripts do 2 (warp out all people
+not in the guild that owns the castle).
+
+Characters not belonging to any guild will be warped out regardless of the
+flag setting.
+
+For examples, check the WoE scripts in the distribution.
+
+---------------------------------------
+
+*agitstart;
+*agitend;
+*agitstart2;
+*agitend2;
+
+These four commands will start/end War of Emperium or War of Emperium SE.
+
+This is a bit more complex than it sounds, since the commands themselves
+won't actually do anything interesting, except causing all 'OnAgitStart:'
+and 'OnAgitEnd:', or 'OnAgitStart2:' and 'OnAgitEnd2:' in the case of
+latter two commands, events to run everywhere, respectively. They are used
+as simple triggers to run a lot of complex scripts all across the server,
+and they, in turn, are triggered by clock with an 'OnClock<time>:'
+time-triggering label.
+
+---------------------------------------
+
+*gvgon "<map name>";
+*gvgoff "<map name>";
+
+These commands will turn GVG mode for the specified maps on and off,
+setting up appropriate map flags. In GVG mode, maps behave as if during
+the time of WoE, even though WoE itself may or may not actually be in
+effect.
+
+---------------------------------------
+
+*flagemblem <guild id>;
+
+This command only works when run by the NPC objects which have sprite id
+722, which is a 3D guild flag sprite. If it isn't, the data will change,
+but nothing will be seen by anyone. If it is invoked in that manner, the
+emblem of the specified guild will appear on the flag, though, if any
+players are watching it at this moment, they will not see the emblem
+change until they move out of sight of the flag and return.
+
+This is commonly used in official guildwar scripts with a function call
+which returns a guild id:
+
+// This will change the emblem on the flag to that of the guild that owns
+// "guildcastle"
+
+ flagemblem getcastledata("guildcastle",1);
+
+---------------------------------------
+
+*guardian "<map name>",<x>,<y>,"<name to show>",<mob id>{,"<event label>"{,<guardian index>}};
+
+This command is roughly equivalent to 'monster', but is meant to be used
+with castle guardian monsters and will only work with them. It will set
+the guardian characteristics up according to the castle's investment
+values and otherwise set the things up that only castle guardians need.
+
+Returns the id of the mob or 0 if an error occurred.
+When 'guardian index' isn't supplied it produces a temporary guardian.
+Temporary guardians are not saved with the castle and can't be accessed by
+guardianinfo.
+
+---------------------------------------
+
+*guardianinfo("<map name>", <guardian number>, <type>);
+
+This function will return various info about the specified guardian, or -1
+if it fails for some reason. It is primarily used in the castle manager
+NPC.
+
+Map name and guardian number (value between 0 and 7) define the target.
+Type indicates what information to return:
+ 0 - visibility (whether the guardian is installed or not)
+ 1 - max. hp
+ 2 - current hp
+
+---------------------------------------
+//=====================================
+5.2 - End of Guild-Related Commands
+//=====================================
+---------------------------------------
+
+*npcspeed <speed value>;
+*npcwalkto <x>,<y>;
+*npcstop;
+
+These commands will make the NPC object in question move around the map.
+As they currently are, they are a bit buggy and are not useful for much
+more than making an NPC move randomly around the map.
+
+'npcspeed' will set the NPCs walking speed to a specified value. As in the
+@speed GM command, 200 is the slowest possible speed while 0 is the
+fastest possible (instant motion). 100 is the default character walking
+speed.
+'npcwalkto' will start the NPC sprite moving towards the specified
+coordinates on the same map as it is currently on. The script proceeds
+immediately after the NPC begins moving.
+'npcstop' will stop the motion.
+
+While in transit, the NPC will be clickable, but invoking it will cause it
+to stop moving, which will make it's coordinates different from what the
+client computed based on the speed and motion coordinates. The effect is
+rather unnerving.
+
+Only a few NPC sprites have walking animations, and those that do, do not
+get the animation invoked when moving the NPC, due to the problem in the
+NPC walking code, which looks a bit silly. You might have better success
+by defining a job-sprite based sprite id in 'db/mob_avail.txt' with this.
+
+---------------------------------------
+
+*movenpc "<NPC name>",<x>,<y>{,<dir>};
+
+This command looks like the npcwalktoxy function,but is a little different.
+
+While npcwalktoxy just makes the NPC 'walk' to the coordinates given
+(which sometimes gives problems if the path isn't a straight line without
+objects), this command just moves the NPC. It basically warps out and in
+on the current and given spot. Direction can be used to change the NPC's
+facing direction.
+
+Example:
+
+// This will move Bugga from to the coordinates 100,20 (if those
+// coordinates are legit).
+ movenpc "Bugga",100,20;
+
+---------------------------------------
+//=====================================
+6 - Other Commands
+//=====================================
+---------------------------------------
+
+*debugmes "<message>";
+
+This command will send the message to the server console (map-server
+window). It will not be displayed anywhere else.
+//
+ // Displays "NAME has clicked me!" in the map-server window.
+ debugmes strcharinfo(0)+" has clicked me!";
+
+ // debugmes "\033[38D\033[K ==Message== \n"; // enable colour code.
+---------------------------------------
+
+*logmes "<message>";
+
+This command will write the message given to the map server NPC log file,
+as specified in 'conf/logs.conf'. If SQL logging is enabled, the message
+will go to the 'npclog' table.
+
+If logs are not enabled for NPCs, nothing will happen.
+
+---------------------------------------
+
+*globalmes "<message>"{,"<NPC name>"};
+
+This command will send a message to the chat window of all currently
+connected characters.
+
+If NPC name is specified, the message will be sent as if the sender would
+be the NPC with the said name.
+
+---------------------------------------
+
+*channelmes("<#channel>", "<message>");
+
+This command will send a message to the specified chat channel.
+
+The sent message will not include any character's names.
+
+For special channels, such as #map and #ally, the attached RID's map or guild
+will be used.
+
+If the channel doesn't exist (or, in the case of a character-specific channel,
+no RID is attached), false will be returned. In case of success, true is
+returned.
+
+---------------------------------------
+*rand(<number>{,<number>});
+
+This function returns a number ...
+(if you specify one) ... randomly positioned between 0 and the number you
+ specify -1.
+(if you specify two) ... randomly positioned between the two numbers you
+ specify.
+
+rand(10) would result in 0,1,2,3,4,5,6,7,8 or 9
+rand(0,9) would result in 0,1,2,3,4,5,6,7,8 or 9
+rand(2,5) would result in 2,3,4 or 5
+
+---------------------------------------
+
+*viewpoint <action>,<x>,<y>,<point number>,<color>;
+
+This command will mark places on the mini map in the client connected to
+the invoking character. It uses the normal X and Y coordinates from the
+main map. The colors of the marks are defined using a hexadecimal number,
+same as the ones used to color text in 'mes' output, but are written as
+hexadecimal numbers in C. (They look like 0x<six numbers>.)
+
+Action is what you want to do with a point, 1 will set it, while 2 will
+clear it. 0 will also set it, but automatically removes the point after 15
+seconds.
+Point number is the number of the point - you can have several. If more
+than one point is drawn at the same coordinates, they will cycle, which
+can be used to create flashing marks.
+
+ // This command will show a mark at coordinates X 30 Y 40, is mark
+ // number 1, and will be red.
+
+ viewpoint 1,30,40,1,0xFF0000;
+
+This will create three points:
+
+ viewpoint 1,30,40,1,0xFF0000;
+ viewpoint 1,35,45,2,0xFF0000;
+ viewpoint 1,40,50,3,0xFF0000;
+
+And this is how you remove them:
+
+ viewpoint 2,30,40,1,0xFF0000;
+ viewpoint 2,35,45,2,0xFF0000;
+ viewpoint 2,40,50,3,0xFF0000;
+
+The client determines what it does with the points entirely, the server
+keeps no memory of where the points are set whatsoever.
+
+---------------------------------------
+
+*cutin "<filename>",<position>;
+
+This command will display a picture, usually an NPC illustration, also
+called cutin, for the currently attached client. The position parameter
+determines the placement of the illustration and takes following values:
+
+ 0 - bottom left corner
+ 1 - bottom middle
+ 2 - bottom right corner
+ 3 - middle of screen in a movable window with an empty title bar
+ 4 - middle of screen without the window header, but still movable
+
+The picture is read from data\texture\유저인터페이스\illust, from both the
+GRF archive and data folder, and is required to be a bitmap. The file
+extension .bmp can be omitted. Magenta color (#ff00ff) is considered
+transparent. There is no limit placed on the size of the illustrations
+by the client, although loading of large pictures (about 700x700 and
+larger) causes the client to freeze shortly (lag). Typically the size is
+about 320x480. New illustrations can be added by just putting the new file
+into the location above.
+
+The client is able to display only one cutin at the same time and each new
+one will cause the old one to disappear. To delete the currently displayed
+illustration without displaying a new one, an empty file name and position
+255 must be used.
