* 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
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@ -141,7 +141,7 @@ explanation, see 'setmapflag'.
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** Create a permanent monster spawn:
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<map name>,<x>,<y>,<xs>,<ys>%TAB%monster%TAB%<monster name>%TAB%<mob id>,<amount>,<delay1>,<delay2>,<event>
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<map name>,<x>,<y>,<xs>,<ys>%TAB%monster%TAB%<monster name>%TAB%<mob id>,<amount>,<delay1>,<delay2>,<event>{,<mob size>,<mob ai>}
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Map name is the name of the map the monsters will spawn on. x,y are the
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coordinates where the mob should spawn. If xs and ys are non-zero, they
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@ -158,15 +158,6 @@ used, (which, in rAthena, actually contains an english name) if it's "--en--",
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it's the 'english name' from the monster database (which contains an uppercase
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name used to summon the monster with a GM command).
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If you add 20000 to the monster ID, the monster will be spawned in a 'big
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version', (monster size class will increase) and if you add 10000, the 'tiny
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version' of the monster will be created. However, this method is deprecated
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and not recommended, as the values to add can change at a later time (20000
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and 10000 actually stand for 2*MAX_MOB_DB and MAX_MOB_DB respectively, which
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is defined on mob.h, and can change in the future as more mobs are created).
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The recommended way to change a mob's size is to use the event-field (see
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below).
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Amount is the amount of monsters that will be spawned when this command is
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executed, it is affected by spawn rates in 'battle_athena.conf'.
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@ -185,11 +176,12 @@ should start with "On". As with all events, if the NPC is an on-touch NPC, the
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player who triggers the script must be within 'trigger' range for the event to
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work.
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The Event field can be used alternatively to specify other mob properties. Use
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2 to specify that the mob should be small, 4 for big monsters, and 8 for
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special ai mobs (which by default attack other monsters instead of players).
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You can add these, so using 10 will spawn small monsters that attack other
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mobs (if you specify both 2 and 4, the small version takes priority).
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There are two optional fields for monster size and AI. Size can be 0 (medium),
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1 (small), or 2 (big). AI can be 0 (default), 1 (attack/friendly), 2 (sphere),
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3 (flora), or 4 (zanzou).
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Alternately, a monster spawned using 'boss_monster' instead of 'monster' is able
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to be detected on the map with the SC_BOSSMAPINFO status (used by Convex Mirror).
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** NPC names
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@ -1151,30 +1143,34 @@ Returns the variable reference (since trunk r12870).
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*setd "<variable name>",<value>;
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Works almost identical as set, just that the variable name is identified as a string,
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thus can be constructed dynamically.
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Works almost identically as set, except the variable name is identified as a string
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and can thus be constructed dynamically.
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This command is equivalent to:
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set getd("variable name"),<value>;
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set getd("variable name"),<value>;
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Example:
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set $var$, "Poring";
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Examples:
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setd "$var$", "Poporing";
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mes $var$; // Will return Poporing
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setd ".@var$", "Poporing";
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mes .@var$; // Displays "Poporing".
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setd "$" + $var$ + "123$", "Poporing is cool";
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mes $Poporing123$; // Will return Poporing is cool.
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setd ".@" + $var$ + "123$", "Poporing is cool";
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mes .@Poporing123$; // Displays "Poporing is cool".
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---------------------------------------
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*getd("<variable name>")
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Returns a reference to a variable, the name can be constructed dynamically.
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Refer to setd for usage.
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Refer to 'setd' for usage.
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Example:
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set getd("$varRefence"), 1;
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set @i, getd("$pikachu");
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This can also be used to set an array dynamically:
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setarray getd(".array[0]"), 1, 2, 3, 4, 5;
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Examples:
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set getd("$varRefence"), 1;
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set @i, getd("$" + "pikachu");
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---------------------------------------
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@ -2194,7 +2190,7 @@ You can also use this command to get stat values.
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*getcharid(<type>{,"<character name>"})
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This function will return a unique ID number of the invoking character, or, if a
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character name is specified, of that character.
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character name is specified, of that player.
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Type is the kind of associated ID number required:
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@ -2423,21 +2419,20 @@ Available information types are:
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1 - X coordinate
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2 - Y coordinate
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---------------------------------------
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---------------------------------------
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*getcharip{(<Character Name/Account ID/Char ID>)}
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*getcharip({"<character name>"|<account id>|<char id>})
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This function will return the IP address of the currently attached player
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or the currently attached Character Name/Account ID/Character ID. This command
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returns a blank str if there is no player attached.
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This function will return the IP address of the invoking character, or, if a player
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is specified, of that character. A blank string is returned if no player is attached.
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Example 1: Sets the variable, @ip$, into the IP address of currently attached player.
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@ip$ = getcharip;
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Examples:
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Example 2: Sets the variable, @ip$, into the IP address of character "Silver".
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// Outputs IP address of attached player.
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mes "Your IP: " + getcharip();
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@ip$ = getcharip("Silver");
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// Outputs IP address of character "Silver".
