Updated script documentation
* Updated the constant location references to the new script_constants.h file.
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@@ -517,7 +517,7 @@ forever, and no trace remains of it even if it was stored with character or
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account data.
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Some variables are special, that is, they are already defined for you by the
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scripting engine. You can see the full list somewhere in 'db/const.txt', which
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scripting engine. You can see the full list in 'src/map/script_constants.h', which
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is a file you should read, since it also allows you to replace lots of numbered
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arguments for many commands with easier to read text. The special variables most
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commonly used are all permanent character-based variables:
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@@ -2290,7 +2290,7 @@ Also useful when passing arrays to functions or accessing another npc's arrays:
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This function will return the specified stat of the invoking character, or, if a
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character name is specified, of that player. The stat can either be a number or
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parameter name, defined in 'db/const.txt'.
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parameter name, defined in 'src/map/script_constants.h'.
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Some example parameters:
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@@ -4055,7 +4055,7 @@ This command will change the job class of the invoking character.
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This command does work with numbers, but you can also use job names. The full
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list of job names and the numbers they correspond to can be found in
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'db/const.txt'.
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'src/map/script_constants.h'.
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// This would change your player into a Swordman
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jobchange Job_Swordman;
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@@ -4275,7 +4275,7 @@ you can look at: 'npc/custom/stylist.txt'
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This command will push the currently attached player to given direction by given
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amount of square cells. Direction is the same as used when declaring NPCs, and
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can be specified by using one of the DIR_* constants (db/const.txt).
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can be specified by using one of the DIR_* constants (src/map/script_constants.h).
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The knock-back is not restricted by items or map flags, only obstacles are taken
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into account. If there is not enough space to perform the push (e.g. due to a
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@@ -5153,7 +5153,7 @@ Used in reset NPC's (duh!)
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These commands will bestow a status effect on a character.
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The <effect type> determines which status is invoked. This can be either a number
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or constant, with the common statuses (mostly negative) found in 'db/const.txt'
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or constant, with the common statuses (mostly negative) found in 'src/map/script_constants.h'
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with the 'SC_' prefix. A full list is located in 'src/map/status.h', though
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they are not currently documented.
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@@ -5422,7 +5422,7 @@ Types:
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1: Buff
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2: Debuff
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Status_icon: See "Status Icon" section in 'db/const.txt'. Default is SI_BLANK (-1).
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Status_icon: See "Status Icon" section in 'src/map/script_constants.h'. Default is SI_BLANK (-1).
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Example:
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// Apple gives you +5 Str bonus for 1 minute when it's consumed.
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@@ -6198,7 +6198,7 @@ This command will broadcast a message to all or most players, similar to
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The region the broadcast is heard in (target), source of the broadcast
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and the color the message will come up as is determined by the flags.
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The flag values are coded as constants in 'db/const.txt' to make them easier to use.
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The flag values are coded as constants in 'src/map/script_constants.h' to make them easier to use.
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Target flags:
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- bc_all: Broadcast message is sent server-wide (default).
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@@ -6534,7 +6534,7 @@ specified.
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*setmapflag "<map name>",<flag>{,<zone>{,<type>}};
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This command marks a specified map with the given map flag, which will alter the
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behavior of the map. A full list of mapflags is located in 'db/const.txt' with
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behavior of the map. A full list of mapflags is located in 'src/map/script_constants.h' with
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the 'mf_' prefix, and documentation can be found in 'doc/mapflags.txt'.
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The map flags alter the behavior of the map regarding teleporting (mf_nomemo,
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@@ -6900,8 +6900,8 @@ must be used.
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This command makes an object display an emotion sprite above their own as
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if they were doing that emotion. For a full list of emotion numbers,
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see 'db/const.txt' under 'e_'. The not so obvious ones are 'e_what' (a question mark)
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and 'e_gasp' (the exclamation mark).
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see 'src/map/script_constants.h' under 'e_'. The not so obvious ones are 'e_what'
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(a question mark) and 'e_gasp' (the exclamation mark).
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The optional target parameter specifies who will get the emotion on top of
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their head. If 0 (the default if omitted), the NPC in current use will show
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@@ -7142,7 +7142,7 @@ This command will make a <GID> say a message. The display name of the <GID> won'
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*unitemote <GID>,<emotion number>;
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This command will make a <GID> display an emotion sprite.
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For a full list of emotion numbers, see 'db/const.txt' under 'e_'.
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For a full list of emotion numbers, see 'src/map/script_constants.h' under 'e_'.
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---------------------------------------
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@@ -8044,7 +8044,7 @@ Each of these can be 'on' or 'off'. Together they define a cell's behavior.
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This command lets you alter these flags for all map cells in the specified
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(x1,y1)-(x2,y2) rectangle. The 'flag' can be 0 or 1 (0:clear flag, 1:set flag).
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The 'type' defines which flag to modify. Possible options see 'db/const.txt'.
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The 'type' defines which flag to modify. Possible options see 'src/map/script_constants.h'.
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Example:
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@@ -8078,7 +8078,7 @@ remove a nonwalkable row of cells after the barricade mobs.
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This command will return 1 or 0, depending on whether the specified cell has
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the 'type' flag set or not. There are various types to check, all mimicking
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the server's cell_chk enumeration. The types can be found in 'db/const.txt'.
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the server's cell_chk enumeration. The types can be found in 'src/map/script_constants.h'.
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The meaning of the individual types can be confusing, so here's an overview:
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- cell_chkwall/water/cliff
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@@ -8687,7 +8687,7 @@ NOTE: Currently ONLY supported for bonuses that used by 'bonus' script.
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This command will make the pet cure a specified status condition. The curing
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actions will occur once every Delay seconds. For a full list of status
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conditions that can be cured, see the list of 'SC_' status condition constants
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in 'db/const.txt'.
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in 'src/map/script_constants.h'.
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---------------------------------------
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