+
+ // Displays the Comodo Kafra illustration in lower right corner.
+ cutin "kafra_07",2;
+
+ // Typical way to end a script, which displayed an illustration during a
+ // dialog with a player.
+ mes "See you.";
+ close2;
+ cutin "",255;
+ end;
+
+---------------------------------------
+
+*pet <pet id>;
+
+This command is used in all the item scripts for taming items. Running
+this command will make the pet catching cursor appear on the client
+connected to the invoking character, usable on the monsters with the
+specified pet ID number. It will still work outside an item script.
+
+A full list of pet IDs can be found inside 'db/pet_db.txt'
+
+---------------------------------------
+
+*emotion <emotion number>{,<target>{,"<target name>"}};
+
+This command makes an object display an emotion sprite above their own as
+if they were doing that emotion. For a full list of emotion numbers, see
+'db/constants.conf' under 'e_'. The not so obvious ones are 'e_what' (a
+question mark) and 'e_gasp' (the exclamation mark).
+
+The optional target parameter specifies who will get the emotion on top of
+their head. If 0 (default if omitted), the NPC in current use will show
+the emotion, if 1, the player that is running the script will display it.
+
+Target name parameter allows to display emotion on top of other NPC/PC
+without event labels. If specified name is not found, command does nothing.
+
+---------------------------------------
+
+*misceffect <effect number>;
+
+This command, if run from an NPC object that has a sprite, will call up a
+specified effect number, centered on the NPC sprite. If the running code
+does not have an object ID (a 'floating' NPC) or is not running from an
+NPC object at all (an item script) the effect will be centered on the
+character who's RID got attached to the script, if any. For usable item
+scripts, this command will create an effect centered on the player using
+the item.
+
+A full list of known effects is found in 'doc/effect_list.txt'. The list
+of those that actually work may differ greatly between client versions.
+
+---------------------------------------
+
+*soundeffect "<effect filename>",<type>;
+*soundeffectall "<effect filename>",<type>{,"<map name>"}{,<x0>,<y0>,<x1>,<y1>};
+
+These two commands will play a sound effect to either the invoking
+character only ('soundeffect') or multiple characters ('soundeffectall').
+If the running code does not have an object ID (a 'floating' NPC) or is
+not running from an NPC object at all (an item script) the sound will be
+centered on the character who's RID got attached to the script, if any.
+If it does, it will be centered on that object. (an NPC sprite)
+
+Effect filename is the filename in a GRF. It must have the .wav extension.
+
+It's not quite certain what the 'type' actually does, it is sent to the
+client directly. It probably determines which directory to play the effect
+from. It's certain that giving 0 for the number will play sound files from
+'\data\wav\', but where the other numbers will read from is unclear.
+
+The sound files themselves must be in the PCM format, and file names
+should also have a maximum length of 23 characters including the .wav
+extension:
+
+soundeffect "1234567890123456789.wav", 0; // will play the soundeffect
+soundeffect "12345678901234567890.wav", 0; // throws gravity error
+
+You can add your own effects this way, naturally.
+
+---------------------------------------
+
+*playbgm "<BGM filename>";
+*playbgmall "<BGM filename>"{,"<map name>"{,<x0>,<y0>,<x1>,<y1>}};
+
+These two commands will play a Background Music to either the invoking
+character only ('playbgm') or multiple characters ('playbgmall').
+
+BGM filename is the filename in /BGM/ folder. It has to be in .mp3
+extension, but it's not required to specify the extension in the script.
+
+If coordinates are omitted, BGM will be broadcasted on the entire map. If
+the map name is also omitted the BGM will be played for the entire server.
+
+You can add your own BGMs this way, naturally.
+
+---------------------------------------
+
+*pvpon "<map name>";
+*pvpoff "<map name>";
+
+These commands will turn PVP mode for the specified maps on and off.
+Beside setting the flags referred to in 'setmapflag', 'pvpon' will also
+create a PVP timer and ranking as will @pvpon GM command do.
+
+---------------------------------------
+
+*atcommand "<command>";
+
+This command will run the given command line exactly as if it was typed in
+from the keyboard by the player connected to the invoking character, and
+that character belonged to an account which had GM level 99.
+
+ // This will ask the invoker for a character name and then use the
+ // '@nuke' GM command on them, killing them mercilessly.
+ input .@player$;
+ atcommand "@nuke "+.@player$;
+
+This command has a lot of good uses, I am sure you can have some fun with
+this one.
+
+---------------------------------------
+
+*charcommand "<command>";
+
+This command will run the given command line exactly as if it was typed in
+from the keyboard from a character that belonged to an account which had
+GM level 99.
+
+The commands can also run without an attached rid.
+
+ // This would do the same as above, but now
+ // it doesn't need a player attached by default.
+ charcommand "#option 0 0 0 Roy";
+
+---------------------------------------
+
+*bindatcmd "command","<NPC object name>::<event label>"{,<group level>,<group level char>,<log>};
+
+This command will bind a NPC event label to an atcommand. Upon execution
+of the atcommand, the user will invoke the NPC event label. Each atcommand
+is only allowed one binding. If you rebind, it will override the original
+binding. If group level is provided, only users of that group level or
+above will be able to access the command, if not provided, everyone will
+be able to access the command.
+"group level char" is the minimum group level required for the label to be
+used on others like a char command would, e.g. "#command "target" params",
+when not provided, "group level char" defaults to 99.
+"log" whether to log the usages of this command with the atcommand log
+(1 = log, 0 = no log), default is to not log.
+
+The following variables are set upon execution:
+ .@atcmd_command$ = The name of the @command used.
+ .@atcmd_parameters$[] = Array containing the given parameters,
+ starting from an index of 0.
+ .@atcmd_numparameters = The number of parameters defined.
+
+Parameters are split on spaces. Multiple spaces aren't grouped together, and
+will create multiple (empty) arguments.
+Any leading spaces before the first parameter will be omitted.
+
+Usage example:
+
+When a user types the command "@test", an angel effect will be shown.
+
+- script atcmd_example FAKE_NPC,{
+OnInit:
+ bindatcmd "test",strnpcinfo(3)+"::OnAtcommand";
+ end;
+OnAtcommand:
+ specialeffect2 338;
+ end;
+}
+
+Parameter splitting example:
+ @mycommand
+ .@atcmd_numparameters -> 0
+ .@atcmd_parameters$ -> { }
+ @mycommand<space><space>
+ .@atcmd_numparameters -> 0
+ .@atcmd_parameters$ -> { }
+ @mycommand<space>foo
+ .@atcmd_numparameters -> 1
+ .@atcmd_parameters$ -> { "foo" }
+ @mycommand<space><space>foo
+ .@atcmd_numparameters -> 1
+ .@atcmd_parameters$ -> { "foo" }
+ @mycommand<space>foo<space>bar
+ .@atcmd_numparameters -> 2
+ .@atcmd_parameters$ -> { "foo", "bar" }
+ @mycommand<space>foo<space><space>bar
+ .@atcmd_numparameters -> 3
+ .@atcmd_parameters$ -> { "foo", "", "bar" }
+ @mycommand<space>foo<space>
+ .@atcmd_numparameters -> 2
+ .@atcmd_parameters$ -> { "foo", "" }
+ @mycommand<space>foo<space><space>
+ .@atcmd_numparameters -> 3
+ .@atcmd_parameters$ -> { "foo", "", "" }
+
+The called event label needs to take care of joining arguments together, in
+case it expects spaces. For example:
+
+- script atcmd_example FAKE_NPC,{
+OnInit:
+ bindatcmd "test",strnpcinfo(3)+"::OnAtcommand";
+ end;
+OnAtcommand:
+ // This command expects a character name (that may contain spaces) as
+ // the only parameter.
+ .@name$ = "";
+ for (.@i = 0; .@i < .@atcmd_numparameters; ++.@i) {
+ .@name$ += (.@i > 0 ? " " : "") + .@atcmd_parameters$[.@i];
+ }
+ dispbottom("The specified name is: '" + .@name$ + "'");
+ end;
+}
+
+---------------------------------------
+
+*unbindatcmd "command";
+
+This command will unbind a NPC event label from an atcommand.
+
+---------------------------------------
+
+*useatcmd "command";
+
+This command will execute an atcommand binding on the attached RID from a
+script. The three .@atcmd_***** variables will NOT be set when invoking
+scripts-atcommands this way.
+
+---------------------------------------
+
+*unitskilluseid <GID>,<skill id>,<skill lvl>{,<target id>};
+*unitskilluseid <GID>,"<skill name>",<skill lvl>{,<target id>};
+*unitskillusepos <GID>,<skill id>,<skill lvl>,<x>,<y>;
+*unitskillusepos <GID>,"<skill name>",<skill lvl>,<x>,<y>;
+
+This is the replacement of the older commands, these use the same values
+for GID as the other unit* commands (See 'GID').
+
+Skill ID is the ID of the skill, skill level is the level of the skill.