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mes "Silver's IP: " + getcharip("Silver");
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---------------------------------------
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\\
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@ -5151,25 +5146,26 @@ The main difference is that @follow can use character names, and this commands n
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Examples:
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//This will make Aaron follow Bullah, when both of these characters are online.
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// This will make Aaron follow Bullah, when both of these characters are online.
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PCFollow getCharID(3,"Aaron"),getCharID(3,"Bullah");
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//Makes Aaron stop following whoever he is following.
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// Makes Aaron stop following whoever he is following.
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PCStopFollow getCharID(3,"Aaron");
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---------------------------------------
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*pcblockmove <id>,<option>;
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Prevents the given ID from moving when the option != 0, 0 enables the ID to move again.
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ID should be able to be GID of a monster/NPC or AID from a character.
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Prevents the given ID from moving when the option != 0, and 0 enables the ID to
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move again. The ID can either be the GID of a monster/NPC or account ID of a
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character, and will run for the attached player if zero is supplied.
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Examples:
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//prevents the current char from moving away;
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// Prevents the current char from moving away.
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pcblockmove getcharid(3),1;
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//enables the current char to move again.
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// Enables the current char to move again.
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pcblockmove getcharid(3),0;
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---------------------------------------
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@ -5961,7 +5957,7 @@ room reaching the given triggering amount.
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// the player will be able to wait until 7 players accumulate. Once this happens,
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// it will cause the NPC "Bouncer" run the label "OnStart".
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waitingroom "Disco - Waiting Room",8,"Bouncer::OnStart",8;
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waitingroom "Disco - Waiting Room",8,"Bouncer::OnStart",7;
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// The NPC will have a box above its head, it will say "Party - Waiting Room"
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// and will have 8 waiting slots. Clicking this will allow a player who has
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@ -5969,7 +5965,7 @@ room reaching the given triggering amount.
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// able to wait until 7 players accumulate. Once this happens, it will cause
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// the NPC "Bouncer" run the label "OnStart".
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waitingroom "Party - Waiting Room",8,"Bouncer::OnStart",8,5000,50,99;
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waitingroom "Party - Waiting Room",8,"Bouncer::OnStart",7,5000,50,99;
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Creating a waiting room does not stop the execution of the script and it will
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continue to the next line.
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@ -1182,7 +1182,7 @@ moc_fild11,180,253,5 script Talking Dog#para03 972,{
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mes "Oh, if you are tired I will help you.";
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next;
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mes "-When the dog barked, your HP and SP recovered.-";
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// UseSkillToPC 28 10 99 60; // Use Skill On Player <Skill ID>,<Lvl>,<x>,<y>
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// UseSkillToPC 28 10 99 60;
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percentheal 100,100;
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close;
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}
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@ -1220,7 +1220,7 @@ moc_fild11,180,253,5 script Talking Dog#para03 972,{
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mes "Oh, if you are tired I will help you.";
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next;
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mes "-When the dog barked, your HP and SP recovered.-";
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// UseSkillToPC 28 10 99 60; // Use Skill On Player <Skill ID>,<Lvl>,<x>,<y>
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// UseSkillToPC 28 10 99 60;
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percentheal 100,100;
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close;
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}
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@ -1276,7 +1276,7 @@ moc_fild11,180,253,5 script Talking Dog#para03 972,{
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mes "Oh, if you are tired I will help you.";
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next;
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mes "-When the dog barked, your HP and SP recovered.-";
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// UseSkillToPC 28 10 99 60; // Use Skill On Player <Skill ID>,<Lvl>,<x>,<y>
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// UseSkillToPC 28 10 99 60;
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percentheal 100,100;
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close;
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}
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@ -1422,7 +1422,7 @@ prt_sewb1,131,262,3 script Timid Cat#para04 422,{
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mes "[Timid Cat]";
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mes "Take care to check your map so you don't get lost.";
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mes "It's a service meeow.";
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// UseSkillToPC 28 10 99 60; // Use Skill On Player <Skill ID>,<Lvl>,<x>,<y>
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// UseSkillToPC 28 10 99 60;
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percentheal 0,100;
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close;
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}
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@ -1460,7 +1460,7 @@ prt_sewb1,131,262,3 script Timid Cat#para04 422,{
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mes "[Timid Cat]";
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mes "I will help you a little.";
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mes "Here, I have recovered your strengh meow..";
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// UseSkillToPC 28 10 99 60; // Use Skill On Player <Skill ID>,<Lvl>,<x>,<y>
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// UseSkillToPC 28 10 99 60;
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percentheal 100,100;
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close;
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}
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@ -1495,7 +1495,7 @@ prt_sewb1,131,262,3 script Timid Cat#para04 422,{
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mes "It's the last course so cheer up.";
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mes "I will help you a little.";
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mes "Here, I have recovered your strengh meow..";
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// UseSkillToPC 28 10 99 60; // Use Skill On Player <Skill ID>,<Lvl>,<x>,<y>
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// UseSkillToPC 28 10 99 60;
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percentheal 0,100;
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close;
