* Permanent monster spawn documentation is finally up-to-date (partly follow-up r16962).

* Added missing documentation for boss_monster, and fixed a waitingroom example (bugreport:6800).
* Added a small detail to pcblockmove documentation (bugreport:6894).
* Added an array example to getd() documentation (tid:63002).
* Follow-up r16961, standardization of documentation.
* Deleted incorrect UseSkillToPC comments in scripts. This command will hopefully be added in the future.


git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@16963 54d463be-8e91-2dee-dedb-b68131a5f0ec
This commit is contained in:
euphyy 2012-11-24 20:39:13 +00:00
parent a2767e60af
commit 6361cb555f
2 changed files with 60 additions and 64 deletions

View File

@ -141,7 +141,7 @@ 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>
<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 xs and ys are non-zero, they
@ -158,15 +158,6 @@ used, (which, in rAthena, 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).
If you add 20000 to the monster ID, the monster will be spawned in a 'big
version', (monster size class will increase) and if you add 10000, the 'tiny
version' of the monster will be created. However, this method is deprecated
and not recommended, as the values to add can change at a later time (20000
and 10000 actually stand for 2*MAX_MOB_DB and MAX_MOB_DB respectively, which
is defined on mob.h, and can change in the future as more mobs are created).
The recommended way to change a mob's size is to use the event-field (see
below).
Amount is the amount of monsters that will be spawned when this command is
executed, it is affected by spawn rates in 'battle_athena.conf'.
@ -185,11 +176,12 @@ 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.
The Event field can be used alternatively to specify other mob properties. Use
2 to specify that the mob should be small, 4 for big monsters, and 8 for
special ai mobs (which by default attack other monsters instead of players).
You can add these, so using 10 will spawn small monsters that attack other
mobs (if you specify both 2 and 4, the small version takes priority).
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_BOSSMAPINFO status (used by Convex Mirror).
** NPC names
@ -1151,30 +1143,34 @@ Returns the variable reference (since trunk r12870).
*setd "<variable name>",<value>;
Works almost identical as set, just that the variable name is identified as a string,
thus can be constructed dynamically.
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>;
set getd("variable name"),<value>;
Example:
set $var$, "Poring";
Examples:
setd "$var$", "Poporing";
mes $var$; // Will return Poporing
setd ".@var$", "Poporing";
mes .@var$; // Displays "Poporing".
setd "$" + $var$ + "123$", "Poporing is cool";
mes $Poporing123$; // Will return Poporing is cool.
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.
Refer to 'setd' for usage.
Example:
set getd("$varRefence"), 1;
set @i, getd("$pikachu");
This can also be used to set an array dynamically:
setarray getd(".array[0]"), 1, 2, 3, 4, 5;
Examples:
set getd("$varRefence"), 1;
set @i, getd("$" + "pikachu");
---------------------------------------
@ -2194,7 +2190,7 @@ You can also use this command to get stat values.
*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 character.
character name is specified, of that player.
Type is the kind of associated ID number required:
@ -2423,21 +2419,20 @@ Available information types are:
1 - X coordinate
2 - Y coordinate
---------------------------------------
---------------------------------------
*getcharip{(<Character Name/Account ID/Char ID>)}
*getcharip({"<character name>"|<account id>|<char id>})
This function will return the IP address of the currently attached player
or the currently attached Character Name/Account ID/Character ID. This command
returns a blank str if there is no player attached.
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.
Example 1: Sets the variable, @ip$, into the IP address of currently attached player.
@ip$ = getcharip;
Examples:
Example 2: Sets the variable, @ip$, into the IP address of character "Silver".
// Outputs IP address of attached player.
mes "Your IP: " + getcharip();
@ip$ = getcharip("Silver");
// Outputs IP address of character "Silver".
mes "Silver's IP: " + getcharip("Silver");
---------------------------------------
\\
@ -5151,25 +5146,26 @@ The main difference is that @follow can use character names, and this commands n
Examples:
//This will make Aaron follow Bullah, when both of these characters are online.
// 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.
// 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, 0 enables the ID to move again.
ID should be able to be GID of a monster/NPC or AID from a character.
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;
// Prevents the current char from moving away.
pcblockmove getcharid(3),1;
//enables the current char to move again.
// Enables the current char to move again.
pcblockmove getcharid(3),0;
---------------------------------------
@ -5961,7 +5957,7 @@ room reaching the given triggering amount.
// 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",8;
waitingroom "Disco - Waiting Room",8,"Bouncer::OnStart",7;
// The NPC will have a box above its head, it will say "Party - Waiting Room"
// and will have 8 waiting slots. Clicking this will allow a player who has
@ -5969,7 +5965,7 @@ room reaching the given triggering amount.
// 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",8,5000,50,99;
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.