+For the position, the x and y are given in the unitskillusepos.
+
+---------------------------------------
+
+*npcskill <skill id>,<skill lvl>,<stat point>,<NPC level>;
+*npcskill "<skill name>",<skill lvl>,<stat point>,<NPC level>;
+
+This command causes the attached NPC object to cast a skill on the
+attached player. The skill will have no cast time or cooldown. The player
+must be within the default skill range or the command will fail silently.
+
+The "stat point" parameter temporarily sets all NPC stats to the given
+value, and "NPC level" is the temporary level of the NPC (used in some
+skills). Neither value can be greater than the max level defined in
+config, and will not work properly if the NPC has a mob sprite.
+
+ // Casts Level 10 Heal on the attached player, calculated with
+ // all stats 99 and base level 60.
+ npcskill "AL_HEAL",10,99,60;
+
+---------------------------------------
+
+*setnpcdistance <distance>
+
+This command can reduce distance from where npc can be clicked.
+Usefull to use from OnInit event.
+
+ // Set distance to one tile on server load
+ OnInit:
+ setnpcdistance 1;
+
+---------------------------------------
+
+*getnpcdir {<name>};
+
+Return current npc direction for parameter "name" or for attached npc
+if it missing. If name missing and not attached npc, return -1.
+
+Example:
+ .@dir = getnpcdir();
+
+---------------------------------------
+
+*setnpcdir {<name>,} <direction>;
+
+Set npc direction. If npc name missing, will be used attached npc.
+
+Example:
+ setnpcdir 2;
+
+---------------------------------------
+
+*getnpcclass {<name>};
+
+Return npc class/sprite id for npc with given name or for attached npc.
+If name missing and no attached npc, return -1.
+
+Example:
+ .@class = getnpcclass();
+
+---------------------------------------
+
+*day;
+*night;
+
+These two commands will switch the entire server between day and night
+mode respectively. If your server is set to cycle between day and night by
+configuration, it will eventually return to that cycle.
+
+Example:
+
+- script DayNight FAKE_NPC,{
+OnClock0600:
+ day;
+ end;
+OnInit:
+ // setting correct mode upon server start-up
+ if (gettime(GETTIME_HOUR) >= 6 && gettime(GETTIME_HOUR) < 18) end;
+OnClock1800:
+ night;
+ end;
+}
+
+This script allows to emulate the day/night cycle as the server does, but
+also allows triggering additional effects upon change, like announces,
+gifts, etc.
+The day/night cycle set by configuration should be disabled when this
+script is used.
+
+---------------------------------------
+
+*pcre_match("<string>","<regex>");
+
+This command is only available if the server is compiled with regular
+expressions library enabled.
+
+The string <string> will be searched for a match to the regular expression
+<regex>, and the number of matches will be returned.
+
+An alternative way to invoke this command is to use the operators '~=' or '~!'.
+The operator '~=' is exactly the same as pcre_match, while the operator '~!'
+will return 1 if no matches were found, or 0 if at least a match was found.
+
+ if (pcre_match("string", "regex")) mes "There was a match.";
+ if ("string" ~= "regex") mes "There was a match.";
+ if ("string" ~! "regex") mes "There were no matches.";
+
+You can find more usage examples in the test script npc/custom/test.txt.
+
+Using regular expressions is high wizardry. But with this high wizardry
+comes unparalleled power of text manipulation. For an explanation of what
+a regular expression pattern is, see a few web pages:
+
+http://www.regular-expressions.info/
+http://www.weitz.de/regex-coach/
+
+Additionally, the following temporary variables will be filled (unless the
+command is invoked as '~!'):
+
+- $@regexmatchcount: The number of matches detected, including any
+ parenthesized capture-groups.
+- $@regexmatch$[0]: The part of <string> That matched the full <regex> pattern.
+- $@regexmatch$[1 .. $@regexmatchcount]: The parts of <string> that matched
+ each of the parenthesized capture-groups in <pattern>.
+
+A capture group is a part of a regex enclosed in (parentheses) in order to
+store in a variable the part of the expression that was matched by that part of
+the regex. For more details, see the links above, as this is not intended to be
+a regex tutorial.
+
+---------------------------------------
+
+*defpattern <set number>,"<regular expression pattern>","<event label>";
+*activatepset <set number>;
+*deactivatepset <set number>;
+*deletepset <set number>;
+
+This set of commands is only available if the server is compiled with
+regular expressions library enabled.
+
+They will make the NPC object listen for text spoken publicly by players
+and match it against regular expression patterns, then trigger labels
+associated with these regular expression patterns.
+
+Patterns are organized into sets, which are referred to by a set number.
+You can have multiple sets patterns, and multiple patterns may be active
+at once. Numbers for pattern sets start at 1.
+
+'defpattern' will associate a given regular expression pattern with an
+event label. This event will be triggered whenever something a player says
+is matched by this regular expression pattern, if the pattern is currently
+active.
+
+'activatepset' will make the pattern set specified active. An active
+pattern will enable triggering labels defined with 'defpattern', which
+will not happen by default.
+'deactivatepset' will deactivate a specified pattern set. Giving -1 as a
+pattern set number in this case will deactivate all pattern sets defined.
+
+'deletepset' will delete a pattern set from memory, so you can create a
+new pattern set in its place.
+
+For an example of this in use, see doc/sample/npc_test_pcre.txt
+
+With this you could, for example, automatically punish players for asking
+for Zeny in public places, or alternatively, automatically give them Zeny
+instead if they want it so much.
+
+---------------------------------------
+
+*pow(<number>,<power>)
+
+Returns the result of the calculation.
+
+Example:
+ .@i = pow(2,3); // .@i will be 8
+
+---------------------------------------
+
+*log10(<number>)
+
+Returns log base 10 of the number.
+
+Note: The value is truncated to integer.
+
+Example:
+ .@i = log10(100); // .@i will be 2
+
+---------------------------------------
+
+*sqrt(<number>)
+
+Returns square-root of number.
+
+Note: The value is truncated to integer.
+
+Example:
+ .@i = sqrt(25); // .@i will be 5
+
+---------------------------------------
+
+*distance(<x0>,<y0>,<x1>,<y1>)
+
+Returns distance between 2 points.
+
+Note: When Hercules is configured to use circular areas, the Euclidean distance
+is returned, otherwise the Chebyshev distance. The value is truncated to
+integer.
+
+Example:
+ .@i = distance(100,200,101,202);
+
+---------------------------------------
+
+*min(<number>{,<number>...<number>})
+*max(<number>{,<number>...<number>})
+
+Returns the smallest (or biggest) from the set of given numbers.
+
+Example:
+ .@minimum = min(1, -6, -2, 8, 2); // .@minimum will be equal to -6
+ .@maximum = max(0, 5, 10, 4); // .@maximum will be equal to 10
+ .@level = min(BaseLevel, 70); // .@level will be the character's base level, capped to 70
+
+---------------------------------------
+
+*md5("<string>")
+
+Returns the md5 checksum of a number or string.
+
+Example:
+ mes md5(12345);
+ mes md5("12345"); // Will both display 827ccb0eea8a706c4c34a16891f84e7b
+ mes md5("qwerty");// Will display d8578edf8458ce06fbc5bb76a58c5ca4
+
+---------------------------------------
+
+*swap <variable>,<variable>;
+
+Swap the value of 2 variables. Both sides must be same integer or string type.
+
+Example:
+ .@var1 = 111;
+ .@var2 = 222;
+ swap .@var1, .@var2;
+ mes "var1 = "+ .@var1; // return 222
+ mes "var2 = "+ .@var2; // return 111
+
+---------------------------------------
+
+*query_sql("your MySQL query"{, <array variable>{, <array variable>{, ...}}});
+*query_logsql("your MySQL query"{, <array variable>{, <array variable>{, ...}}});
+
+Executes an SQL query. A 'select' query can fill array variables with up
+to 128 rows of values, and will return the number of rows (the array size).
+
+Note that 'query_sql' runs on the main database while 'query_logsql' runs
+on the log database.
+
+Example:
+ .@nb = query_sql("select name,fame from `char` ORDER BY fame DESC LIMIT 5", .@name$, .@fame);
+ mes "Hall Of Fame: TOP5";
+ mes "1."+.@name$[0]+"("+.@fame[0]+")"; // Will return a person with the biggest fame value.
+ mes "2."+.@name$[1]+"("+.@fame[1]+")";
+ mes "3."+.@name$[2]+"("+.@fame[2]+")";
+ mes "4."+.@name$[3]+"("+.@fame[3]+")";
+ mes "5."+.@name$[4]+"("+.@fame[4]+")";
+
+---------------------------------------
+
+*escape_sql(<value>)
+
+Converts the value to a string and escapes special characters so that it's
+safe to use in query_sql(). Returns the escaped form of the given value.
+
+Example:
+ .@str$ = "John's Laptop";
+ .@esc_str$ = escape_sql(.@name$); // Escaped string: John\'s Laptop
+
+---------------------------------------
+
+*setiteminfo(<item id>,<type>,<value>)
+
+This function will set some value of an item.