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}
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@ -1607,7 +1607,7 @@ pay_arche,41,136,3 script Eden Member Karl#para05 904,{
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mes "[Karl]";
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mes "Just in case I will recover all your energy.";
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mes "It's the last step so be careful.";
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// UseSkillToPC 28 10 99 60; // Use Skill On Player <Skill ID>,<Lvl>,<x>,<y>
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// UseSkillToPC 28 10 99 60;
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percentheal 100,100;
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close;
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}
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@ -1638,7 +1638,7 @@ pay_arche,41,136,3 script Eden Member Karl#para05 904,{
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mes "[Karl]";
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mes "Just in case I will recover all your energy.";
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mes "It's the last step so be careful.";
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// UseSkillToPC 28 10 99 60; // Use Skill On Player <Skill ID>,<Lvl>,<x>,<y>
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// UseSkillToPC 28 10 99 60;
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percentheal 0,100;
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close;
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}
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@ -1761,7 +1761,7 @@ anthell01,29,264,5 script Eden Member Cloud#para06 899,{
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mes "What do you think of Ant Hell?";
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mes "Can you stay longer?";
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mes "Ok, I will recover your strengh so, keep going.";
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// UseSkillToPC 28 10 99 60; // Use Skill On Player <Skill ID>,<Lvl>,<x>,<y>
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// UseSkillToPC 28 10 99 60;
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percentheal 100,100;
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close;
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}
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@ -1800,7 +1800,7 @@ anthell01,29,264,5 script Eden Member Cloud#para06 899,{
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mes "[Cloud]";
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mes "See, to cheer you up I will heal you until you finish the training.";
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mes "Chin up and cheer up.";
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// UseSkillToPC 28 10 99 60; // Use Skill On Player <Skill ID>,<Lvl>,<x>,<y>
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// UseSkillToPC 28 10 99 60;
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percentheal 100,100;
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close;
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}
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@ -1828,7 +1828,7 @@ anthell01,29,264,5 script Eden Member Cloud#para06 899,{
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mes "[Cloud]";
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mes "Just Vitata, isn't that an easy opponent?";
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mes "If you see Maya just run away.";
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// UseSkillToPC 28 10 99 60; // Use Skill On Player <Skill ID>,<Lvl>,<x>,<y>
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// UseSkillToPC 28 10 99 60;
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percentheal 100,100;
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close;
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}
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@ -1943,7 +1943,7 @@ in_orcs01,38,175,3 script Eden Member Hooksha 803,{
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mes "[Hooksha]";
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mes "You look tired I will recover your health.";
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mes "If you are in trouble just come back here to safety.";
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// UseSkillToPC 28 10 99 60; // Use Skill On Player <Skill ID>,<Lvl>,<x>,<y>
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// UseSkillToPC 28 10 99 60;
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percentheal 100,100;
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close;
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}
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@ -1974,7 +1974,7 @@ in_orcs01,38,175,3 script Eden Member Hooksha 803,{
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mes "[Hooksha]";
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mes "You look tired, I will recover your health.";
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mes "If you are in trouble just come back here to safety.";
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// UseSkillToPC 28 10 99 60; // Use Skill On Player <Skill ID>,<Lvl>,<x>,<y>
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// UseSkillToPC 28 10 99 60;
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percentheal 100,100;
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close;
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}
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@ -2000,7 +2000,7 @@ in_orcs01,38,175,3 script Eden Member Hooksha 803,{
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mes "[Hooksha]";
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mes "You look tired, I will recover your health.";
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mes "If you are in trouble just come back here to safety.";
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// UseSkillToPC 28 10 99 60; // Use Skill On Player <Skill ID>,<Lvl>,<x>,<y>
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// UseSkillToPC 28 10 99 60;
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percentheal 100,100;
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close;
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}
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@ -2073,7 +2073,7 @@ in_orcs01,38,175,3 script Eden Member Hooksha 803,{
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mes "Can you stay longer?";
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mes "You look tired, I will recover your health.";
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mes "If you are in trouble just come back here to safety.";
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// UseSkillToPC 28 10 99 60; // Use Skill On Player <Skill ID>,<Lvl>,<x>,<y>
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// UseSkillToPC 28 10 99 60;
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percentheal 100,100;
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close;
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}
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@ -2097,7 +2097,7 @@ in_orcs01,38,175,3 script Eden Member Hooksha 803,{
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mes "Can you stay longer?";
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mes "You look tired I will recover your health.";
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mes "If you are in trouble just come back here to safety.";
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// UseSkillToPC 28 10 99 60; // Use Skill On Player <Skill ID>,<Lvl>,<x>,<y>
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// UseSkillToPC 28 10 99 60;
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percentheal 100,100;
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close;
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}
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@ -2201,7 +2201,7 @@ iz_dun04,43,46,3 script Eden Member Callandiva 745,{
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mes "Oh are you tired?";
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mes "Mermans are not easy opponents.";
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mes "I will help you recover so cheer up.";
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// UseSkillToPC 28 10 99 60; // Use Skill On Player <Skill ID>,<Lvl>,<x>,<y>
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// UseSkillToPC 28 10 99 60;
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percentheal 0,100;
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close;
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}
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