View File

@ -1182,7 +1182,7 @@ moc_fild11,180,253,5 script Talking Dog#para03 972,{
mes "Oh, if you are tired I will help you.";
next;
mes "-When the dog barked, your HP and SP recovered.-";
// UseSkillToPC 28 10 99 60; // Use Skill On Player <Skill ID>,<Lvl>,<x>,<y>
// UseSkillToPC 28 10 99 60;
percentheal 100,100;
close;
}
@ -1220,7 +1220,7 @@ moc_fild11,180,253,5 script Talking Dog#para03 972,{
mes "Oh, if you are tired I will help you.";
next;
mes "-When the dog barked, your HP and SP recovered.-";
// UseSkillToPC 28 10 99 60; // Use Skill On Player <Skill ID>,<Lvl>,<x>,<y>
// UseSkillToPC 28 10 99 60;
percentheal 100,100;
close;
}
@ -1276,7 +1276,7 @@ moc_fild11,180,253,5 script Talking Dog#para03 972,{
mes "Oh, if you are tired I will help you.";
next;
mes "-When the dog barked, your HP and SP recovered.-";
// UseSkillToPC 28 10 99 60; // Use Skill On Player <Skill ID>,<Lvl>,<x>,<y>
// UseSkillToPC 28 10 99 60;
percentheal 100,100;
close;
}
@ -1422,7 +1422,7 @@ prt_sewb1,131,262,3 script Timid Cat#para04 422,{
mes "[Timid Cat]";
mes "Take care to check your map so you don't get lost.";
mes "It's a service meeow.";
// UseSkillToPC 28 10 99 60; // Use Skill On Player <Skill ID>,<Lvl>,<x>,<y>
// UseSkillToPC 28 10 99 60;
percentheal 0,100;
close;
}
@ -1460,7 +1460,7 @@ prt_sewb1,131,262,3 script Timid Cat#para04 422,{
mes "[Timid Cat]";
mes "I will help you a little.";
mes "Here, I have recovered your strengh meow..";
// UseSkillToPC 28 10 99 60; // Use Skill On Player <Skill ID>,<Lvl>,<x>,<y>
// UseSkillToPC 28 10 99 60;
percentheal 100,100;
close;
}
@ -1495,7 +1495,7 @@ prt_sewb1,131,262,3 script Timid Cat#para04 422,{
mes "It's the last course so cheer up.";
mes "I will help you a little.";
mes "Here, I have recovered your strengh meow..";
// UseSkillToPC 28 10 99 60; // Use Skill On Player <Skill ID>,<Lvl>,<x>,<y>
// UseSkillToPC 28 10 99 60;
percentheal 0,100;
close;
}
@ -1607,7 +1607,7 @@ pay_arche,41,136,3 script Eden Member Karl#para05 904,{
mes "[Karl]";
mes "Just in case I will recover all your energy.";
mes "It's the last step so be careful.";
// UseSkillToPC 28 10 99 60; // Use Skill On Player <Skill ID>,<Lvl>,<x>,<y>
// UseSkillToPC 28 10 99 60;
percentheal 100,100;
close;
}
@ -1638,7 +1638,7 @@ pay_arche,41,136,3 script Eden Member Karl#para05 904,{
mes "[Karl]";
mes "Just in case I will recover all your energy.";
mes "It's the last step so be careful.";
// UseSkillToPC 28 10 99 60; // Use Skill On Player <Skill ID>,<Lvl>,<x>,<y>
// UseSkillToPC 28 10 99 60;
percentheal 0,100;
close;
}
@ -1761,7 +1761,7 @@ anthell01,29,264,5 script Eden Member Cloud#para06 899,{
mes "What do you think of Ant Hell?";
mes "Can you stay longer?";
mes "Ok, I will recover your strengh so, keep going.";