+Returns the new value on success, or -1 on fail (item_id not found or
+invalid type).
+
+Valid types are:
+ 0 - Buy Price; 1 - Sell Price; 2 - Item Type;
+ 3 - maxchance (Max drop chance of this item e.g. 1 = 0.01% , etc..
+ if = 0, then monsters don't drop it at all (rare or a quest item)
+ if = 10000, then this item is sold in NPC shops only
+ 4 - sex; 5 - equip; 6 - weight; 7 - atk; 8 - def; 9 - range;
+ 10 - slot; 11 - look; 12 - elv; 13 - wlv; 14 - view id
+
+Example:
+
+setiteminfo Stone, 6, 9990; // Stone now weighs 999.0
+
+---------------------------------------
+
+*setitemscript(<item id>,<"{ new item script }">{,<type>});
+
+Set a new script bonus to the Item. Very useful for game events.
+You can remove an item's itemscript by leaving the itemscript argument
+empty. Returns 1 on success, or 0 on fail (item_id not found or new item
+script is invalid).
+Type can optionally be used indicates which script to set (default is 0):
+ 0 - Script
+ 1 - OnEquip_Script
+ 2 - OnUnequip_Script
+
+Example:
+
+setitemscript Silver_Ring_, "{ if(isequipped(2236)==0)end; if(getskilllv(26)){skill 40,1;}else{skill 26,1+isequipped(2636);} }";
+setitemscript Silver_Ring_, "";
+
+---------------------------------------
+
+*atoi("<string>")
+*axtoi("<string>")
+*strtol("string", base)
+
+These commands are used to convert strings to numbers. 'atoi' will
+interpret given string as a decimal number (base 10), while 'axtoi'
+interprets strings as hexadecimal numbers (base 16). 'strtol' lets
+the user specify a base (valid range is between 2 and 36 inclusive,
+or the special value0, which means auto-detection).
+
+The atoi and strtol functions conform to the C functions with the same
+names, and axtoi is the same as strtol, with a base of 16. Results are
+clamped to signed 32 bit int range (INT_MIN ~ INT_MAX)
+
+Example:
+
+.@var = atoi("11"); // Sets .@var to 11
+.@var = axtoi("FF"); // Sets .@var to 255
+mes axtoi("11"); // Displays 17 (1 = 1, 10 = 16)
+.@var = strtol("11", 10); // Sets .@var to 11 (11 base 10)
+.@var = strtol("11", 16); // Sets .@var to 17 (11 base 16)
+.@var = strtol("11", 0); // Sets .@var to 11 (11 base 10, auto-detected)
+.@var = strtol("0x11", 0); // Sets .@var to 17 (11 base 16, auto-detected because of the "0x" prefix)
+.@var = strtol("011", 0); // Sets .@var to 9 (11 base 8, auto-detected because of the "0" prefix)
+.@var = strtol("11", 2); // Sets .@var to 3 (binary 11)
+
+---------------------------------------
+
+*compare("<string>","<substring>")
+
+This command returns 1 or 0 when the substring is in the main string (1)
+or not (0). This command is not case sensitive.
+
+Examples:
+
+//dothis; will be executed ('Bloody Murderer' contains 'Blood').
+ if (compare("Bloody Murderer","Blood"))
+ dothis;
+//dothat; will not be executed ('Blood butterfly' does not contain 'Bloody').
+ if (compare("Blood Butterfly","Bloody"))
+ dothat;
+
+---------------------------------------
+
+*strcmp("<string>","<string>")
+
+This command compares two strings and is similar to strcmp in C.
+
+Return Values:
+ >0 : String 1 > String 2
+ 0 : Strings are equal
+ <0 : String 1 < String 2
+
+Examples:
+ .@a = strcmp("abcdef","ABCDEF");
+ if (.@a > 0){
+ mes ".@a is greater than 0."; //Output is this.
+ }else{
+ mes ".@a is less or equal to 0";
+ }
+
+---------------------------------------
+
+*getstrlen("<string>")
+
+This function will return the length of the string given as an argument.
+It is useful to check if anything input by the player exceeds name length
+limits and other length limits and asking them to try to input something
+else.
+
+---------------------------------------
+
+*charisalpha("<string>",<position>)
+
+This function will return 1 if the character number Position in the given
+string is a letter, 0 if it isn't a letter but a digit or a space.
+The first letter is position 0.
+
+---------------------------------------
+
+*charat(<string>,<index>)
+
+Returns char at specified index. If index is out of range, returns an
+empty string.
+
+Example:
+
+ charat("This is a string", 10); //returns "s"
+
+---------------------------------------
+
+*setchar(<string>,<char>,<index>)
+
+Returns the original string with the char at the specified index set to
+the specified char. If index is out of range, the original string will be
+returned. Only the 1st char in the <char> parameter will be used.
+
+Example:
+
+ setchar("Cat", "B", 0); //returns "Bat"
+
+---------------------------------------
+
+*insertchar(<string>,<char>,<index>)
+
+Returns the original string with the specified char inserted at the
+specified index. If index is out of range, the char will be inserted on
+the end of the string that it is closest. Only the 1st char in the <char>
+parameter will be used.
+
+Example:
+
+ insertchar("laughter", "s", 0); //returns "slaughter"
+
+---------------------------------------
+
+*delchar(<string>,<index>)
+
+Returns the original string with the char at the specified index removed.
+If index is out of range, original string will be returned.
+
+Example:
+
+ delchar("Diet", 3); //returns "Die"
+
+---------------------------------------
+
+*strtoupper(<string>)
+*strtolower(<string>)
+
+Returns the specified string in it's uppercase/lowercase form.
+All non-alpha characters will be preserved.
+
+Example:
+
+ strtoupper("The duck is blue!!"); //returns "THE DUCK IS BLUE!!"
+
+---------------------------------------
+
+*charisupper(<string>,<index>)
+*charislower(<string>,<index>)
+
+Returns 1 if character at specified index of specified string is
+uppercase for 'charisupper' or lowercase for 'charislower'. Otherwise, 0.
+Characters not of the alphabelt will return 0.
+
+Example:
+
+ charisupper("Hercules", 0); //returns 1
+
+---------------------------------------
+
+*substr(<string>,<start_index>,<end_index>)
+
+Returns the sub-string of the specified string inclusively between the set
+indexes. If indexes are out of range, or the start index is after the end
+index, an empty string will be returned.
+
+Example:
+
+ substr("foobar", 3, 5); //returns "bar"
+
+---------------------------------------
+
+*explode(<dest_array>,<string>,<delimiter>)
+
+Breaks a string up into substrings based on the specified delimiter.
+Substrings will be stored within the specified string array. Only the 1st
+char of the delimiter parameter will be used. If an empty string is passed
+as a delimiter, the string will be placed in the array in its original
+form, without any changes. Return the number of elements written to
+<dest_array>.
+
+Example:
+
+ .@num_elements = explode(.@my_array$, "Explode:Test:1965:red:PIE", ":");
+ //.@my_array$ contents will be...
+ //.@my_array$[0]: "Explode"
+ //.@my_array$[1]: "Test"
+ //.@my_array$[2]: "1965"
+ //.@my_array$[3]: "red"
+ //.@my_array$[4]: "PIE"
+ //.@num_elements: 5
+
+---------------------------------------
+
+*implode(<string_array>{,<glue>})
+
+Combines all substrings within the specified string array into a single
+string. If the glue parameter is specified, it will be inserted inbetween
+each substring.
+
+Example:
+ setarray .@my_array$[0], "This", "is", "a", "test";
+ implode(.@my_array$, " "); //returns "This is a test"
+
+---------------------------------------
+
+*sprintf(<format>{,param{,param{,...}}})
+
+C style sprintf. The resulting string is returned same as in PHP. All C
+format specifiers are supported except %n. For more info check sprintf
+function at www.cplusplus.com
+Number of params is only limited by Hercules' script engine.
+
+Example:
+ .@format$ = "The %s contains %d monkeys";
+ dispbottom(sprintf(.@format$, "zoo", 5));
+ //prints "The zoo contains 5 monkeys"
+
+ dispbottom(sprintf(.@format$, "barrel", 82));
+ //prints "The barrel contains 82 monkeys"
+
+---------------------------------------
+
+*sscanf(<string>,<format>{,param{,param{,...}}})
+
+C style sscanf. All C format specifiers are supported.
+More info: sscanf @ www.cplusplus.com. The number of params is only
+limited by Hercules' script engine.
+
+Example:
+ sscanf("This is a test: 42 foobar", "This is a test: %d %s", .@num, .@str$);
+ dispbottom(.@num + " " + .@str$); //prints "42 foobar"
+
+---------------------------------------
+
+*strpos(<haystack>,<needle>{,<offset>})
+
+PHP style strpos. Finds a substring (needle) within a string (haystack).
