Updated doc/script_commands.txt to include instance variables from wiki

git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@15002 54d463be-8e91-2dee-dedb-b68131a5f0ec
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script-z3r0 2011-11-29 21:58:18 +00:00
parent 146e136ad5
commit 24bd71a948

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@ -4,7 +4,7 @@
//= A reference manual for the eAthena scripting language.
//= Commands are sorted depending on their functionality.
//===== Version ===========================================
//= 3.45.20110709
//= 4.0.20111128
//=========================================================
//= 1.0 - First release, filled will as much info as I could
//= remember or figure out, most likely there are errors,
@ -183,6 +183,9 @@
//= Added 'getmercinfo' command. [Ai4rei]
//= 3.46.20110810
//= Added information on OnTouchNPC and 'unitwarp' special case [Skotlex]
//= 4.0.20111128
//= Updated to Include Instance Commands [Z3R0]
//= Included Instance Variable Definition [BrianL]
//=========================================================
This document is a reference manual for all the scripting commands and functions
@ -7215,6 +7218,89 @@ can be one of the following:
If the character does not have a mercenary, the command returns ""
for name and 0 for all other types.
// Added Instance Commands
----------------------------------------
*instance_create "<name of party>"{,<party id>};
Creates an instance with the name "<name>", for the party <party id>.
Returns: Unique ID of the instance, negative number on failure.
----------------------------------------
*instance_attachmap "<mapname>", <instance_id>{,<basename>);
Attaches the specified map onto the instance.
Optional parameter <use basename> specifies whether a map requires emulation for instancing or not (default).
Returns: Name of the map if successful, otherwise an empty string.
----------------------------------------
*instance_attach <instance id>;
Attaches this instance onto the current script.
----------------------------------------
*instance_set_timeout <limit>, <limit2>{, <instance id>};
<limit> is the total time the instance will stay alive,
<limit2> is how long players have when they are outside of the instance until it is destroyed.
If <instance id> is ommited, current instance attached to the current script is taken.
If no instance attached, instance of the attached player's party is taken.
----------------------------------------
*instance_init <instance id>;
Creates the instance, copying all NPCs and initializing the timer.
----------------------------------------
*instance_destroy {<instance id>};
Removes the instance, destroys all NPCs on the instanced map and ends the timer.
If <instance id> is ommited, current instance attached to the current script is taken.
If no instance attached, instance of the attached player's party is taken.
----------------------------------------
*instance_npcname "<npc name>"{, <instance id>};
Retrieves the unique address of an NPC on an instanced map.
If <instance id> is ommited, current instance attached to the current script is taken. If no instance attached, instance of the attached player's party is taken.
----------------------------------------
*instance_announce <instance id>, "<message>", <flag>, <color>{, <type>{, <size>{, <alignment>{, <position>}}}};
Works like announce command.
Displays an announce inside the specified instance.
If <instance id> is 0, current instance attached to the current script is taken. If no instance attached, instance of the attached player's party is taken.
----------------------------------------
*has_instance "<map name>"{, <instance id>};
Checks, whether the given map is attached to the specified instance or not. If <instance id> is ommited, current instance attached to the current script is taken. If no instance attached, instance of the attached player's party is taken.
Returns: Name of the instance map if successful, otherwise an empty string.
----------------------------------------
*instance_warpall "<map name>", <x>, <y>{, <instance id>};
Warps entire party, that is attached to given instance to a map at specified coordinates.
If <instance id> is ommited, current instance attached to the current script is taken. If no instance attached, instance of the attached player's party is taken.
----------------------------------------
Whew.