// UseSkillToPC 28 10 99 60; // Use Skill On Player <Skill ID>,<Lvl>,<x>,<y>
// UseSkillToPC 28 10 99 60;
percentheal 100,100;
close;
}
@ -1800,7 +1800,7 @@ anthell01,29,264,5 script Eden Member Cloud#para06 899,{
mes "[Cloud]";
mes "See, to cheer you up I will heal you until you finish the training.";
mes "Chin up and cheer up.";
// UseSkillToPC 28 10 99 60; // Use Skill On Player <Skill ID>,<Lvl>,<x>,<y>
// UseSkillToPC 28 10 99 60;
percentheal 100,100;
close;
}
@ -1828,7 +1828,7 @@ anthell01,29,264,5 script Eden Member Cloud#para06 899,{
mes "[Cloud]";
mes "Just Vitata, isn't that an easy opponent?";
mes "If you see Maya just run away.";
// UseSkillToPC 28 10 99 60; // Use Skill On Player <Skill ID>,<Lvl>,<x>,<y>
// UseSkillToPC 28 10 99 60;
percentheal 100,100;
close;
}
@ -1943,7 +1943,7 @@ in_orcs01,38,175,3 script Eden Member Hooksha 803,{
mes "[Hooksha]";
mes "You look tired I will recover your health.";
mes "If you are in trouble just come back here to safety.";
// UseSkillToPC 28 10 99 60; // Use Skill On Player <Skill ID>,<Lvl>,<x>,<y>
// UseSkillToPC 28 10 99 60;
percentheal 100,100;
close;
}
@ -1974,7 +1974,7 @@ in_orcs01,38,175,3 script Eden Member Hooksha 803,{
mes "[Hooksha]";
mes "You look tired, I will recover your health.";
mes "If you are in trouble just come back here to safety.";
// UseSkillToPC 28 10 99 60; // Use Skill On Player <Skill ID>,<Lvl>,<x>,<y>
// UseSkillToPC 28 10 99 60;
percentheal 100,100;
close;
}
@ -2000,7 +2000,7 @@ in_orcs01,38,175,3 script Eden Member Hooksha 803,{
mes "[Hooksha]";
mes "You look tired, I will recover your health.";
mes "If you are in trouble just come back here to safety.";
// UseSkillToPC 28 10 99 60; // Use Skill On Player <Skill ID>,<Lvl>,<x>,<y>
// UseSkillToPC 28 10 99 60;
percentheal 100,100;
close;
}
@ -2073,7 +2073,7 @@ in_orcs01,38,175,3 script Eden Member Hooksha 803,{
mes "Can you stay longer?";
mes "You look tired, I will recover your health.";
mes "If you are in trouble just come back here to safety.";
// UseSkillToPC 28 10 99 60; // Use Skill On Player <Skill ID>,<Lvl>,<x>,<y>
// UseSkillToPC 28 10 99 60;
percentheal 100,100;
close;
}
@ -2097,7 +2097,7 @@ in_orcs01,38,175,3 script Eden Member Hooksha 803,{
mes "Can you stay longer?";
mes "You look tired I will recover your health.";
mes "If you are in trouble just come back here to safety.";
// UseSkillToPC 28 10 99 60; // Use Skill On Player <Skill ID>,<Lvl>,<x>,<y>
// UseSkillToPC 28 10 99 60;
percentheal 100,100;
close;
}
@ -2201,7 +2201,7 @@ iz_dun04,43,46,3 script Eden Member Callandiva 745,{
mes "Oh are you tired?";
mes "Mermans are not easy opponents.";
mes "I will help you recover so cheer up.";
// UseSkillToPC 28 10 99 60; // Use Skill On Player <Skill ID>,<Lvl>,<x>,<y>
// UseSkillToPC 28 10 99 60;
percentheal 0,100;
close;
}