+The offset parameter indicates the index of the string to start searching.
+Returns index of substring on successful search, else -1.
+Comparison is case sensitive.
+
+Example:
+ strpos("foobar", "bar", 0); //returns 3
+ strpos("foobarfoo", "foo", 0); //returns 0
+ strpos("foobarfoo", "foo", 1); //returns 6
+
+---------------------------------------
+
+*replacestr(<input>, <search>, <replace>{, <usecase>{, <count>}})
+
+Replaces all instances of a search string in the input with the specified
+replacement string. By default is case sensitive unless <usecase> is set
+to 0. If specified it will only replace as many instances as specified
+in the count parameter.
+
+Example:
+ replacestr("testing tester", "test", "dash"); //returns "dashing dasher"
+ replacestr("Donkey", "don", "mon", 0); //returns "monkey"
+ replacestr("test test test test test", "test", "yay", 0, 3); //returns "yay yay yay test test"
+
+---------------------------------------
+
+*countstr(<input>, <search>{, <usecase>})
+
+Counts all instances of a search string in the input. By default is case
+sensitive unless <usecase> is set to 0.
+
+Example:
+ countstr("test test test Test", "test"); //returns 3
+ countstr("cake Cake", "Cake", 0); //returns 2
+
+---------------------------------------
+
+*setfont <font>;
+
+This command sets the current RO client interface font to one of the fonts
+stored in data\*.eot by using an ID of the font. When the ID of the
+currently used font is used, default interface font is used again.
+
+ 0 - Default
+ 1 - RixLoveangel
+ 2 - RixSquirrel
+ 3 - NHCgogo
+ 4 - RixDiary
+ 5 - RixMiniHeart
+ 6 - RixFreshman
+ 7 - RixKid
+ 8 - RixMagic
+ 9 - RixJJangu
+
+---------------------------------------
+
+*showdigit <value>{,<type>};
+
+Displays given numeric 'value' in large digital clock font on top of the
+screen. The optional parameter 'type' specifies visual aspects of the
+"clock" and can be one of the following values:
+
+ 0 - Displays the value for 5 seconds (default).
+ 1 - Incremental counter (1 tick/second).
+ 2 - Decremental counter (1 tick/second). Does not stop at zero, but
+ overflows.
+ 3 - Decremental counter (1 tick/second). Two digits only, stops at
+ zero.
+
+For type 1 and 2 the start value is set by using negative number of the
+one intended to set (ex. -10 starts the counter at 10 seconds). Except for
+type 3 the value is interpreted as seconds and formatted as time in days,
+hours, minutes and seconds. Note, that the official script command does
+not have the optional parameter.
+
+ // displays 23:59:59 for 5 seconds
+ showdigit 86399;
+
+ // counter that starts at 60 and runs for 60 seconds
+ showdigit 60,3;
+
+---------------------------------------
+
+* The Pet AI commands
+
+These commands will only work if the invoking character has a pet, and are
+meant to be executed from pet scripts. They will modify the pet AI
+decision-making for the current pet of the invoking character, and will
+NOT have any independent effect by themselves, which is why only one of
+them each may be in effect at any time for a specific pet. A pet may
+have 'petloot', 'petskillbonus', 'petskillattack' and 'petskillsupport' at the
+same time.
+
+*petskillbonus <bonus type>,<value>,<duration>,<delay>;
+
+This command will make the pet give a bonus to the owner's stat (bonus
+type - bInt,bVit,bDex,bAgi,bLuk,bStr,bSpeedRate - for a full list, see the
+values starting with 'b' in 'db/constants.conf').
+
+*petrecovery <status type>,<delay>;
+
+This command will make the pet cure a specified status condition. The
+curing actions will occur once every <delay> seconds. For a full list of
+status conditions that can be cured, see the list of 'SC_' status
+condition constants in 'db/constants.conf'
+
+*petloot <max items>;
+
+This command will turn on pet looting, with a maximum number of items to
+loot specified. Pet will store items and return them when the maximum is
+reached or when pet performance is activated.
+
+*petskillsupport <skill id>,<skill level>,<delay>,<percent hp>,<percent sp>;
+*petskillsupport "<skill name>",<skill level>,<delay>,<percent hp>,<percent sp>;
+
+This will make the pet use a specified support skill on the owner whenever
+the HP and SP are below the given percent values, with a specified delay
+time between activations. The skill numbers are as per
+'db/(pre-)re/skill_db.txt'.
+It's not quite certain who's stats will be used for the skills cast, the
+character's or the pets. Probably, Skotlex can answer that question.
+
+*petskillattack <skill id>,<damage>,<number of attacks>,<rate>,<bonusrate>;
+*petskillattack "<skill name>",<damage>,<number of attacks>,<rate>,<bonusrate>;
+
+This command will make the pet cast an attack skill on the enemy the pet's
+owner is currently fighting. Skill IDs and levels are as per 'petskillsupport'.
+If <number of attacks> is specified different than 0, it will make the pet cast
+the skill with a fixed amount of damage inflicted and the specified number of
+attacks. A value of zero uses the skill's defaults.
+
+All commands with delays and durations will only make the behavior active
+for the specified duration of seconds, with a delay of the specified
+number of seconds between activations. Rates are a chance of the effect
+occurring and are given in percent. 'bonusrate' is added to the normal
+rate if the pet intimacy is at the maximum possible.
+
+The behavior modified with the above mentioned commands will only be
+exhibited if the pet is loyal and appropriate configuration options are
+set in 'battle.conf'.
+
+Pet scripts in the database normally run whenever a pet of that type
+hatches from the egg. Other commands usable in item scripts (see 'bonus')
+will also happily run from pet scripts. Apparently, the pet-specific
+commands will also work in NPC scripts and modify the behavior of the
+current pet up until the pet is hatched again. (Which will also occur when
+the character is logged in again with the pet still out of the egg.) It is
+not certain for how long the effect of such command running from an NPC
+script will eventually persist, but apparently, it is possible to usefully
+employ them in usable item scripts to create pet buffing items.
+
+Nobody tried this before, so you're essentially on your own here.
+
+---------------------------------------
+
+*bpet;
+
+This command opens up a pet hatching window on the client connected to the
+invoking character. It is used in item script for the pet incubators and
+will let the player hatch an owned egg. If the character has no eggs, it
+will just open up an empty incubator window.
+This is still usable outside item scripts.
+
+---------------------------------------
+
+*makepet <pet id>;
+
+This command will create a pet egg and put it in the invoking character's
+inventory. The kind of pet is specified by pet ID numbers listed in
+'db/pet_db.txt'. The egg is created exactly as if the character just
+successfully caught a pet in the normal way.
+
+ // This will make you a poring:
+ makepet 1002;
+
+Notice that you absolutely have to create pet eggs with this command. If
+you try to give a pet egg with 'getitem', pet data will not be created by
+the char server and the egg will disappear when anyone tries to hatch it.
+
+---------------------------------------
+
+*homshuffle;
+
+This will recalculate the homunculus stats according to its level, of the
+current invoking character.
+
+---------------------------------------
+
+*setcell "<map name>",<x1>,<y1>,<x2>,<y2>,<type>,<flag>;
+
+Each map cell has several 'flags' that specify the properties of that cell.
+These include terrain properties (walkability, shootability, presence of
+water), skills (basilica, land protector, ...) and other (NPC nearby, no
+vending, ...).
+Each of these can be 'on' or 'off'. Together they define a cell's behavior.
+
+This command lets you alter these flags for all map cells in the specified
+(x1,y1)-(x2,y2) rectangle.
+'type' defines which flag to modify. Possible options include cell_walkable,
+cell_shootable, cell_basilica. For a full list, see constants.conf.
+'flag' can be 0 or 1 (0:clear flag, 1:set flag).
+
+Example:
+
+ setcell "arena",0,0,300,300,cell_basilica,1;
+ setcell "arena",140,140,160,160,cell_basilica,0;
+ setcell "arena",135,135,165,165,cell_walkable,0;
+ setcell "arena",140,140,160,160,cell_walkable,1;
+
+This will add a makeshift ring into the center of the map. The ring will
+be surrounded by a 5-cell wide 'gap' to prevent interference from outside,
+and the rest of the map will be marked as 'basilica', preventing observers
+from casting any offensive skills or fighting among themselves. Note that
+the wall will not be shown nor known client-side, which may cause movement
+problems.
+
+Another example:
+
+OnBarricadeDeploy:
+ setcell "schg_cas05",114,51,125,51,cell_walkable,0;
+ end;
+OnBarricadeBreak:
+ setcell "schg_cas05",114,51,125,51,cell_walkable,1;
+ end;
+
+This could be a part of the WoE:SE script, where attackers are not allowed
+to proceed until all barricades are destroyed. This script would place and
+remove a nonwalkable row of cells after the barricade mobs.
+
+---------------------------------------
+
+*checkcell ("<map name>",<x>,<y>,<type>);
+
+This command will return 1 or 0, depending on whether the specified cell
+has the 'type' flag set or not. There are various types to check, all
+mimicking the server's cell_chk enumeration. The types can be found in
+db/constants.conf.
+
+The meaning of the individual types can be confusing, so here's an
+overview:
+ - cell_chkwall/water/cliff
+ these check directly for the 'terrain component' of the specified cell
+ - cell_chkpass/reach/nopass/noreach
+ passable = not wall & not cliff, reachable = passable
+ wrt. no-stacking mod
+ - cell_chknpc/basilica/landprotector/novending/nochat
+ these check for specific dynamic flags (name indicates what they do)
+
+Example:
+
+ mes "Pick a destination map.";
+ input .@map$;
+ mes "Alright, now give me the coordinates.";
+ input .@x;
+ input .@y;
+ if( !checkcell(.@map$,.@x,.@y,cell_chkpass) )
+ {
+ mes "Can't warp you there, sorry!";
+ close;
+ }
+ else
+ {
+ mes "Ok, get ready...";
+ close2;
+ warp .@map$, .@x, .@y;
+ end;
+ }
+
+---------------------------------------
+
+*setwall "<map name>",<x>,<y>,<size>,<dir>,<shootable>,"<name>";
+*delwall "<name>";
+
+Creates an invisible wall, an array of "setcell" starting from x,y and
+doing a line of the given size in the given direction. The difference with
+setcell is this one update client part too to avoid the glitch problem.
+Directions are the same as NPC sprite facing directions: 0=north,
+1=northwest, 2=west, etc.
+
+---------------------------------------
+
+*readbook <book id>,<page>;
+
+This will open a book item at the specified page.
+
+---------------------------------------
+//=====================================
+7 - Instance-Related Commands
+//=====================================
+---------------------------------------
+
+*instance_create("<instance name>",<owner id>{,<optional owner_type>});
+
+Create an instance using the name "<instance name>" for the <owner_id> of
+owner_type (when not provided, defaults to IOT_PARTY). Most instance_*
+commands are used in conjunction with this command and depend on the
+ID this command returns.
+
+Example:
+ // Store the Party ID of the invoking character.
+ .@party_id = getcharid(1);
+
+ // Attempt to create an instance using that party ID.
+ .@id = instance_create("Endless Tower", .@party_id);
+ if (.@id == -1) { // Invalid type - not used anymore
+ ...
+ } else if (.@id == -2) { // Invalid Party ID
+ ...
+ } else if (.@id == -3) { // No free instances (MAX_INSTANCE exceeded)
+ ...
+ } else if (.@id == -4) { // Already exists
+ ...
+ } else (.@id < 0) { // Unspecified error while queuing instance.
+ ...
+ }
+
+---------------------------------------
+
+*instance_destroy {<instance id>};
+
+Destroys instance with the ID <instance id>. If no ID is specified, the
+instance the script is attached to is used. If in the end no instance_id,
+is found the command halts the script execution.
+
+---------------------------------------
+
+*instance_attachmap("<map name>",<instance id>{,<use base name>{,"<new map name>"}});
+
+Attaches the map "<map name>" to the instance specified with
+<instance id>. The optional parameter specifies, whether a map requires
+emulation for instancing (1) or not (0 = default). if use base name is specified,
+and "<new map name>" too the server will instance the map under the "<new map name>",
+name.
+
+Returns the resulting map name on success or an empty string on failure.
+
+Example:
+ instance_attachmap("prontera", .@instance_id,1,"via");
+^ the above creates a instance (or clone) of prontera, on a map called "via"
+
+---------------------------------------
+
+*instance_detachmap "<map name>"{,<instance id>};
+
+Detach the map "<map name>" to the instance with the <instance id>. If no
+ID is specified, the instance the script is attached to is used. If in the
+end no instance_id is found the command halts the script execution.
+
+---------------------------------------
+
+*instance_init <instance id>;
+
+Initializes the instance given by <instance id>. This copies all NPCs from
+the source maps to the instanced maps.
+
+---------------------------------------
+
+*instance_announce <instance id>,"<text>",<flag>{,<fontColor>{,<fontType>{,<fontSize>{,<fontAlign>{,<fontY>}}}}};
+
+Works like announce, but has the <instance id> parameter. If instance id
+is -1, the instance the script is attached to is used. If in the
+end no instance_id is found the command halts the script execution.
+
+---------------------------------------
+
+*instance_attach <instance id>;
+
+Attaches the current script to the instance given by <instance id>.
+
+---------------------------------------
+
+*instance_npcname("<npc name>"{,<instance id>});
+
+Retrieves the unique name given to a copy of an NPC given by "<npc name>"
+in an instance specified <instance id>. If no ID is specified, the
+instance the script is attached to is used. If in the end no instance_id,
+is found the command halts the script execution.
+
+---------------------------------------
+
+*has_instance("<map name>"{,<instance id>});
+
+Checks whether or not the given map belongs to specified instance. If no
+ID is specified, the instance the script is attached to is used. If the
+script is not attached to an instance, it'll try to check whether the,
+player attached to the script possesses an instance with a map matching
+"<map name>". If in the end no instance_id is found the command halts the,
+script execution.
+
+Returns name of the instanced map on success, otherwise an empty string.
+
+---------------------------------------
+
+*has_instance2("<map name>");
+
+Same as has_instance, with exception it returns the instance id of the map,
+as long as the user is assigned to a instance containing that map.
+It will return -1 upon failure, valid instance ids are >= 0.
+
+---------------------------------------
+
+*instance_id();
+
+Retrieves the instance id of the script it is being run on.
+
+---------------------------------------
+
+*instance_warpall "<map name>",<x>,<y>{,<instance id>};
+
+Warps all players in the instance <instance id> to <map name> at given
+coordinates. If no ID is specified, the instance the script is attached to
+is used. If in the end no instance_id is found the command halts the,
+script execution.
+
+---------------------------------------
+
+*instance_set_timeout <alive timeout>,<idle timeout>{,<instance id>};
+
+Sets the timeout values for an instance given by <instance id>. If no ID
+is specified, the instance the script is attached to is used. If in the end,
+no instance_id is found the command halts the script execution.
+
+Parameter <alive timeout> specifies the total amount of time the instance
+will exist. Parameter <idle timeout> specifies how long players have, when
+they are outside of the instance, until it is destroyed.
+
+Both timeout values are in seconds.
+
+---------------------------------------
+
+*instance_check_party(<party id>{,<amount>{,<min>{,<max>}}});
+
+This function checks if a party meets certain requirements, returning 1 if
+all conditions are met and 0 otherwise. It will only check online
+characters.
+
+amount - number of online party members (default is 1).
+min - minimum level of all characters in the party (default is 1).
+max - maximum level of all characters in the party (default is max
+ level in conf).
+
+Example:
+
+if (instance_check_party(getcharid(1),2,2,149)) {
+ mes "Your party meets the Memorial Dungeon requirements.",
+ mes "All online members are between levels 1-150 and at least two are online.";
+ close;
+} else {
+ mes "Sorry, your party does not meet the requirements.";
+ close;
+}
+
+---------------------------------------
+
+*instance_check_guild(<guild_id>{,<amount>{,<min>{,<max>}}});
+
+This function checks if a guild meets certain requirements, returning 1 if
+all conditions are met and 0 otherwise. it will only check online characters.
+
+amount - number of online guild members (default is 1).
+min - minimum level of all characters in the guild (default is 1).
+max - maximum level of all characters in the guild (default is max level in conf).
+
+Example:
+ if (instance_check_guild(getcharid(2), 2, 1, 150)) {
+ mes "Your guild meets the Memorial Dungeon requirements.",
+ mes "All online members are between levels 1-150 and at least two are online.";
+ close;
+ } else {
+ mes "Sorry, your guild does not meet the requirements.";
+ close;
+ }
+
+---------------------------------------
+*instance_set_respawn(<map_name>,<x>,<y>{,<instance_id>});
+
+Updates the 'reload spawn' position of a instance,
+that is where players in the instance are sent to upon @reloadscript,
+uses the npc instance (if any) when instance_id is not provided,
+handy to update a instance's progress so that when/if @reloadscript happens
+the damage to the players progress is reduced.
+It is most effective when used with instance variables (which are @reloadscript persistent)
+
+If a player warps into a instance before this command has been used,
+it will use the player's warp destination as the initial respawn point,
+it can of course be modified by using this script command at any point.
+
+---------------------------------------
+*instance_mapname("<map name>"{,<instance id>})
+
+Returns the unique name of the instanced map. If no instance ID is specified,
+the instance the script is attached to is used. If the script is not attached to
+an instance, the instance of the currently attached player's party is used. If
+that fails, the command returns an empty string instead.
+
+
+---------------------------------------
+//=====================================
+7 - End of Instance-Related Commands
+//=====================================
+---------------------------------------
+
+
+---------------------------------------
+//=====================================
+8 - Quest Log-Related Commands
+//=====================================
+---------------------------------------
+
+*questinfo <Quest ID>, <Icon> {, <Map Mark Color>{, <Job Class>}};
+
+This is esentially a combination of questprogress and showevent. Use this only
+in an OnInit label. For the Quest ID, specify the quest ID that you want
+checked if it has been started yet.
+
+For Icon, use one of the following:
+
+No Icon : QTYPE_NONE
+! Quest Icon : QTYPE_QUEST
+? Quest Icon : QTYPE_QUEST2
+! Job Icon : QTYPE_JOB
+? Job Icon : QTYPE_JOB2
+! Event Icon : QTYPE_EVENT
+? Event Icon : QTYPE_EVENT2
+Warg : QTYPE_WARG
+Warg Face : QTYPE_WARG2 (Only for packetver >= 20120410)
+
+Map Mark Color, when used, creates a mark in the user's mini map on the position of the NPC,
+the available color values are:
+
+0 - No Marker
+1 - Yellow Marker
+2 - Green Marker
+3 - Purple Marker
+
+When a user shows up on a map, each NPC is checked for questinfo that has been set.
+If questinfo is present, it will check if the quest has been started, if it has not, the bubble will appear.
+
+Optionally, you can also specify a Job Class if the quest bubble should only appear for a certain class.
+
+Example
+izlude,100,100,4 script Test 844,{
+ mes "[Test]";
+ mes "Hello World.";
+ close;
+
+ OnInit:
+ questinfo 1001, QTYPE_QUEST, 0, Job_Novice;
+ end;
+}
+
+---------------------------------------
+
+*setquest <ID>;
+
+Place quest of <ID> in the users quest log, the state of which is "active".
+
+If *questinfo is set, and the same ID is specified here, the icon will be cleared when the quest is set.
+
+---------------------------------------
+
+*completequest <ID>{,<ID2>};
+
+Change the state for the given quest <ID> to "complete" and remove from
+the users quest log.
+
+If a second quest id of greater value is specified, all quests between the two
+will be completed.
+
+---------------------------------------
+
+*erasequest <ID>{,<ID2>};
+
+Remove the quest of the given <ID> from the user's quest log.
+
+If a second quest id of greater value is specified, all quests between the two
+will be erased.
+
+---------------------------------------
+
+*changequest <ID>,<ID2>;
+
+Remove quest of the given <ID> from the user's quest log.
+Add quest of the <ID2> to the the quest log, and the state is "active".
+
+---------------------------------------
+
+*questprogress(<ID>{,PLAYTIME|HUNTING})
+
+If no additional argument supplied, return the state of the quest:
+ 0 = Quest not started (not in quest log)
+ 1 = Quest has been given
+ 2 = Quest completed
+
+If parameter 'PLAYTIME' is supplied:
+ 0 = Quest not started (not in quest log)
+ 1 = The time limit has not yet been reached
+ 2 = The time limit has been reached
+
+If parameter 'HUNTING' is supplied:
+ 0 = Quest not started (not in quest log)
+ 1 = Player hasn't killed all of the target monsters
+ 2 = Player has killed all of the target monsters
+
+---------------------------------------
+
+*questactive(<ID>)
+
+Check whether the given quest is in its active state.
+
+Returns true if the quest is active, false otherwise (quest not started,
+inactive or completed)
+
+---------------------------------------
+
+*showevent <icon>{,<mark color>}
+
+Show an emotion on top of a NPC, and optionally,
+a colored mark in the mini-map like "viewpoint".
+This is used to indicate that a NPC has a quest or an event to
+a certain player.
+
+Available Icons:
+
+Remove Icon : QTYPE_NONE
+! Quest Icon : QTYPE_QUEST
+? Quest Icon : QTYPE_QUEST2
+! Job Icon : QTYPE_JOB
+? Job Icon : QTYPE_JOB2
+! Event Icon : QTYPE_EVENT
+? Event Icon : QTYPE_EVENT2
+Warg : QTYPE_WARG
+Warg Face : QTYPE_WARG2 (Only for packetver >= 20120410)
+
+Mark Color:
+0 - No Mark
+1 - Yellow Mark
+2 - Green Mark
+3 - Purple Mark
+
+---------------------------------------
+//=====================================
+8 - End of Quest Log-Related Commands
+//=====================================
+---------------------------------------
+
+
+---------------------------------------
+//=====================================
+9 - Battlegrounds-Related Commands
+//=====================================
+---------------------------------------
+
+*waitingroom2bg_single(<battle group>,"<mapname>",<x>,<y>,"<npc name>");
+
+Adds the first waiting player from the chat room of given NPC to an
+existing battleground group and warps it to specified coordinates on given
+map.
+
+---------------------------------------
+
+*waitingroom2bg("<mapname>",<x>,<y>,"<On Quit Event>","<On Death Event>"{,"<npc name>"});
+
+<Mapname> and X Y coordinates refer to where the "respawn" base is, where
+the player group will respawn when they die.
+<On Quit Event> refers to an NPC label that attaches to the character and
+is run when they relog.
+<On Death Event> refers to an NPC label that attaches to the character and
+is run when they die. Can be "" for empty.
+
+Unlike the prior command, the latter will attach a GROUP in a waiting room
+to the battleground, and sets the array $@arenamembers[0] where 0 holds
+the IDs of the first group, and 1 holds the IDs of the second.
+
+If the option parameter is left out, the waiting room of the current NPC
+is used.
+
+Example:
+ // Battle Group will be referred to as $@KvM01BG_id1, and when they
+ // die, respawn at bat_c01,52,129.
+ $@KvM01BG_id1 = waitingroom2bg("bat_c01",52,129,"KvM01_BG::OnGuillaumeQuit","KvM01_BG::OnGuillaumeDie");
+ end;
+
+----------------------------------------
+
+*bg_team_setxy <Battle Group ID>,<x>,<y>;
+
+Update the respawn point of the given battle group to x, y on the same
+map. The <Battle Group ID> can be retrieved using getcharid(4).
+
+Example:
+ bg_team_setxy getcharid(4),56,212;
+ mapannounce "bat_a01", "Group [1] has taken the work shop, and will now respawn there.",bc_map,0xFFCE00;
+ end;
+
+----------------------------------------
+
+*bg_warp <Battle Group>,"<Mapname>",<x>,<y>;
+
+Similar to warp command.
+Place all members of <Battle Group> at <mapname> at x y.
+
+Example:
+ //place the battle group one for Tierra Gorge at starting position.
+ bg_warp $@TierraBG1_id1,"bat_a01",352,342;
+ end;
+
+----------------------------------------
+
+*bg_monster <Battle Group>,"<map name>",<x>,<y>,"<name to show>",<mob id>,"<event label>";
+
+Similar to monster script command.
+Spawn a monster with allegiance to the given battle group.
+Does not allow for the summoning of multiple monsters.
+Monsters are similar to that in War of Emperium, in that the specified
+Battle group is considered friendly.
+
+Example:
+ // It can be used in two different ways.
+ bg_monster $@TierraBG1_id2,"bat_a01",167,50,"Food Depot",OBJ_B,"Feed Depot#1::OnMyMobDead";
+ end;
+
+ // Alternatively, you can set an ID for the monster using "set".
+ // This becomes useful when used with the command below.
+ $@Guardian_3 = bg_monster($@TierraBG1_id2,"bat_a01",268,204,"Guardian",B_S_GUARDIAN,"NPCNAME::OnMyMobDead");
+ end;
+
+----------------------------------------
+
+*bg_monster_set_team <GID>,<Battle Group>;
+
+This command will change the allegiance if a monster in a battle ground.
+GID can be set when spawning the monster via the bg_monster command.
+
+Example:
+
+ end;
+
+OnEnable:
+ mapannounce "bat_b01", "A guardian has been summoned for Battle Group 2!", bc_map, 0xFFCE00;
+ set $@Guardian, bg_monster($@BG_2,"bat_a01",268,204,"Guardian",B_S_GUARDIAN,"NPCNAME::OnMyMobDead");
+ initnpctimer;
+ end;
+
+OnTimer1000:
+ stopnpctimer;
+ mapannounce "bat_b01", "Erm, sorry about that! This monster was meant for Battle Group 1.", bc_map, 0xFFCE00;
+ bg_monster_set_team $@Guardian, $@BG_1;
+ end;
+
+----------------------------------------
+
+*bg_leave;
+
+Removes attached player from their Battle Group.
+
+----------------------------------------
+
+*bg_destroy <Batte Group>;
+
+As the name says, destroys the battle group created for that battle ground.
+
+----------------------------------------
+
+*areapercentheal "<mapname>",<x1>,<y1>,<x2>,<y2>,<hp>,<sp>;
+
+Not exactly limited to battleground use, this will restore HP/SP in a
+defined area at a percentage.
+
+Example:
+ areapercentheal "bat_a01",52,208,61,217,100,100;
+ end;
+
+----------------------------------------
+
+*bg_get_data(<Battle Group>,<type>);
+
+Retrieves data related to given battle group. Type can be one of the
+following:
+
+ 0 - Amount of players currently belonging to the group.
+
+----------------------------------------
+
+*bg_getareausers(<battle group>,"<map_name>",<x0>,<y0>,<x1>,<y1>);
+
+Retrieves amount of players belonging to given battle group on given map
+within an specified rectangular area.
+
+----------------------------------------
+
+*bg_updatescore "<map_name>",<Guillaume Score>,<Croix Score>;
+
+This command will force the update of the displayed scoreboard.
+It is only usable when the map is defined as a Type 2 Battleground:
+mapflag%TAB%<map_name>%TAB%battleground%TAB%2
+
+----------------------------------------
+
+*bg_create_team "<map_name>",<Respawn X>,<Respawn Y>;
+
+This command will create a new BG Team.
+When player dies, they will be respawned map_name,X,Y as mentioned.
+
+Command will return -1 if BG Creation is failed,
+else it will return the BG ID(Also known as TeamID).
+
+----------------------------------------
+
+*bg_join_team <Team_ID>{,<account_id>};
+
+This command will make the attached player join to Team with ID as mentioned.
+If account_id is provided, command will look for that player, instead of the attached player.
+
+Command will return -1 if Player is not found, 0 if join is failed, 1 upon successful.
+
+----------------------------------------
+
+*bg_match_over "<Arena Name>"{,<Cancelled>};
+
+This command will end the battleground Arena
+(Arena Name as referred to, in conf/battlegrounds.conf)
+If Cancelled is not provided, it will set the join delay, as mentioned in conf/battlegrounds.conf
+else, it will just destroy the Teams and queue's.
+
+Command will return 0 when successful, else it will return 1.
+
+---------------------------------------
+//=====================================
+9 - End of Battlegrounds-Related Commands
+//=====================================
+---------------------------------------
+
+
+---------------------------------------
+//=====================================
+10 - Mercenary Commands
+//=====================================
+---------------------------------------
+
+*mercenary_create <class>,<contract time>;
+
+This command summons a mercenary of given class, for given amount of time
+in milliseconds. Typically used in item scripts of mercenary scrolls.
+
+----------------------------------------
+
+*mercenary_heal <hp>,<sp>;
+
+This command works like 'heal', but affects the mercenary of the currently
+attached character.
+
+----------------------------------------
+
+*mercenary_sc_start <type>,<tick>,<val1>;
+
+This command works like 'sc_start', but affects the mercenary of the
+currently attached character.
+
+----------------------------------------
+
+*mercenary_get_calls(<guild>);
+*mercenary_set_calls <guild>,<value>;
+
+Sets or gets the mercenary calls value for given guild for currently
+attached character. Guild can be one or the following constants:
+
+ ARCH_MERC_GUILD
+ SPEAR_MERC_GUILD
+ SWORD_MERC_GUILD
+
+----------------------------------------
+
+*mercenary_get_faith(<guild>);
+*mercenary_set_faith <guild>,<value>;
+
+Sets or gets the mercenary faith value for given guild for currently
+attached character. Guild can be one or the following constants:
+
+ ARCH_MERC_GUILD
+ SPEAR_MERC_GUILD
+ SWORD_MERC_GUILD
+
+---------------------------------------
+
+*getmercinfo(<type>{,<char id>});
+
+Retrieves information about mercenary of the currently attached character.
+If char id is given, the information of that character is retrieved
+instead. Type specifies what information to retrieve and can be one of the
+following:
+
+ 0 - Database ID
+ 1 - Class
+ 2 - Name
+ 3 - Faith value for this mercenary's guild, if any
+ 4 - Calls value for this mercenary's guild, if any
+ 5 - Kill count
+ 6 - Remaining life time in msec
+ 7 - Level
+
+If the character does not have a mercenary, the command returns ""
+for name and 0 for all other types.
+
+---------------------------------------
+//=====================================
+10 - End of Mercenary-Related Commands
+//=====================================
+---------------------------------------
+
+
+---------------------------------------
+//=====================================
+11 - Queue-Related Commands
+//=====================================
+---------------------------------------
+
+*queue();
+
+Creates a new queue instance and returns the created queue id.
+
+---------------------------------------
+
+*queuesize(<queue_id>);
+
+Returns the amount of entries in the queue instance of <queue_id>.
+
+---------------------------------------
+
+*queueadd(<queue_id>, <var_id>);
+
+Adds <var_id> to queue of <queue_id>.
+
+Returns false if <var_id> couldn't be added (was already present in the queue),
+true otherwise.
+
+---------------------------------------
+
+*queueremove(<queue_id>, <var_id>);
+
+Removes <var_id> from queue of <queue_id>.
+
+Returns false if <var_id> couldn't be removed (wasn't present in the queue),
+true otherwise.
+
+---------------------------------------
+
+*queueopt(<queue_id>,<optionType>,{Optional <option val>});
+
+Modifies <queue_id>'s <optionType>. When <option val> is not present
+<optionType> is removed from <queue_id>. When present it modifies
+<queue_id>'s <optionType> with the new <option val> value.
+
+Returns true on success, false on failure.
+
+Currently 3 options are available:
+- QUEUEOPT_DEATH (1)
+- QUEUEOPT_LOGOUT (2)
+- QUEUEOPT_MAPCHANGE (3)
+
+When the QUEUEOPT_MAPCHANGE event is triggered, it sets a temp char var
+@Queue_Destination_Map$ with the destination map name.
+
+Example:
+ queueopt(.@queue_id, QUEUEOPT_DEATH, "MyNPC::OnQueueMemberDeathEvent");
+
+---------------------------------------
+
+*queuedel(<queue_id>);
+
+Deletes the queue <queue_id>.
+
+Returns false if the queue wasn't found, true otherwise.
+
+---------------------------------------
+
+*queueiterator(<queue_id>);
+
+Creates a new queue iterator instance.
+A queue iterator is not a reference to a queue's actual members, it copies
+the queues members when initialized, this way you can loop through them
+even if you remove them from the queue.
+
+---------------------------------------
+
+*qicheck(<queue_iterator_id>);
+
+Checks whether the current member in the iterator's queue exists.
+
+Returns 1 when it does, 0 otherwise.
+
+---------------------------------------
+
+*qiget(<queue_iterator_id>);
+
+obtains the next member in the iterator's queue, returns the next member's
+id or 0 when it doesnt exist.
+
+Example:
+ for (.@elem = qiget(.@queue_iterator_id); qicheck(.@queue_iterator_id); .@elem = qiget(.@queue_iterator_id)) {
+ //Do something
+ }
+
+---------------------------------------
+
+*qiclear(<queue_iterator_id>);
+
+Deletes a queue iterator from memory.
+
+Returns false when it fails, otherwise 1 is returned.
+
+---------------------------------------
+//=====================================
+11 - End of Queue-Related Commands
+//=====================================
+---------------------------------------
+
+---------------------------------------
+//=====================================
+12 - NPC Trader-Related Commands
+//=====================================
+Commands that control NPC Trader Shops
+See /doc/sample/npc_trader_sample.txt
+---------------------------------------
+
+*openshop({NPC_Name});
+
+opens the trader shop from the currently-attached npc unless,
+when the optional NPC_Name param is used.
+
+---------------------------------------
+
+*sellitem <Item_ID>{,<price>{,<qty>}};
+
+adds (or modifies) <Item_ID> data to the shop,
+when <price> is not provided (or when it is -1) itemdb default is used.
+qty is only necessary for NST_MARKET trader types.
+
+when <Item_ID> is already in the shop,
+the previous data (price/qty), is overwritten with the new.
+
+---------------------------------------
+
+*stopselling <Item_ID>;
+
+attempts to remove <Item_ID> from the current shop list.
+
+---------------------------------------
+
+*setcurrency <Val1>{,<Val2>};
+
+updates the currently attached player shop funds,
+to be used within a "OnCountFunds" event of a NST_CUSTOM trader type.
+
+<Val1> is the value used in the *Cash* Points field
+<Val2> is the value used in the Kafra Points field
+
+---------------------------------------
+
+*tradertype(<Type>);
+
+Modifies the npc trader type, item list is cleared upon modifiying the value.
+By default, all npcs staart with tradertype(NST_ZENY);
+
+- NST_ZENY (0) Normal Zeny Shop
+- NST_CASH (1) Normal Cash Shop
+- NST_MARKET (2) Normal NPC Market Shop (where items have limited availability and need to be refurbished)
+- NST_CUSTOM (3) Custom Shop (any currency, item/var/etca, check sample)
+
+---------------------------------------
+
+*purchaseok();
+
+Signs that the transaction (on a NST_CUSTOM trader) has been successful,
+to be used within a "OnPayFunds" event of a NST_CUSTOM trader.
+
+---------------------------------------
+
+*shopcount(<Item_ID>);
+
+Returns the amount of still-available <Item_ID> in the shop (on a NST_MARKET trader).
+
+---------------------------------------